XCOM 2
[WOTC] Request Evac
94 Comments
Boundir  [author] 15 Jun, 2024 @ 1:59am 
I don't know of that mod but doubt it's related. Try to follow mod troubleshooting: https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Killerkitty641 14 Jun, 2024 @ 9:20am 
Heya, also having a possible conflict with this mod and Operation KIO (from the mod SurviveXturns) where it seems to crash the game at the end of the operation. I'm not sure why because I'm fairly sure I ran them together before.

Any console commands I can use to bypass it?
Boundir  [author] 10 Apr, 2024 @ 9:30am 
Right I can see why since it removes existing evac points. I will have to think of a fix but I'm currently not able to run the game so it might take a while unfortunately.
Talon 26 Mar, 2024 @ 3:09pm 
This mod worked flawlessly for me for years. IDK if this is caused by this mod, or if its a conflict, since I have nearly 1k mods installed.

On the Blacksite mission, I had a couple soldiers go down early. I called in Evac before picking up the vial, and sent the injured and downed soldiers to evac to get them out of there. However, next turn I picked up the vial, and the evac zone suddenly moved halfway across the map, but it still had a "3 turns left" countdown. I couldn't get all of my soldiers out before it happened, and now 3 of my soldiers are trapped in the Blacksite mission, with evac already gone, no way to end the mission since reinforcements keep coming, and the "Request Evac" button is greyed out. THere's a symbol on bare ground that says "go here for evac" but there's no blue flares around it and there's no option to evac there.
Just wondering if there's a fix
Astaroth 4 Jul, 2023 @ 6:57am 
nice
Boundir  [author] 4 Jul, 2023 @ 1:04am 
Iridar sent a PR with a fix so hopefully I have time in the next few days so I can push the update 👀
El Tiqui-Tiqui 27 Jun, 2023 @ 8:08am 
I'm having same issues as Astaroth. The first evac works fine, but if you request a second evac in the mission, the timer gets stuck at 2 and the evac never comes, leaving you stuck in the mission if you reload the game the timer is gone and it shows the evac, but it doesn't give you the option to evac once you're on the location.
Astaroth 30 May, 2023 @ 11:45am 
I also just found my units stranded after the 2nd evac never came, stuck on 2 turns.

In the meantime for anyone who can't evac their units there's the console command "endbattle" which ends the mission
Darkling 19 May, 2023 @ 11:49pm 
Agreed - that would be a wonderful addition!
ZJwh5S 18 May, 2023 @ 11:43am 
@Boundir

Thanks!B
Boundir  [author] 18 May, 2023 @ 1:11am 
@ZJwh5S I like the idea. Let me find the time to fix the issue and I will see to include that one in when I can 😅
ZJwh5S 13 May, 2023 @ 10:31am 
@Boundir

Bug: I also get the bug that other people are reporting with turns remaining frozen at 2 turns. This occurs after missing first evac and calling for second evac.

Suggestion: This mod has two ways to call evac. One is random placement (within certain distance of the squad--default is 10 tiles). Another is you can choose where Skyranger lands. I have been playing with random placement but I noticed it often puts the evac location in a perfect killzone for the enemies. So I've thought of switching to choosing the location but I feel like choosing exactly where Skyranger lands is maybe unrealistic. So I wonder if you can add a hybrid method? Player chooses a location that they would prefer Skyranger to land, but actual location is random but within a certain # of tiles (configurable) to the chosen location.
Darkling 28 Apr, 2023 @ 5:31pm 
It might not be the right fix but removing

// Remove the Evac State oject too, since it serves no purpose at this point.
NewGameState.RemoveStateObject(self.ObjectID);

fixed it for me.
Boundir  [author] 25 Apr, 2023 @ 8:45am 
The event responsible for updating the countdown is not updating.
MaCC165 25 Apr, 2023 @ 2:57am 
any clue now about the second evac call remains on 2 turns away forever?
Aquilio 22 Apr, 2023 @ 9:13am 
In any case, the mods did not conflict, it was just a specific config setup present in a user file.
Aquilio 22 Apr, 2023 @ 7:13am 
Ah, nevermind - this is for the flare placement itself; the EVAC action itself was unchanged, from what I see.
Aquilio 22 Apr, 2023 @ 6:48am 
About the duplicate lines issue:

if (`SYNC_RAND_STATIC(100) < 10)
{
SoundAndFlyOver.CharSpeech = 'MissionAbortRequest';
}
else
{
SoundAndFlyOver.CharSpeech = 'EVACrequest';
}

