XCOM 2
[WOTC] Yellow Alert Gameplay (Unsupported)
267 Comments
donny.beiskom 18 Feb @ 10:32am 
This work fine on Xcom 2 Collection Mobile, but 2.0 doesn't work, cause have to use Highlander, and highlander on mobile crashing the game..
RedDobe  [author] 6 Jun, 2020 @ 3:32pm 
@MrShadownCX - as Astral pointed there is no reason to take this mod down. I will keep it up but just won't support it. If you don't mind providing some feedback, what are your problems/dislikes with the newer version? Is it gameplay issue or just personal preferences? The point of 2.0 is to improve the mod, not downgrade it, so feedback would be helpful. Thanks.
MrShadow 6 Jun, 2020 @ 9:44am 
@RedDobe, please dont remove this version completely once you move over to the 2.0 version. To be 100% honest, I much more prefer this version over the additions youre doing in 2.0. Some things in 2.0 Id not really care to play with and if you remove this version, you will break a lot of people games in progress.
Gguy 12 Apr, 2020 @ 4:05pm 
I enabled AI to AI activation, but disabled pretty much all of the reflex actions. I did this because i wanted the enemy units to be more aware of their surroundings (reacting to general noise, explosions, screaming, allies being attacked near them, attacks from other npcs...) but i didn't want them to gain any unfair advantages such as free offensive actions.
Tiger's Eye 11 Apr, 2020 @ 8:41am 
Is there a mod that "exports" the yellow alert mechanic from LW2 that works without WOTC?
Daddy Takeda 2 Apr, 2020 @ 8:03pm 
I don't understand what this mod do lol.
GreatPalm 13 Mar, 2020 @ 2:12am 
but i do like this mod, it is great
GreatPalm 13 Mar, 2020 @ 2:10am 
yep. especially with mods that adds units/adds abilities to units with controls, grabs and nades. ABA, MOCX initiative and other raider factions. With yellow alert you will almost always face enemy count two-three times more than yours, and with mods as above they will spam nades(destroying cover, setting on fire, destroying armor), they will spam fokeng stasis, panic, mindcontrol, and what is most fun they will hook your tanky full hp boi and kill him within same turn. It suck when ai has 'chance to insta kill' just cause.

I play on ironman veteran double hp(second wave) and i never sucked so hard. Even +2 squad sucks in early game. But +4 will be op and boring.
minecraft with gadget 10 Mar, 2020 @ 7:58pm 
More immersive for sure, but on Commander+ it makes the game pretty unfair. There's not much you can do when a dozen enemies come running across the map. It'd be fine if there were more stealth options, but since most missions force combat, it leads to unwinnable situations.
RedDobe  [author] 9 Mar, 2020 @ 3:54pm 
@Astral - good point. Will do.
Astral Descend 9 Mar, 2020 @ 1:57pm 
> Once [...], I will remove this version completely

I would highly advise against that - you can break one's save if you happen to do that while they are in a tactical save (steam will quietly delete the mod from everyone's pcs). A much better approach is to put an "[OBSOLETE]" prefix in the name
Kexx 8 Mar, 2020 @ 11:59am 
Ok, thank you for the response, and thank you for making the mod!! I will address any questions and concerns on the 2.0 page. Thank you!
RedDobe  [author] 8 Mar, 2020 @ 11:54am 
@Kexx - I won’t be supporting this version anymore. Once the appropriate highlander charges go into effect, I will remove this version completely.
Kexx 7 Mar, 2020 @ 3:43pm 
Apologies if this has been answered before. Can we expect continued support of this 1.0 version, or will you longer support this one, and only focus on 2.0 version?
I'm Mr Meeseeks, LOOK AT ME! 26 Jan, 2020 @ 1:28am 
What is the difference between this and dynamic activation
RedDobe  [author] 25 Dec, 2019 @ 9:54pm 
Yes I have an update ready to release with the defensive reflex action, but it requires an upcoming update to the community highlander. Once the next highlander beta is released than I am going to publish a new version of Yellow Alert Gameplay that will require the beta highlander with a bunch of new features.
General Disarray 25 Dec, 2019 @ 6:10pm 
Hey RedDobe. Thanks for the mod. Just wanted to check if you were able to get the defensive reflex actions to work? I understand that previously, enemies even if damaged upon scamper by XCOM's overwatch still were able to take offensive actions (essentially no difference between yellow and green alert actions). Were you able to ever fix that?
yes_commander 27 Nov, 2019 @ 5:47pm 
@Battlefleet_Covfefe
Hey, I've been noticing similar behavior recently, where one or more units in a pod will just stand out in the open instead of scampering. It doesn't happen all the time, but it has become pretty noticeable. The thing is, I'm not currently running Yellow Alert Gameplay, so I think it's safe to say this mod isn't causing the problem for you. I actually came to reinstall this (used it for a while in the past) to see if it would fix the no-scamper issue, but apparently it won't be the solution I was hoping to find.
Azerbaijan_Technology 27 Nov, 2019 @ 12:32am 
I did not use dynamic pod activation or anything listed in the description, however, there might be other mods that caused the conflict, here’s my (guessed suspect):

