XCOM 2
Multiple Chosen & Entourage
91 kommentarer
FanatSors 18. juli 2024 kl. 13:39 
DABFL support please :(
It wasnt actually Rochelle who 28. maj 2023 kl. 19:12 
is there a way to make them play together? (DABFL) I'd really like to do that, can encounter lists be edited or something?
Gibbons 14. apr. 2023 kl. 12:52 
@RambelZambel Ah, yes! Perhaps you're right. I did have Diverse Aliens With Force Level. That may have been causing it. I uninstalled that. I'll see if this works now on my next playthrough.
MaCC165 13. apr. 2023 kl. 5:02 
i think its conflict with diverse aliens mod/s, not a hard one, followers just dont spawn cause diverse aliens skip chosen followers, force templates are working
Gibbons 12. apr. 2023 kl. 19:40 
@IDivineChaos I don't have A Better Advent stuff installed currently but instead the Star Wars Imperial Surplus mod. (The Star Wars conversion). Maybe conversions conflict with it? It's hard to say. It hasn't had an update since 2020 so that might also be the problem.
IDivineChaos 12. apr. 2023 kl. 18:24 
I'm not sure on why this mod is not working for me. I already updated the XComEncounters (under the ---NEW--- section) with MaxSpawnCount=3 to force each chosen to have a additional spawn count when they arrive in the battlefield . I also already updated the XComEncounterLists and tried BOTH updating non-chosen parameters with SpawnWeight=0 as well as removing the spawn distribution templates for non-chosen units but everytime I encounter a chosen, they don't bring with them their brothers (or sister). I'm not sure if there's a conflict with other mods but I installed all the "A Better Everything" collection.
Gibbons 24. feb. 2023 kl. 12:43 
So I've had this mod for a long while and has anybody gotten a double chosen yet? I have not. I'm not entirely sure this thing even works. No backup or extra chosen from what I can tell.
hemajoshi 3. jan. 2023 kl. 9:20 
20% is a really high chance, lol. A dark event would be perfect for this kind of insane level of danger
LightenedDark 29. dec. 2022 kl. 13:08 
I agree. I suppose just killing them one after another (for instance, right before the endgame) would work.
Karmapowered 18. dec. 2022 kl. 22:23 
I really like the concept of this mod (since I believe that the vanilla chosen need any help they can get) and would use it if it somehow could be tweaked that defeated chosen no longer appear under any circumstances once defeated at their stronghold. It just feels too crummy otherwise.

In any case, thank you for sharing the mod with us, and providing alternatives . Maybe what I'm describing above is already possible if I had a closer look at the INI files.
oceansoul 23. juli 2022 kl. 16:19 
Argh fuck of course those numbers are wrong. Xcom is weighted spawns and, from the mod files, they are specifically different for a sectoid so it's:
10/48 * 5/43 * 1 = 50/2064
10/48 * 25/43 * 5/38 = 1250/78432 (not a sectoid minion)
10/48 * 13/43 * 5/30 = 650/61920 (sectoid)
38/48 * 10/43 * 5/38 = 1250/78432 (not)
13/48 * 10/35 * 5/30 = 650/61920 (is)
Which gives 7.7% of triple Chosen with three minions, 2.4% with two

Double Chosen is 20.8% (1 minion)
25/48 * 10/43 + 13/48 * 10/35 + 10/48 * 35/43 = 36.8% (2 minions)

With three is complex so calculate no other chosen (41.24%)
25/48 * 20/43 * 15/38 (no sectoids/chosen)
25/48 * 20/43 * 13/38 (sectoids/ no chosen
25/48 * 13/43 * 20/30 ditto
13/48 * 25/35 * 20/30 ditto