Those lines inside the X2Ability_RequestEvac.uc file are likely assiging the voicelines, so a separate version with the code removed (or some kind of check for the Voice Patcher installed) would be useful for anyone who prefers using other, custom voicelines during the EVAC.
Boundir  [author] 21 Apr, 2023 @ 1:46am 
@Spoon, @Darkling I will look into it during the week end if I remember 😅

@Fenrira, I don't know of that mod so I would have to check how it's done to think of a way to prevent that.
Fenrira 20 Apr, 2023 @ 6:23pm 
I’m using voice patcher and calling for evac causes my character to say two evac voice lines simultaneously. How do I make it so that it only activates one voice line?
Spoon 17 Apr, 2023 @ 2:34pm 
I believe what Darkling means is that once the Skyranger leaves, and you call in another evac zone, it remains at 2 turns away forever. Happened to me too, using randomized turn times/place evac.
RustyDios 14 Apr, 2023 @ 9:10pm 
> The delay before evac arrives is no longer random by default, and equals 2 turns.

From the change notes
Darkling 14 Apr, 2023 @ 7:09pm 
Got an issue with the latest version where I miss an evac but then the subsequent is stuck always 2 turns away. This has happened twice. One mission I restarted and the other I hid until the raiders and advent killed each other. Can't see anything in the logs
Stukov81-T.TV 20 Mar, 2023 @ 11:48am 
i mean i couldn't find the setting any more in the configs
Boundir  [author] 20 Mar, 2023 @ 10:48am 
Right it's supposed to be global. I did test if there was a cooldown but didn't test if it was global.
I will check.
Stukov81-T.TV 20 Mar, 2023 @ 10:30am 
Hello Boundir, did you remove the option of a global cooldown with the latest update? I really liked that
ZJwh5S 17 Mar, 2023 @ 6:32pm 
@Boundir

lol your profile pic fits perfectly with your comment.
The troops are trained in surviving off the land so they're still alive. I think the war is over by now though :P
Boundir  [author] 14 Mar, 2023 @ 12:52pm 
Oops I was not sub to the comments and I missed a some of comments. Sorry !

@ZJwh5S, you're able to call for evac again. Hope you managed to do so during the last year 😅

@HaziTru, in the config you can chose to place the evac zone or have it randomly select a spot. The distance is also a pameter you can change. Up to you 👍
Boundir  [author] 14 Mar, 2023 @ 12:48pm 
The mod will update (thanks to Iridar) during the weekend if everything goes well. It comes with config reset so make sure you backup your config changes 👀
HaziTru 21 Nov, 2022 @ 12:45am 
This mod looks really cool but I'm using CI which makes supply raids one of the hardest mission types lol I can barely get two crates as it is because of the steady reinforcements on top the pods already on the map, not having control over evac would be suicide.

Its giving me ambush vibes, like your just praying evac is close and you dont attract more pods. Placing your evac would be neat or have the skyranger go within 5 tiles of the soldier who called evac. Next campaign without CI I'll definitely sub and give it a try.
Dęąth Viper 19 Oct, 2022 @ 10:55am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
ZJwh5S 23 May, 2022 @ 9:21pm 
@Boundir
I ran into the weird/rare case of missing an evac and needing a re-evac. I was playing the Blacksite mission and stole the vial. Called for evac while I was fighting the drop reinforcements. I forgot to evac in time (not used to having an evac window) but survived against the reinforcements. Now it looks like there's no way to end the mission - I can't evac my squad and I think there's no more enemies on the map. In a case like this, would it make sense to have Skyranger make another pass since the landing zone is no longer hot?
Delirium 10 Nov, 2021 @ 6:13am 
Subbed but afraid to use.
Brave are the heroes who uses this with SOCI!
br0chael 30 Sep, 2021 @ 2:03am 
Yeah, exactly. Great, looking forward to that!
Boundir  [author] 30 Sep, 2021 @ 1:55am 
@br0chael - Thanks!
Yes. I was thinking it could be useful for those "Get the supplies and leave" missions too. But will need even more time to test that feature.
br0chael 30 Sep, 2021 @ 1:36am 
@Boundir - Awesome mod and thank you for it!

