XCOM 2
[WOTC] Advent Medic
263 Comments
Wilko  [author] 18 Feb @ 12:09pm 
If it is just a case of low spawn chances, you could try increasing the SpawnWeight values in the mod's /config/XComEncounterLists.ini - but if you have lots of additional enemy types, there's only a finite number of 'chances' the medic will get to appear.
Dragon32 18 Feb @ 5:57am 
@clw6
That's spawnweight, the more enemy-adding mods you have the less chance one thing has to spawn. Have a look at this and the linked page
https://old.reddit.com/r/xcom2mods/comments/buy9d0/how_do_spawn_weights_and_force_levels_work/
clw6 17 Feb @ 8:02pm 
With multiple campaigns on LWOTC I've had the Medic show up but VERY rarely so seems partially compatible but obviously something in my modlist is overriding its appearance. I'm using A Better Advent as well so might also be something there preventing the Medic showing up. So Medic doesn't create any problems with highly modded campaigns to my knowledge but only shows up once or twice in an entire campaign.
bidiguilo 11 Feb @ 11:51am 
im using a mod that makes smoke from grenades conceal targets, which paired with this unit's healing smoke grenade generates a lot of !!FUN!!
Wilko  [author] 8 Oct, 2024 @ 12:09pm 
Thanks for the info :steamthumbsup:
Deadput 5 Oct, 2024 @ 11:57am 
Yeah ideal range is a weapon thing, with Medic's using the Priest's gun that means they already have one set for them.
Wilko  [author] 27 Aug, 2024 @ 1:00pm 
Sorry, I don't have the mod tools installed anymore. I've had a quick look at the source code for the medic, but I'm not seeing a reference to an 'ideal range' for the unit - is this a variable distance for engagement of enemies?

If that's mapped to the weapon, the medic is using the Priest's, so that might be configurable for both?
-S.S.- Solomun 26 Aug, 2024 @ 9:29am 
Hey! First of all thank you for the mod. It's been in my every campaign for years.

I've recently evolved from mere casual to sub-intermediate, and I'm just wondering if you could expose this unit's "IdealRange" to config? It's usually XComGameData_WeaponData for units.
Mr.Fear 24 Jan, 2024 @ 11:49pm 
Ok, thank you!
Wilko  [author] 24 Jan, 2024 @ 11:47am 
Sure, go for it - If you have any questions, let me know.
Mr.Fear 23 Jan, 2024 @ 11:36pm 
Hello! I am developing a large mod for multiplayer. In the future, it is planned to organize various tournaments on it. I would like to ask your permission to use the Advent Medic model in my mod. I will be very grateful to you.
tiktaalik 2 Jan, 2024 @ 12:58pm 
Oh, that's awesome! Thanks.
Wilko  [author] 1 Jan, 2024 @ 3:49am 
I've found a github repository for LWOTC - no idea how up-to-date this is - but it suggests they use their own encounter list groups. I'll create a discussion on what *might* work.
tiktaalik 1 Jan, 2024 @ 3:39am 
It doesn't seem to cause any problems, but no medics are showing on missions. Perhaps something has to be touched in the encounter lists or somewhere, but I don't possess that knowledge :(
tiktaalik 28 Dec, 2023 @ 3:52pm 
Thanks :)
Wilko  [author] 26 Dec, 2023 @ 2:16pm 
Sorry, no idea - I never played LWOTC - but I've not had any issues reported.
tiktaalik 26 Dec, 2023 @ 1:05pm 
Would this mod work with LWOTC out of the box?
Wilko  [author] 22 Jan, 2023 @ 3:35am 
Sorry, I don't follow - you can add a translation as a new discussion above as others have done, and I can provide details on how to create a localization file with it. If you need a reference, you could use the existing discussions or look at the .ini files in the mod in your steamapps/workshop/content folders.
pabloaram2011 16 Jan, 2023 @ 6:48pm 
If you have the ini files i can do the localization? Send to me if you have it for direct msg
Wilko  [author] 14 Jan, 2023 @ 3:55am 
You're very welcome to provide a localization - I don't have the mod tools anymore so it's unlikely the mod itself will be updated, but it can be added as a discussion and I'll add credits.
pabloaram2011 13 Jan, 2023 @ 6:13pm 
Can i add localization for Spanish?? i'm argentinian aka native spanish speaker
Wilko  [author] 17 Dec, 2022 @ 8:19am 
I'd make sure the AI routine is using your 'SmokeProfile' AoE - sounds like they're still using a more generic grenade Profile.
Astrofaris 17 Dec, 2022 @ 7:01am 
Thanks for the tips, I'm on my way for success... However, there is still one amusing problem, Officer throwing Smoke at my soldiers, regardless despite profile:

+AoEProfiles=( Profile=SmokeProfile, Ability=ThrowGrenade, bTargetEnemy=0, bTargetAllies=1, bUsePrecomputePath=1, MinTargets=1)

Do you have any suggestions how to fix it?
Wilko  [author] 16 Dec, 2022 @ 12:57pm 
Happy to try and help, although I'm a bit rusty with XCOM modding! XComGameData.ini lists the gear that the medic has - so you'll want to make sure the smoke grenade is in your list for the officer.

After that, you've got XComAi.ini which documents when the medic should use the grenade - note the +AoEProfile that needs to sit in it's own section above the other routines - that stumped me for a while! The AoEProfile handles criteria for whether the medic should throw a grenade, bTargetEnemy and all that helps whether to target friend or foe, how many should be covered, etc.

