XCOM 2
[WOTC] Yellow Alert Gameplay V2.0
475 Comments
Gguy 18 May @ 11:23pm 
I both love this mod and hate it at the same time.

I love:

-How it allows you to quite literally "lure" the enemies into an ambush by blowing something up.
-How it prevents the enemies from magically knowing when you're near the objective (my least favorite XCOM 2 feature. If I managed to sneak past all the patrols, I should be rewarded for it!)
-How it increases immersion, since the enemies actually hear the gunfire.

I hate:

-How the enemies hear gunfire from way too far away. This is a death sentence on Chosen Assault missions, especially if you were so unlucky as to never unlock the turrets (I haven't had a single mission with turrets where I didn't have to evac).

Like it's just too insane to be fighting 10 enemies at the same time. I can't mention how many times I ragequit cause of overwhelming numbers AND firepower. This is especially true if you're using some of Claus's cool, but often crazy as hell mods (I already nerfed their spawn numbers)
James Stone 20 Mar @ 5:46am 
Hi there! Thank you for your suggestion! I'll install the mod and test it when I'm able.
RedDobe  [author] 19 Mar @ 12:46pm 
Hey James. I think that this mod may solve your problem. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1123973745
James Stone 16 Mar @ 10:07am 
Hi there! I'm using Renegade Rulers with the Rulers buffed. I've noticed that with this mod the Rulers get hit while they and the pods are in the fog of war, and they don't respond.

Could you give me some tips to fix this myself? I'm not going to ask for a compatibility patch for a mod that old, but I'm in a bit of a loss where to begin.
Airstrike Commando 28 Feb @ 7:58pm 
I love the idea of the AI playing more fair whilst also actually using all of it's advantages, like being able to bring in more firepower into a fight and doing more sweeping flanking maneuvers. It makes for really cool firefights and allows you to do your own guerrilla warfare with good concealed units without having to worry about the AI peering into it's magic crystal ball to instantly find you, they have to work at it instead.

In all, I really like the mod and it's changes to the AI behavior, it's actually challenging in a fair way.
Bantichai 30 Jan @ 1:12pm 
Hey just wanted to ask, does this mod work "out of the box" with ABA for WOTC? I saw there was a conflict for a mod called WOTC Advent Suppression (ABA Support) but I'm not sure if that is directly related to just the base ABA Wotc mod.
RedDobe  [author] 21 Oct, 2024 @ 5:35pm 
Hey Devv there is a mod that does that already, called random enemy movement or something to that affect. In my description i mentioned it.
Devv 18 Oct, 2024 @ 4:30am 
Hey, could you make a standalone of your tweak for Pods to have random movement? It's all i really want, unless theres a way to disable everything else in a config or something
RedDobe  [author] 12 Oct, 2024 @ 6:13pm 
The best solution is to edit the mission so that less enemies drop in to balance it out.
Cyber Von Cyberus 9 Oct, 2024 @ 10:37am 
The VIP rescue mission where you must hold out against a wave of enemies until evac is available doesn't mesh too well with this mod since you have 3 pods dropping in with every single unit going into overwatch.
Dragon32 13 Jul, 2024 @ 1:58am 
@Jake
If you mean an .ini setting, I don't think you can. You'd need to get the SDK and re-write the code.
Jake 12 Jul, 2024 @ 6:20pm 
were can i disable each individual cause of yellow alert
Profligate 22 May, 2024 @ 11:42pm 
tl dr; offensive reflex actions are brutal on retals because a unit can kill 2 civilians in the same turn.

I love this mod; especially the offensive reflex actions. However I am noticing that retaliation missions are much harder and probably an unintended consequence of this mod. What can happen is; one unit from a pod shoots the civilians as normal followed by a different unit of the same pod moving to attack a civilian. If this second unit moves within line of sight of XCOM and activates the pod will scatter as normal. I believe the problem is; upon activation the enemy that has already attacked can "roll" an offensive reflex action and then shoot another civilian. I like to think I'm a fairly competent player on Legend yet I'm losing more retals than before using YA. Hopefully you will consider adjusting this behaviour in a future update
HaziTru 14 May, 2024 @ 10:48am 
@Dragon32 I think it's automatically enabled thanks i checked. The only issue I have with this mod is like protect the device and missions like that. The AI just camps there at the objective. Late game it can be impossible to complete the mission with all the pods in one place especially if your playing heavy modded. I'll give this mod ago again hopefully the creator fixed that.
Dragon32 14 May, 2024 @ 10:23am 
@HaziTru
You can enable that, check the .ini