One thing that would be great IMO:
To have this mod "integrated" with Strategy Overhaul/Covert infiltration mechanics, similarly to how Pavonis did it for LW2.
If you infiltrate to 250%, the evac is (almost) instant, otherwise 3 turns at 100 % infil, etc.
Boundir  [author] 30 Sep, 2021 @ 1:33am 
Good luck !
Nemo Jr. 30 Sep, 2021 @ 12:56am 
@Boundir - Thank you! I don't think I'll be able to play for a while, but got the file just in case. I'd test for you if I weren't busy...
Boundir  [author] 29 Sep, 2021 @ 2:01pm 
@Nemo Jr. if you're still interested you can try this version of the mod where you an now place the evac. Didn't test it much though.
https://github.com/boundir/RequestEvac/releases/tag/1.1.0rc1
Haite 16 Jul, 2021 @ 9:21pm 
Having to request evac, wait 2 turns, get to it in 3 turns, if not, having to request it again can be very brutal if not expecting. Thankfully, there's the ini options.Still, sounds very cool, still tinkering with it.
Nemo Jr. 5 Jul, 2021 @ 1:25am 
Thanks for considering!
Boundir  [author] 5 Jul, 2021 @ 12:48am 
No promises but I will try. Should not be difficult but will require testings. Time I don't have at the moment.
Nemo Jr. 4 Jul, 2021 @ 8:54pm 
; PlaceEvac=false ; Instead of a random location you will be able to place the evac.
NOT IMPLEMENTED


Aww this is just what I needed... I love all the other options in the config, just wish I could choose the location myself... Any chance of it being implemented in the near future?
Dummie 11 Mar, 2021 @ 7:37pm 
Can this mod be added or removed mid-game? Not the tactical game btw.
RedDobe 16 Feb, 2021 @ 3:33pm 
Actually I am not sure if it has gone away, since you have to evacuate soldiers first then try calling for another evac at a different location. I don’t think that’s happened yet this particular campaign.
Boundir  [author] 16 Feb, 2021 @ 8:53am 
Oh so it's still a thing for you? Weird! I never had the issue nor in my testings nor in my campaigns. I will try to investigate when I get back to it.
RedDobe 15 Feb, 2021 @ 8:27pm 
Not 100% sure on this, but I think MOCX may be the cause of the issue I reported earlier. I am playing a new campaign without it and have called an evac multiple times during the same mission, and the evac zone ends up in different places now. Again I don’t know for sure just guessing.
Syro System 3 Nov, 2020 @ 3:07am 
It might be similar to how if you pick up and carry a soldier, their body is considered to be in the tile where you picked it up even if you move it, and the location the body is concidered to be in will not update until you put it down.
This can lead to some funny shit if the one carrying the body gets shot and goes down.

It's possible to completely circumvent this this issue by using the mod that makes picking up AND dropping a body a free action. Just drop the body after every movement, then pick it back up next turn.
This also enables you to keep picking up and dropping a body until you get it in the tile you want it to be in.

I'm not sure how one would go about fixing it for evac zones though. Maybe code it so that the zone always spawns within sight range of the soldier who calls the evac?
Boundir  [author] 6 Jul, 2020 @ 2:38am 
It might consider evaced soldiers still in that location 🤔 I never experienced that.
RedDobe 5 Jul, 2020 @ 9:58pm 
There is definitely something buggy with the the GetCurrentXComLocation() function that is supposed to return the average location of all alive Xcom soldiers. There have been a few times where I evac'd all but one of my soldiers, and with the last soldier I ran to the corner of the map, and called for another evac, but the evac spawns back near the original area, not even close to where my last soldier is.