I think the item itself grants the unit the ability to actually throw it, so I think that's all that is required - for debugging, I'd suggest running the XCOM debug mode and controlling a squad with officers, then you can split the issue to whether: the ability is failing; or if the AI is failing.
Astrofaris 15 Dec, 2022 @ 2:56pm 
Hi, there! I wonder how you make medic to throw smoke grenades. I tried to figure it out for myself, but I accomplished nothing. I am a fresh victim to XCOM modding, and I have that itching idea to teach ADVENT officer throwing smoke (It seems kind of fitting to me, that soldier with higher rank will protect and guide regular troopers). | Mod is awesome, by the way, it looks like in the right place amongst ADVENT soldiers!
MarsToSirius 10 Aug, 2022 @ 7:12am 
Great idea! Subbed and looking forward to this.
Wilko  [author] 24 Jun, 2022 @ 1:07pm 
Cheers!
Who 22 Jun, 2022 @ 7:56pm 
Can't see myself playing without this, thanks for this gem
Wilko  [author] 1 May, 2022 @ 2:14am 
Thanks for the feedback! Much appreciated.
Andrewlik 30 Apr, 2022 @ 6:38pm 
Very solid mod. It fits nicely into existing Advent Forces, while also behaving differently from normal troopers. A nice thing to add a little variety to the alien pool :steamthumbsup::davion:
Zaku II (Alias WatcherZigzagoon) 1 Apr, 2022 @ 11:38am 
Honestly, a Medic makes sense
Dragon32 28 Dec, 2021 @ 2:57am 
@william
No. They drop Trooper corpses.
William 27 Dec, 2021 @ 11:17pm 
Does the advent medic have a autopsy?
Иваныч 13 Nov, 2021 @ 1:51pm 
By the way, the medic also has problems with grenades. He first throws smoke at an ally, and the ally immediately runs away from this smoke. He also does not take into account when throwing that smoke does not pass through the shelter.

But it doesn't matter to me anymore. In my build, I added 1 additional unit to each pod from the start of the game. And the medic with such behavior just compensates for the overestimated complexity. )
Wilko  [author] 13 Nov, 2021 @ 4:23am 
I've seen a few mods that add healing grenades so that could be an option. That would most likely need a custom X2AIBTAction written so the medic only used it on groups of allies that included wounded - or if it saw a wounded ally it couldn't reach that turn. I don't have the mod tools installed right now, but I could possibly look at it if there's enough interest.
Иваныч 12 Nov, 2021 @ 4:05pm 
Maybe add him a treatment at a distance, with a small radius? Otherwise, he may never catch up with anyone to heal.
https://youtu.be/mdyYfVmY8bY?t=6920
Wilko  [author] 12 Nov, 2021 @ 1:54pm 
If they can't heal anyone or use smoke to cover groups the medic will focus on getting close to wounded allies which may result in them moving around the map a lot. I once encountered a battle where the medic kept moving because it couldn't find a spot safe enough to heal an ally but it only happened once and I wasn't able to recreate to debug.
Иваныч 11 Nov, 2021 @ 6:04pm 
Медик слишком часто все свои действия тратит только на движение. Как это исправить?
Wilko  [author] 25 Sep, 2021 @ 7:48am 
Thanks for the feedback, much appreciated!
Knightmare047 23 Sep, 2021 @ 4:37pm 
Also, thanks for making this. I like having new units like these that are simple, but help vary up encounters. The Medics here are also the only units capable of healing others.
Knightmare047 23 Sep, 2021 @ 4:24pm 
I've completed a campaign with this mod months ago and everything works well. As feedback, personally, the Medic's role and abilities are overall fine. Though I personally boosted their stats slightly in the config for my latest campaign to give them more dodge/defense to make them abit more survivable compared to the typical Troopers.
Wilko  [author] 2 Sep, 2021 @ 9:50am 
I welcome all suggestions and feedback - it's good to get different viewpoints. That said, I like to keep the scope of my mini-mods quite simple, and I think additional abilities would start to make the role of the medic less clear. I debated adding a 'inspire' ability that gives allies an extra turn, but it starts going into Officer / Priest territory and again, losing focus on the medic role.
Deadput 1 Sep, 2021 @ 10:34am 
Ah yes nothing says Medic like aggressively running and gunning or being a non pod leader with marking abilities.
4rrakis 1 Sep, 2021 @ 7:49am 
I agree with Dragon32.
Dragon32 1 Sep, 2021 @ 7:19am 
@Wilko
Please don't do any of what Elite0hazer24 suggested.
Elite0hazer24 1 Sep, 2021 @ 6:21am 
You should make the advent medic have different helmets for each Tier they have so they can have more variety to them and an extra skill like mark target or run and gun
Wilko  [author] 27 Aug, 2021 @ 10:14am 
Thanks for the feedback, much appreciated!
XpanD 27 Aug, 2021 @ 7:32am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, the interplay between this and the mod that adds concealment to smoke made for some pretty fun moments.
Ynizem Yashakira 1 May, 2021 @ 2:45pm 
thank you
im gonna go ahead and torture myself then
Wilko  [author] 27 Apr, 2021 @ 11:23am 
Yeah you can add it mid-game, shouldn't cause any problems!