-Peek from concealment
-A better advent
-Wrath of the chosen
-Light Strategy changes by RealityMachina
- Xcom psi overhaul

The other component of the mod seem to work fine, the alien unfortunately doesn’t scamper around a quarter of the time.
RedDobe  [author] 26 Nov, 2019 @ 7:39am 
Probably a mod conflict somewhere. Did you read the description for conflicting mods?
Azerbaijan_Technology 25 Nov, 2019 @ 8:23pm 
Unfortunately the mod wasn't working quite right for me, instead of doing an action, enemy in a pod frequently fail to scamper upon being revealed, so it just stand awkardly in the open. What could have caused this sort of behaviour?
RedDobe  [author] 25 Nov, 2019 @ 9:25am 
@ Battlefleet_Covfefe - This mod is made to work alongside ABA or any other AI mods This mod handles enemy movement prior to engaging Xcom. What they do after that is controlled by the red alert AI behavior for each specific enemy.
Azerbaijan_Technology 25 Nov, 2019 @ 8:32am 
Thanks for the mod, I always found the standing in the open to let the AI walk into you gameplay stupid. is there any compatibility issue with a better advent mod?
RedDobe  [author] 31 Oct, 2019 @ 10:40am 
@Dragon32 - thanks for looking that up.
I prefer to have the flare on with rapid reinforcements enabled. If the troop transport was flying in, you would be aware of its location and get a turn to prepare for its arrival. Same thing goes for the psi gate. But once they arrive, the units should be able to act on that turn, and not be plagued with “summoning sickness” (The name of the variable given be fire axis that disables reinforcement units turn). The removal of the reinforcement flare would probably be better as a stand-alone mod anyhow.
Astral Descend 26 Oct, 2019 @ 2:44am 
@Princess Fluffy Whiskers No, it needs to be set in code
Mice 26 Oct, 2019 @ 2:32am 
after doing some reading and scavenging the .inis I guess its not a variable directly exposed without mods is it? I didnt get it to work but regardless this mod alone already changes the flow of the game in such a good way and having tons of fun (and suffering) with it :)
Dragon32 25 Oct, 2019 @ 4:35pm 
@RedDobe:
It was added in the Highlander 1.18.0, Issue #448
RedDobe  [author] 25 Oct, 2019 @ 1:00pm 
@ Princess Fluffy WHiskers - there is always a way. I think that would be best suited for the community highlander to make an option for mods to disable the flares. Heck they might already have that request in the works.
Mice 22 Oct, 2019 @ 2:51am 
is there a way to remove the reinforcement flares? or was that a LW2 thing only?
RedDobe  [author] 1 Oct, 2019 @ 3:13pm 
I don’t think his suppressor attachments change anything with weapon sound range, only concealment. If they don’t reduce weapon sound, than units will still be alerted to the location from where the shot was fired if it’s within sound range. If you keep your distance and move after the first shot than you should be ok. Would be a good question for Musashi.
Psykenthrope 1 Oct, 2019 @ 9:50am 
How does this interact with Musashi's Stealth Overhaul?
RedDobe  [author] 7 Sep, 2019 @ 9:14am 
@Lago - I have completely reworked the rapid reinforcements, and will be releasing it with the next Beta mod.
Lago 7 Sep, 2019 @ 2:32am 
Is there a way to stop the reinforcement changes applying to the Lost? I really like the reinforcement dropships taking longer (but they shoot when they step out), but delayed Lost feels really weird.
=[NK]= Col. Jack O'Neil 4 Sep, 2019 @ 2:30am 
I'm getting unactivated patrols not moving while I'm in concealment (Skipped turn like, 10 times and only 1 pod moved once, but another one moved into range) :( I'm using a bunch of mods but nothing that should be conflicting
Juravis 2 Sep, 2019 @ 4:45pm 
Superb thanks
RedDobe  [author] 2 Sep, 2019 @ 4:38pm 
@Advent Avenger - Nevermind I caught the mistake. It will be fixed in my next update.
RedDobe  [author] 2 Sep, 2019 @ 4:26pm 
Yes please.
Juravis 2 Sep, 2019 @ 2:52pm 
I dont. If it happens again you want the launch.log?
RedDobe  [author] 2 Sep, 2019 @ 1:01pm 
@advent - thanks for reporting. Do you happen to have a copy of that gamelog?
Juravis 1 Sep, 2019 @ 1:13pm 
@RedDobe I got hit during the first turn by a Chryssalid in ADVENT retaliation with the disable set to True
Lebowskichild 25 Aug, 2019 @ 4:51am 
@RedDobe, hello again!