@Phoenix
I've used all three without a problem.
HaziTru 14 May, 2024 @ 5:58am 
Is this Ai vs Ai activation ?
Phoenix 14 May, 2024 @ 3:30am 
Just double checking: this should work fine with [WOTC] Sniper Defense Fix and Anti Relay Cheese [WOTC] right?
Astaroth 1 May, 2024 @ 5:45am 
Is there a way to specify which type of reinforcements to delay with "NumTurnsIncreaseCountdown ="?

I set it to 1 to delay airdrops but it also affects Lost and even when the Chosen appears.

Because of this, missions with Chosen in them became easier than missions without them
zenny 13 Feb, 2024 @ 5:53am 
Sorry, another qs. I triggered the overwatching enemy by shooting a podmate with a concealed reaper. Cutscene and then, of course, he moved but for some reason he retained his overwatch even after having being triggered and moving. Is that intended behaviour?
zenny 13 Feb, 2024 @ 5:25am 
Is it this mod that allows Advent to overwatch in the dark, without being revealed or seeing an enemy? Is that the defend pod job?
RedDobe  [author] 1 Feb, 2024 @ 7:50pm 
Thanks I will update the description
Madzak 1 Feb, 2024 @ 1:28pm 
Hey, in your info you write:

"Reinforcement units receive an extra action point, giving them a full turn when they drop in. This feature can be disabled and the chances configured in the config file."

I found it to be disabled by default. Same with "reinforcementsalwaysdefend" option.
Dragon32 26 Jan, 2024 @ 4:07pm 
@asdron
After re-reading the opening paragraph, what do you think?
asdron 26 Jan, 2024 @ 3:43pm 
Hello! Tell me, can this mod be installed with LWOTC or is it not needed?
Andrei Cineva 12 Nov, 2023 @ 8:12pm 
Finally got the chance to test out the new update. Seems to be working fine now.
RedDobe  [author] 10 Nov, 2023 @ 7:18am 
@Katastophie - That is interesting. Thanks for reporting this info and playtesting. We'll just wait and see what everyone else says.
Katastrophie 10 Nov, 2023 @ 2:25am 
@RedDobe So I played about 8 or 9 hrs last night. I ran some terror missions, capture Avatar Collaborator, sabotage transmitter, protect transmitter, and a few missions with lost.
Quite a few missions had civilians & I made sure to purposely run into them, watched them yell. I also ran close enough to some during missions after I had been spotted just to watch them yell and run away too. I reloaded some missions from the beginning, playing them a few times but I could never repeat any of the issues others have reported experiencing.
Maybe your last update truly fixed the issues or my mod setup, plus my own tinkering with the mods, kept me from ever getting the issue myself.
If people continue to experience issues and you think having my mod list would help, let me know. maybe I just happen to be running a mod or 2 that keep the issue from happening or maybe I'm simply not using a mod others are & that could be causing an unforeseen conflict.
RedDobe  [author] 9 Nov, 2023 @ 6:54am 
I am not sure what changes were made to the beta highlander, but it is possible. I have one more thing to try if this continues to be a problem for players.
Andrei Cineva 9 Nov, 2023 @ 6:45am 
Could Beta version of Highlander be causing any issues? Not sure if anyone else is using it.
RedDobe  [author] 8 Nov, 2023 @ 5:14pm 
@Katastrophie - That is very helpful. If some are having issues and some are not, then it very well could be a mod conflict or another mod causing the problem. My pleasure!
Katastrophie 8 Nov, 2023 @ 2:45pm 
Probably no help but I've played close to like 20 hrs over the last 3 or 4 days and haven't had any issues. I'm running a heavily modded game (517 mods) & so far everything is fine. I'm running both this mod and [WOTC] Civilians Revamped like other seem to be, however I'm also running Yellow Alert Gameplay Lite (WOTC) which I havevn't seen anyone else mention (I also have [WOTC] Odd Tweaks Season 7, but I edited out anything to do with Yellow Alert). I have made personal edits to, probably, like 90% of the installed mods so I might have "accidentally" made them play nice even with the new updates to Yellow Alert. It took almost 6 months of editing just to get all my mods to play nice with each other so hopefully that continues lol.

