XCOM 2
Resistance Heroes Incursion Sitrep
347 comentarios
AgentSrell777 8 MAY a las 21:31 
Would it be possible to config so that the templars are a third party (fight me and ADVENT)?
sushigirl 20 ABR a las 21:16 
For some reason the templars despite having their gauntlets, arent using them, they only use the pistols
Lyserus 24 SEP 2024 a las 5:53 
Why in the world does this mod remove the primary autopistol from "primary secondaries"? How? :steamsad:
(Tested on multiple saves, result is consistent, and once I remove it then it is fine
Moose 24 JUN 2024 a las 8:05 
Turns out something in my modlist or the mod itself is causing my game to crash whenever a sitrep comes up. I'll attempt to load into the mission and get stuck in an infinite loading screen.

Is there a safe way to uninstall this mod?
WorldWalker128 6 JUN 2024 a las 13:28 
Thanks for this. I never understood why, if these factions have been a thorn in the aliens' side for so long, that you NEVER see them in the field at any point unless you put them in your group of soldiers (even when their faction leader is asking for YOUR help with something), or why when off-the-grid places came under attack that they did NOTHING to protect them.
This mod adds the implication to the game that they were in the neighborhood either doing a mission of their own or coming back from one and you ran into each other.
Rtma Eros Paragon 8 FEB 2024 a las 2:49 
I am experiencing something annoying so far, using yellow alert with ai to ai activation (Currently noticing with Skirmishers), when they activate without any enemies in range they just run around in circles turn by turn, thus making them useless and frustrating, can you do something that forces them to scout forward until they engage or stick close to XCom til they find someone if activated off screen? then function as programmed.
Giggles 26 NOV 2023 a las 7:55 
Any chance to get the factions to use characters from your character pool? Would like to use custom characters (Clone Troopers).
Dragon32 6 AGO 2023 a las 5:16 
@Rtma Eros Paragon
From XComGameData.ini:

[XComGame.X2SitRep_DefaultSitReps]
+SitReps="SRHIncursion"
+SitReps="TRHIncursion"
+SitReps="RRHIncursion"
+SitReps="ARHIncursion"
Rtma Eros Paragon 6 AGO 2023 a las 3:08 
What is the name of the 4 sitreps so I can add it to guarantee sitreps without multiple types overriding each other?
OxCD 22 JUL 2023 a las 18:25 
It can even be worse, as my experience today.
The faction just focused the VIP until he was dead, before even targeting enemies once.
OxCD 21 JUL 2023 a las 16:56 
Thanks a lot for this mod. When playing heavily modded advent (more, better, smarter, etc) it helps a lot going through the beginning of the game, which is the hardest by far.
However I had a behavior issue. I was on a mission capture or kill the VIP, being helped by faction. After we cleared all the pods, resistance soldiers started to target the VIP, as it's seen as a valid target for them. It's last on the list (they prioritize pods) but when it's cleaned, they focus all on the VIP (so ofc, it didn't stand long).
Could this behavior be solved from the mod?
Thanks for your work 👍
500 Shakalov 15 MAY 2023 a las 7:48 
Finally! Commander not going to carry entrie war solo!
Dragon32 10 ABR 2023 a las 3:32 
@Cole-Canz
Try clearing your user config, that may rebuild the SitRep list.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Cole-Canz 9 ABR 2023 a las 21:23 
Any known mods that cause issues that prevents their sitrep? I have not gotten any of their sitreps
Galeforce 19 MAR 2023 a las 16:51 
I like the idea, but unfortunately the faction heroes have a thing for grenading my troops to death on lost missions :/
MAD 10 FEB 2023 a las 13:23 
nvm. Somehow verifying files the third time and turning off mods, loading the game and then turning them back on has allowed me to load into the mission without the crash.
MAD 10 FEB 2023 a las 9:04 
Been using this mod for a while in my lwotc campaign with no issues with the 3 faction sitreps but the joint task force one that I just got for the first time is crashing my game on mission load, after the loading screen to the mission. Couldn't find anything in the comments to help fix.
Puma_The_Great  [autor] 23 ENE 2023 a las 4:01 
@IconOfEvil, Hey, you can adjust the squad sizes the very same way as you do in other raider faction mods, in the XComGameData of this mod.
IconOfEvi 10 ENE 2023 a las 19:16 
Any chance you could add adjustable modifiers for how big the spawn size of the groups should be, like in your SCP Foundation mod? It would be really helpful, I run a more custom kind of numbers set up.
Papistman 21 NOV 2022 a las 11:56 
Has anyone used this with LWOTC?
MaCC165 21 NOV 2022 a las 7:17 
awkward bug, this mod causes primary secondary not to give pirmary autopistols
fixed by replacing the resistance templar autopistol with normal pistols
wolfboyrota79 3 NOV 2022 a las 10:24 
So this mod doesn't work with LWotC?
horsepowerYT 10 AGO 2022 a las 10:54 
@Dragon32
I have LWotC mods on yeah, but not the LW
Dragon32 10 AGO 2022 a las 7:53 
@horsepowerYT
It works for me without a problem. Are you using other mods, like LWotC?
horsepowerYT 10 AGO 2022 a las 7:13 
The mod does not work...I'm incredibly angered by this. I had Sitrep of Reapers, I thought they'd be on the map when it loads, so that didn't happen. Then after a few turns they still didn't show up. I even uncovered all enemy pods on the map within 4 turns, and they still didn't appear. Idk if i need to use the extra things this mods shows or not, and I would appreciate it if someone tells me wth I'm post to do
Dragon32 26 JUL 2022 a las 7:00 
@Who... am I?
and my game crashed, taking a quantity of my mods [...] with it
Do you mean some mods no longer work completely? Even on a new game? That sounds like a hardware problem. Try Steam's Verify Files. Run Windows' Check Disk etc.
HAHA. HA. ONE! 26 JUL 2022 a las 6:52 
First time I've had an issue with a mod despite being such a heavy modder, I was in the middle of a Rescue Resistance from Lost mission, all was going well, the Joint Task Force was working as intended.