I've been playing around a bit with a new mod set up and have been loving the change up to combat with this beautiful mod, however the one issue I find with my own personnel set up is that the Lost (with their extremely high movement rate) are pretty much guaranteed to hit my soldiers with Yellow Alert Action Points.

Would it be possible to add a toggle to the mod/config that allows for the Lost to not be affected?
RedDobe  [author] 20 Aug, 2019 @ 6:04pm 
They are actions that you can set for the AI to use when they are granted a free action on their turn. Those type of actions can be awarded when a unit is on green alert or injured prior to scampering.
dmc32 20 Aug, 2019 @ 3:35pm 
what are those exactly? The custom defensive reflex actions.
RedDobe  [author] 20 Aug, 2019 @ 1:56pm 
Oh, and I was able to add the custom defensive reflex actions.
dmc32 20 Aug, 2019 @ 12:50pm 
"I won't release this update on steam until that Beta version has been converted to the Completed highlander' Thank you for this important detail RedDobe.
RedDobe  [author] 20 Aug, 2019 @ 12:42pm 
Hey everyone, just wanted to give you an update regarding this mod. Thanks to the developers for LWOTC, I have completed the next update, which adds the pod job manager from LW2 . Plus added a fix for the SeesAlertedAllies alerts. The only problem is that this update requires the next Beta version of the Highlander to use, which has not even been added to steam yet. I won't release this update on steam until that Beta version has been converted to the Completed highlander. But I will make it available for download at Nexus Mods, so that those of you who want to use the Beta highlander along with the updated version of this mod can. I'll let you know when that happens.
dmc32 19 Aug, 2019 @ 5:31pm 
ah, ok follow you, a different type.
dmc32 19 Aug, 2019 @ 8:15am 
Replace repeaters? there is a separate mod for suppressors already. I get the whole noise thing but there is a mod for suppressors already. Someone asked about the scamper mod working with Yellow Alert. They work very well together no conflicts at all.
RedDobe  [author] 16 Aug, 2019 @ 7:16am 
@DigThat - That’s a good suggestion, but I am not sure how effective those would be. In this mod, unlike Lw2, alien weapons also produce sound (which they should). So unless you are picking off pods before they get a chance to shoot, suppressors wouldn’t be very effective. Although That gives me an idea for my sniper defense mod, where suppressors could be useful.
onestrongbow GocleCD 12 Aug, 2019 @ 4:51pm 
@RedDobe i did and looks like it's working very well so far , thanks again