XCOM 2
[WotC] Aggressive Chosen
71 則留言
Dragon32 2024 年 4 月 15 日 上午 8:18 
@JeffbotClassic.TTV
Not if I'm remembering my last play through with it correctly.
JeffbotClassic.TTV 2024 年 4 月 14 日 下午 5:59 
Correct me if I'm wrong but doesnt warlock have a mind control ability? Did this mod disable that?
Sharpie 2023 年 8 月 2 日 下午 1:31 
This mod makes the warlock incredibly broken by letting him bumrush you and disable one soldier guaranteed every turn while you're fighting pods with scorch and mind control, when you combine that with 3hp regen and reaction shots it's just not fair to fight
Knightmare047 2022 年 1 月 21 日 下午 1:19 
This is a brilliant fix that makes the Hunter and Warlock's AI not exploitable anymore. It feels much better how they would move towards and pressure your soldiers by fighting directly. No longer are you just impeded with small setbacks, but actually needing to hold the Chosen back at the same time while going for the objective.
XpanD 2021 年 8 月 27 日 上午 7:21 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, definitely upped the pace of my missions a bit. (which was a very welcome change)
Lago  [作者] 2021 年 1 月 9 日 上午 8:27 
Unless A Better Chosen added ChosenActivated trees, it should still be, yes.
Warlock advances a bit slower with A Better Chosen because he has more to do.
Zoinho1 2021 年 1 月 9 日 上午 7:38 
Is still fully compatible with "A better Chosen"?
Lago  [作者] 2020 年 7 月 26 日 上午 7:41 
ICAI doesn't edit the ChosenWarlock::ChosenActivated tree, so with just ICAI and Aggressive Chosen the Warlock should advance. It sounds like there's something else in your modlist messing with his ChosenActivated tree.
TheProtofire 2020 年 7 月 25 日 下午 7:23 
Do I have to edit anything in the warlock's a.i to make this work with ICAI? I had a retaliation mission where he stood there and did nothing the entire time except summon zombies, I had several soldiers in his line of sight and hit him with a grenade twice and he just ignored us. I have several chosen related mods installed but the only two which affect the a.i are this and ICAI.
Thursdaythe12th 2020 年 7 月 25 日 下午 12:42 
This and Realistic Chosen damage is utterly brutal. The chosen are the feared predators they are supposed to be.