And then one fateful turn happened, the Skirmisher moved, and my game crashed, taking a quantity of my mods (such as Cost-Based Ability Colours, for some reason) with it. Tried disabling and enabling them all, still missing many, all in all, F.

If need be, I can post the last moments of the Log.
Dragon32 3 JUL 2022 a las 5:08 
@Jason
Have you tried "Raiders and Resistance Strategic Spawning"? I think that solves the problem.
Jason 2 JUL 2022 a las 21:25 
I wonder if you could program the AI to follow the player squad, or at least go somewhere else, once they’ve been triggered but are no longer in combat. They sometimes become kinda useless after 1 encounter because they just run around the same area.
Zaku II (Alias WatcherZigzagoon) 1 JUL 2022 a las 21:12 
it appears this mod conflicts with this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1178479904&searchtext=sentry

perhaps because the latter was not programmed with this one in mind, hence why the game crashes. I mean, that would explain it if the sentry mod works perfectly otherwise
Azure 11 JUN 2022 a las 22:02 
If by act the way they were meant to be then Templars will ignore any advent still on the map to come gank any allied Xcom unit that has the misfortune to be MC'd
BlackCoat13 12 ABR 2022 a las 16:20 
The Templars worked amazingly, and were an awesome help to have. The Skirmishers spawn... somewhere? And then proceed to do nothing, and never be seen. I'm not convinced they weren't inside a wall or something. The Reapers spawned on a lost map, decided they ABSOLUTELY MUST travel to this one car and then huddle and circle around it and then never moved afterwards, and only helped by taking potshots at lost that came too close.