Anyway, I'll be playing more tonight, if I encounter any issues I'll popst back here.

@RedDobe thanks for the mod & keep up the fantastic work!
RedDobe  [author] 8 Nov, 2023 @ 11:49am 
If anyone can confirm that the problem still persists after today's update that would be great. If so I end up reverting to the pre-Oct 31 version.
Andrei Cineva 8 Nov, 2023 @ 11:28am 
What I can say is that the version before October 31st update is working without a hitch.
Will take a while before I get to another mission.
MabelTheBraixen 8 Nov, 2023 @ 10:41am 
Could possibly be another mod, but also some soldier's turns get skipped while others still get to go for some reason. I'm not 100% sure what the cause is, but it seems like it happens whenever explosions or flamethrowers are involved
RedDobe  [author] 8 Nov, 2023 @ 9:29am 
Thanks Andrei - pushing out another update to try and eliminate the problem. Please let me know.
Andrei Cineva 8 Nov, 2023 @ 7:49am 
Sorry to say, but the problem persists.
RedDobe  [author] 7 Nov, 2023 @ 1:33pm 
Hey everyone. I just posted an update. Let me know if the infinite turn problem continues.
MabelTheBraixen 7 Nov, 2023 @ 12:52pm 
This mod apparently keeps resulting in the aliens gaining infinite turns. Any idea for a fix? I don't got civilians revamped either
pogoman 7 Nov, 2023 @ 9:36am 
Throwing my 2c in I am running civilians revamped and have had a few attempted playthroughs with yellow alert and havent had any problems so far like others are (running 135 mods)
Andrei Cineva 6 Nov, 2023 @ 11:54am 
I continued with Civilians Revamped mod enabled ... and it seems the problem isn't specific to a certain type of mission. I got it on a Sabotage Monument as well. Except, on this occasion, once the civvies were triggered, I couldn't tab between more than two soldiers. I had to actively select the other soldiers through their icons on the sidebar, otherwise the turn would've been skipped after performing actions with those two soldiers that I could select via tabbing.
pogoman 6 Nov, 2023 @ 9:17am 
Confirmed @reddobe problem fixed my missions are a nightmare again and i love it. Thanks!
RedDobe  [author] 6 Nov, 2023 @ 6:46am 
OK try disabling civilians revamped and let me know if the problem still persists. Thanks.
Andrei Cineva 6 Nov, 2023 @ 6:43am 
I subbed to the mod yesterday, after the second update.
RedDobe  [author] 6 Nov, 2023 @ 6:39am 
Also, have you all made sure that you received the second update to correct the first update? Sometimes steam is fuddy about getting the updates out, especially two that are back to back.
RedDobe  [author] 6 Nov, 2023 @ 6:36am 
I don't think that is it either, I just added and tested in TQL and it is fine. I am going to take this convo to the discord troubleshooting server.
Andrei Cineva 6 Nov, 2023 @ 6:29am 
Yes, I do have that mod installed.
Also Deacon Ivory can confirm that the mod works in its pre-Oct 31st version.
RedDobe  [author] 6 Nov, 2023 @ 6:15am 
Thanks for the report. This is a mod conflict since I cant replicate it when running this mod alone. I wonder if it a conflict with civilians revamped, do you all have this mod installed?
Andrei Cineva 5 Nov, 2023 @ 9:37pm 
Confirming. It was a VIP rescue in the city mission where this triggered. On two different occasions.
The civvies were yelling due to me stepping into their 'detection' zone and making them run off.
Abby 5 Nov, 2023 @ 7:26pm 
I think they were the rescue VIP in city or something. Im worried it could be a mod conflict but I dont know which one.
RedDobe  [author] 5 Nov, 2023 @ 4:29pm 
Hey everyone. I just tested in TQL and am not able to replicate the problem on the gatecrasher mission. When I move an XCom soldier by the cilians, they run away and yell. Then I can proceed with Xcom's turn. Is there a specific mission type that this is happening on? What is causing the civilian to yell?