Great stuff.
I'm Mr Meeseeks, LOOK AT ME! 2020 年 1 月 29 日 上午 8:53 
This is really cool mod, chosen are pretty smart too, they will arrive midway in fight bringing intensity up
Lago  [作者] 2019 年 9 月 11 日 下午 2:59 
It should be fine. It's just ini edits.
Roomba King 2019 年 9 月 11 日 下午 2:12 
This works mid-campaign right?
Eqqsquizitine Buble-Schwinslow 2019 年 8 月 15 日 上午 4:47 
I hate the Warlock's vanilla behaviour, he just stands on the other side of the map and spams Spectral Zombies. Gonna try this mod out right away.
Lago  [作者] 2019 年 7 月 29 日 上午 5:26 
Not with an AI mod, no.
MrMister 2019 年 7 月 28 日 下午 3:38 
Request: could you make it so that the switch from activated to engaged is done instead when there are at most X remaining pods in the map, where X is configurable throu* mod settings manager?
Lago  [作者] 2019 年 6 月 28 日 上午 9:02 
Make sure you only delete the ChosenSniper::ChosenActivated bits. If you delete the ChosenSniper::ChosenEngaged bits, you'll undo that mod's AI changes to the Hunter.
Birb 2019 年 6 月 28 日 上午 9:01 
so basically almost the entirety of the hunter's script in that other mod. gotcha
Lago  [作者] 2019 年 6 月 28 日 上午 8:59 
Then yes, you delete all the + and - lines for ChosenSniper::ChosenActivated for one of the two mods.
Birb 2019 年 6 月 28 日 上午 8:56 
yeah
Lago  [作者] 2019 年 6 月 28 日 上午 2:10 
Are you talking about making it compatible with Improved Chosen AI?
Birb 2019 年 6 月 27 日 下午 9:42 
ok so.. what should i delete for the chosen hunter? all of those behaviors with + and -?
Cake_Knight 2019 年 3 月 25 日 下午 10:08 
I now have a small panic attack when the Hunter shows up. Thank you for this wonderful mod.
Lago  [作者] 2019 年 3 月 15 日 上午 2:22 
If New Chosen Traits doesn't make any AI edits, it should be.
TheRedHand 2019 年 3 月 14 日 下午 1:42 
Is the compatible with New Chosen Traits?
gitrekt 2019 年 1 月 26 日 下午 6:29 
It works. Wow. The Sniper is no joke now. I always thought he seemed like the easy one because his tracking shot is so easily avoided.
Lago  [作者] 2019 年 1 月 26 日 下午 3:04 
If you're not installing mid-tactical, it should be. It's only config edits.
gitrekt 2019 年 1 月 26 日 下午 2:11 
Heyy is it save game compatible? I'm a bunch of hours into a campaign and just encountered the Warlord Chosen...he is pretty lame in a 1v8 lol...
Lago  [作者] 2018 年 12 月 13 日 上午 9:14 
There'll be a -Behaviours for the original behaviour in both mods. I'd delete the full set of changes, both - and +, from one of the mods.
Syro System 2018 年 12 月 13 日 上午 4:41 
+Behaviors=(BehaviorName=MoveInIfLastUnitHunter, NodeType=Sequence, Child[0]=IsLastAIUnit, Child[1]=OverwatchIfLastAction)
+Behaviors=(BehaviorName=OverwatchIfLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=TryOverwatch)

+Behaviors=(BehaviorName=TryGrappleMoveForDefense, NodeType=Sequence, Child[0]=IsAbilityAvailable-HunterGrapple, Child[1]=FindDefensiveGrappleDestination, Child[2]=SelectAbility-HunterGrapple)
+Behaviors=(BehaviorName=FindDefensiveGrappleDestination, NodeType=Sequence, Child[0]=ResetDestinationSearch, Child[1]=RestrictToAbilityRange-HunterGrapple, Child[2]=RestrictToEnemyLoS, Child[3]=RestrictToUnflanked, Child[4]=OverrideIdealRange-23, Child[5]=FindRestrictedDestination-MWP_GrappleDefense)
+Behaviors=(BehaviorName=OverrideIdealRange-23, NodeType=Action, Param[0]=23)

And I'm assuming the -Behaviors should be left as is because we do want the old AI removed.
Syro System 2018 年 12 月 13 日 上午 4:41 
This is everything listed in the ChosenActivated list before it gets to the ChosenEngaged list.

+Behaviors=(BehaviorName=SelectHunterMovement, NodeType=Selector, Child[0]=TryGrapple, Child[1]=HuntEnemyWithCover, Child[2]=HuntEnemyUnsafe)
+Behaviors=(BehaviorName="ChosenSniper::ChosenActivated", NodeType=Selector, \\
Child[0]=EngagedSniperBranch, \\
Child[1]=MoveInIfLastUnit, \\
Child[2]=TryTrackingShotIfFirstAction, \\
Child[3]=TryGrappleIfJustShot, \\
Child[4]=TryMoveForTrackingShot, \\
Child[5]=TryTrackingShotMark, \\
Child[6]=TryTrackingShotMove, \\
Child[7]=MoveDefensive)

Lago  [作者] 2018 年 12 月 13 日 上午 2:21 
There should be a +Behaviours too. The -Behaviours removes the vanilla behaviour, the +Behaviours adds the new behaviour.
Syro System 2018 年 12 月 12 日 下午 5:56 
for the compatability with ICAI, is it only these lines that need to be removed or do I need to delete anything else?