And thus approximately 51% of double chosen with three minions.
oceansoul 23. juli 2022 kl. 16:18 
Actually the maths works out a little differently assuming the numbers in the description are right.
.8*.8*.8=.64*.8=.512 (chance of not a Chosen)
1-.512 = .488
48.8% Chance of at least a second Chosen with three minions.
.2*.2*1=.04 (third is irrelevant)
.8*.2*.2=.032 (first roll fails)
.2*.8*.2=.032 (second fails)
Summed = .104
Therefore 10.4% chance of all three Chosen when there are three minions.
Two minions and it's
36% for 2 Chosen, 4% for 3
Alex Nares  [ophavsmand] 17. juli 2022 kl. 10:52 
As the mod is currently set up now, no that is not possible to make the game automatically and dynamically adjust the Chosen appear chances. However, as the campaign progresses and the Chosen become stronger through "Chosen Training", they start to bring more enemies with them, and each one has a 20% chance to be a Chosen. For instance, when they bring 1 ally, the total combined chance is 20% of an extra chosen, but when they bring 3 allies x20% = 60% combined chance of an extra Chosen. So I guess that's as close as we're going to get to having the chance automatically increase over time. You could try playing around with the INI files to increase their chance of appearing, just increase the SpawnWeights relative to other aliens in the spawn group.
jahsinha 16. juli 2022 kl. 12:38 
Alex - could this be setup in a way where if the Chosen are getting beaten repeatedly, say, >10x in game defeats, it becomes increasingly likely two of them will show up? I don’t like a flat 6% cause I never see them or 60 ( too much) but I do fight them and defeat them A LOT with Covert Infiltration. I think, if I have, say, a streak of victories ( > 10), the chance gets up to say 60, for 2, and AFTER it activates resets again to 6% and starts again. And have that be the template for each Chosen individually…
Seraphim Sword 25. jan. 2022 kl. 15:54 
Excellent Mod, that I have wanted for years. Thank you very much for this Alex.:xcom2sharpshooter::steamthumbsup:
Marcus 30. dec. 2021 kl. 10:54 
At last the chosen can bring an army with them. Just changed it to 10, and works great, thanks for the mod.
Harro 1. okt. 2021 kl. 5:51 
Aight Cheers
Alex Nares  [ophavsmand] 1. okt. 2021 kl. 5:39 
Yes there is, you will need to open XcomEncounterLists.INI (located in XCOM Config folder). If you don't know where that is, there are a few articles from Google Search that can show you. Once you open the lists, add new lines in the lists that include these enemies: ChosenWarlock, ChosenSniper, and ChosenAssassin. You can set whatever SpawnWeight you want, higher number means higher chance they will appear. These are the weakest Chosen types though, if you want stronger Chosen variants, add M2, M3, or M4 on the end of each name, for example ChosenSniperM3.
Harro 1. okt. 2021 kl. 5:08 
Damn is there a way to keep them in the spawn list even when all are destroyed?
Alex Nares  [ophavsmand] 1. okt. 2021 kl. 4:19 
No, if all the obelisks are destroyed, they will be permanently defeated.
Harro 1. okt. 2021 kl. 4:04 
do chosen still spawn even after all obelisks are destroyed?
NickSheperd 28. juli 2021 kl. 23:41 
So, maybe this will help, maybe it won't, but it seems like the mod works at the beginning of a new campaign, then stops working when the next force level version of the chosen begin to appear. I'm not sure which mod is conflicting, or if it's even a conflict problem at all, no other mods I have introduce an encounter list for the chosen, one edits their HP, another edits random bits of their individual stats. So, I'm really struggling to figure out what the problem is.
Alex Nares  [ophavsmand] 13. juli 2021 kl. 2:18 
There have been no updates to this mod recently so I can tell you it was not caused by an update.

The alternative mod launcher doesn't detect all conflicts. It will detect conflicts with "classes" (not soldier classes, these "classes" are infrastructure that tell the game how to operate), for instance there is a class that tells the game how to handle Overwatch reaction shots. There are a few mods that change how Overwatch works (such as, to aim Overwatch in different directions) but require a class override - in that case the mod launcher will flag it as a conflict when 2 mods alter the same class.

But the mod launcher does not detect conflicts that may be induced through INI edits (which is all this mod does). It may be that a mod you have installed introduces it's own EncounterList for the Chosen.
NickSheperd 12. juli 2021 kl. 14:18 
I also have Better Chosen, but the mod was working previously with that one, so I don't think that's the issue.
NickSheperd 12. juli 2021 kl. 14:15 
So I'm not sure why, but the mod seemed to stop working randomly in my campaign. The alternative mod launcher isn't detecting any conflicts, but would a mod something as simple as increasing the chosen HP cause a conflict?
Alex Nares  [ophavsmand] 10. juli 2021 kl. 1:01 
The default settings make it so that 20% of the minion pool are Chosen. I felt that this was good for me, but you can change it to whatever you like.
DERPKING1991 9. juli 2021 kl. 11:39 
Whats the best number to use?
NickSheperd 27. juni 2021 kl. 8:05 
Thank you very much Alex, much appreciated! :)
Alex Nares  [ophavsmand] 27. juni 2021 kl. 3:00 
Go to C:Users/(YourUserName)/Steam/SteamApps/Workshop/Content/268500/2083788923/Config and edit DefaultEncounterLists.INI.

Where you see the "Spawnweights", just increase the number for all of the Chosen variants (ChosenAssassin, ChosenSniper and ChosenWarlock). The higher the number, the higher the chance of appearing by actual scale (so for instance, if you increase 5 to 10, then it increases the chance of that enemy spawning by 2x than it was before).