All in all, an amusing but perhaps not the most well made mod?
FleglvlaT 10 ABR 2022 a las 3:07 
Tested on hack mission: if no ememies left on map,when resistance forces turn starts,game crashes 100%,so you must complete objective before massacre to prevent that case
Moisesjns 7 ABR 2022 a las 21:07 
Wow awesome sit reps. I was just thinking man i sure wish i could see some resistance fighters with me and saw this. Thanks creator
Hunter 13 FEB 2022 a las 7:50 
lol thas funny. but i dont know how to use the mode XD. im stile trying lol
Mirahael 4 FEB 2022 a las 17:44 
Great mod, only real complaint is how bad the AI is when they absolutely kill and destroy any unit that gets mind-controlled..
Ty 24 ENE 2022 a las 12:43 
Works for me, and this is seriously one of the coolest mods on the workshop. What an awesome mod
Icon 18 NOV 2021 a las 15:57 
@Nocain @Dragon32 somewhere in this comment thread someone encountered the same problem. it involves a specific interaction between mods, you gonna have to check
xtxownage 17 NOV 2021 a las 5:47 
Similar problem with jesul. I've seen the others, but they have a really bad tendency to run to one of the four corners of the map and then do nothing. They only seem to change their tune if you can manage to trigger them by having them in your LOS while enemies are also in your LOS. Otherwise, not even them getting shot will trigger them.
蟑小螂 29 OCT 2021 a las 17:45 
这个MOD容易导致载入战斗卡死报错。。。而且很难排查
Dragon32 23 OCT 2021 a las 2:35 
@jesullivan; Nocain
It must be some other mod(s) you're running. The Templars added by this SitRep work fine for me.

I'd guess something broke their AI. There may be a clue in your launch.log if you look at the redscreen errors for ones mentioning behaviours. Maybe not though
jesullivan 22 OCT 2021 a las 22:56 
I've only seen the templar, but they're pacifists? Anybody know why?

I'm running a campaign with every possible sitrep, and they get wiped out by other sitreps by just standing around and taking no offensive action.
Nocain 22 OCT 2021 a las 14:45 
Hey there! i have a problem with the Templars. they only use the guns and no psy powers and no close combat...are there any other mods that create conflicts?

thank you and have a nice weekend!
Puma_The_Great  [autor] 14 OCT 2021 a las 12:53 
@manfred, I am glad you are enjoying my raider faction mods. I also am happy that the raider bases system is working correctly. About there being more xcom soldiers than sent to mission, I have no idea whether it's suppoused to be happening, as missions and everything about them is generated by RealityMachina's Raider faction bases mod. Unless it breaks the balance, I think it's something intended, but maybe the UI is bugged in some way.
manfred 14 OCT 2021 a las 10:12 
Here are some things I found while playing... I don't know if these are intended or not...

When a RTF mission is offered the number of RTF soldiers in the field is always lower than the actual number eliminated. That's absolutely no problem for me.
And a second thing I found: The number of my soldiers in the field is always much higher than the # I have chosen. In my last mission (to destroy Site "Area-14 'Hammer Down' in Spain) I sent 4 soldiers but actually 8 were in the field. I saw this thing in every MTF mission to destroy a specific site.
manfred 14 OCT 2021 a las 10:10 
I'm in the final stage of my current game. It is the end of September 2035. I'm playing at level 19. Just one more research work (research the Avatar) before I can start my final battle against the Alien HQ beneath the sea.
It was a very good idea to include your MTF mod into this game. It already became my absolute favorite mod. Many thanks for this great work. I don't know if it possible to do the same for the GOC mod - at least with three or four sites.
In my next game I intend to increase the number of MTF soldiers per mission in the "XComEncounter.ini" and to increase the probability of their appearence to 50% or higher in the "XComRaiderBases.ini".
In my next game I will also include your third hostile faction - Chaos Insurgency Incursion as I said in an earlier comment. Thanks for many hours of fun game.
Dragon32 11 OCT 2021 a las 5:07 
@Birb
Are you using RPGO? Scroll back a page or two if you are.

AML only detects Mod Class Overrides, there're many other kinds of mod conflicts it doesn't detect.
Birb 10 OCT 2021 a las 20:08 
found only 1 issue where the skirmisher leader has an invisible arm but his gauntlet was visible. i run over 500 mods but aml doesnt seem to detect anything wrong with em
Dęąth Viper 8 OCT 2021 a las 5:57 
Any way to make it so when I get multiple sitreps with say:Reaper / skirmisher heroes that BOTH spawn isntead of just the reapers? feels kinda let down when I get the double sit rep and only one squad of allies
someKindOfGenius 8 OCT 2021 a las 5:08 
Is there anyway to stop them killing hostile VIP's yet? Or attacking mind controlled allies?