-Behaviors=(BehaviorName="ChosenSniper::ChosenActivated", NodeType=Selector, \\
Child[0]=MoveInIfLastUnit, \\
Child[1]=EngagedSniperBranch, \\
Child[2]=TryTrackingShotIfFirstAction, \\
Child[3]=TryGrappleIfJustShot, \\
Child[4]=TryMoveForTrackingShot, \\
Child[5]=TryTrackingShotMark, \\
Child[6]=TryTrackingShotMove, \\
Child[7]=SkipMove)
DukeBurger 2018 年 9 月 22 日 下午 5:09 
@Lago and Dragon32 thanks
Lago  [作者] 2018 年 9 月 21 日 上午 8:46 
In that case I believe they'll work together fine.
Dragon32 2018 年 9 月 21 日 上午 4:57 
@Lago:
DerBK's mod doesn't affect these three vanilla game behaviours:
ChosenWarlock::ChosenActivated
ChosenSniper::ChosenActivated
ChosenMoveTowardDazed
Lago  [作者] 2018 年 9 月 18 日 上午 2:28 
If DerBK's one doesn't edit the Activated state (when the first track plays before you engage them) then I reckon they're compatible.
Dragon32 2018 年 9 月 17 日 上午 11:33 
@DujeBurgur:
Not confirmed but DerBK believes they're compatible.
DukeBurger 2018 年 9 月 17 日 上午 7:35 
will this work with A better A.I: chosen tweaks?
tobias599 2018 年 7 月 18 日 上午 3:02 
*Sub Sonic Grenade and +A Better Everything. I just woke up :o
tobias599 2018 年 7 月 18 日 上午 2:59 
GUA really plays 10 man squad, without Beta Strike, every enemy mod (A Better Everything), random pod spawning, increased pods, dynamic pod activation and this mod? That's how I play XCOM :D

I'm not using the Avenger's Chosen, because it's hard enough for me without and believe me, leaving 5 or more enemies can easy kill one soldiers! I don't need a Chosen to make it a 10 man squad wipe ;P
I have over 50 GAMEPLAY mods and the mods don't conflict, most are just small tweaks or small things like the new super sonic grenade. I'm surprised how it still runs without crashing!
Lago  [作者] 2018 年 5 月 28 日 上午 11:07 
I'm not surprised if he was up against a 10 man squad. You'd probably be better off with ADVENT Avenger's Chosen mod if you're balancing for 10 man squads.
GUA 2018 年 5 月 28 日 上午 9:22 
The only chosen this works against is the Hunter. He spawned on a small map, when I had my team of 10 on overwatch. He got killed from the overwatch, in one turn.
Lago  [作者] 2018 年 5 月 27 日 上午 10:31 
True. :)
tobias599 2018 年 5 月 27 日 上午 10:27 
It's XCOM, everything is possible :P
Lago  [作者] 2018 年 5 月 27 日 上午 9:43 
Can't see why it wouldn't.
tobias599 2018 年 5 月 27 日 上午 9:37 
It should work with the Chosen Dialogue Tweaks mod, right?

Edits the following templates
- NarrativeCondition_IsAbilityRapidFire
- NarrativeCondition_IsAbilityTargetHighRankSoldier
- NarrativeCondition_IsEventSourcePsiOperative
- NarrativeCondition_IsAbilityTargetPsiOperative
Lago  [作者] 2018 年 5 月 19 日 上午 5:49 
Glad to hear it's working well for you. :)
famalex 2018 年 5 月 19 日 上午 2:39 
This is a great mod, it made both the hunter and warlock an actual challenge as opposed to target practice- seriously i nearly lost a mission as a result
RainingMetal 2018 年 5 月 17 日 下午 8:04 
This makes fighting the Warlock a lot easier. Normally that coward would just camp at the opposite end of the map, spawning endless waves of psi zombies at you. Now he actually fights fair.