So to make it 60%, you would need to change the spawnweights from 5 (i think that's what it was) to 30 for each Chosen variant. It is essentially a deck of cards, with the SpawnWeight being the number of cards in the deck for that type. Changing an enemy to 30 would mean, there are 30 cards in the deck for that type and 5 cards each of each other type.
NickSheperd 26. juni 2021 kl. 8:13 
Hey Alex, would you be able to write up a quick little walkthrough on how to format the mod config so it's more like a 60% chance 1 or 2 of the other chosen spawn? I'd love to reliably see all three chosen in one mission but I never quite figured out how to tweak it towards that affect.
M0NSTER 17. feb. 2021 kl. 17:57 
Anyone try this out successfully with the chosen ruler reactions mod?
Brain_is_Back 10. feb. 2021 kl. 3:31 
WOW... it is NICE TO SEE ALL CHOSEN IN ONE MAP!
Alex Nares  [ophavsmand] 10. jan. 2021 kl. 23:00 
Great! Glad to hear everything is working as intended.
NickSheperd 10. jan. 2021 kl. 6:31 
Good news! I switched from the larger pod size mod to the configure pod size mod, and I made sure to tick the box that makes it ignore single unit pods, such as the chosen/bosses. And in a new campaign the first encounter with the assassin spawned 4 advent troopers as well, (I increased the spawns to be 4 extra units for all tiers because it takes ages for the chosen to level up.)
NickSheperd 9. jan. 2021 kl. 10:10 
Well if you do please let us know because I'd absolutely love to have this mod working.
Alex Nares  [ophavsmand] 9. jan. 2021 kl. 5:15 
No, I was not
NickSheperd 8. jan. 2021 kl. 18:27 
Were you able to figure out any specifics about what might be conflicting?
Alex Nares  [ophavsmand] 8. jan. 2021 kl. 10:01 
Maybe. I was using that mod too, so that would make sense. I think that mod has check boxes that lets you select specific types of pods such as "boss" pods, single-unit pods, etc.
NickSheperd 8. jan. 2021 kl. 9:59 
I have a mod that affects the general pod size of units, could that be where the problem is?
Alex Nares  [ophavsmand] 8. jan. 2021 kl. 9:48 
I also noticed that happening too after I had installed several other mods - something is causing a conflict but I'm not sure what. The minions spawn in with the Chosen, they are considered to the be part of the same group ("pod) of enemies. They take their turn during the Chosen Action.
NickSheperd 8. jan. 2021 kl. 5:32 
Do you know of anything that would cause this mod to not function? My launcher isn't detecting any conflicts. But I'm not entirely sure what even indicates the extra units are there, do they spawn at the same time the chosen does? Or does the chosen summon them? Had several missions with tier2/tier3 warlock and assassin where they haven't brought anything extra.
Alex Nares  [ophavsmand] 8. jan. 2021 kl. 0:17 
Edit the Chosen spawn weights so that they make up 50% of the total combined spawn weight (the grand total number of all spawn weights combined). That will make it so that each minion will have a 50% chance of being a 2nd Chosen. Then the 3rd Chosen will spawn about 33% of the time (the closest you can get to what you were asking). Keep in mind that if you increase the Chosen spawn weight, you are also increasing the total combined spawn weight, so you will need to do some math to figure out how to make it 50%.
NickSheperd 7. jan. 2021 kl. 18:24 
So I want the alter the chosen spawn weights to make a second chosen closer to like 50% and all three chosen closer to like 30 ish% What numbers should I use for their spawn weights?
Lianetta 26. okt. 2020 kl. 21:27 
Good mod when you have ton of op mod like cybernetic supersoldier rpgo shield this mod seem make game comeback to challenge like before . especially when you face ruler child with 3 chosen in countdown mission timer it like hell XD
Alex Nares  [ophavsmand] 24. okt. 2020 kl. 9:32 
Interesting ideas, but those are beyond my skill
Rtma Eros Paragon 23. okt. 2020 kl. 23:29 
Despite that the chosen are at competition with each other, this seems like an interesting difficulty spike for late game power creep, perhaps for a more lore friendly attempt, say all 3 chosen are alive, you could potentially get all 3 at mark 4 levels in a single match, scary right?

But if you defeat one of two, how bout they become a 'Clone' variant which uses random tiers for the encounter. 1 - 3 with the possible living mk 4 till defeat?

Either that or make the defeated like a Spectral Clone Unit and properties like with Warlocks ability Spectral Stunlancers, you know of the chosen former self with the same stats they were defeated with, so the Elders will it.
Green Raven 21. juli 2020 kl. 13:23 
Thanks!
Alex Nares  [ophavsmand] 21. juli 2020 kl. 12:51 
I will make an alternate version that just has followers (but not Chosen Followers).
Green Raven 20. juli 2020 kl. 15:12 
Thanks so much for getting back to me, I appreciate it. I really don't like messing with ini files, though, so that's that... :(
Alex Nares  [ophavsmand] 20. juli 2020 kl. 15:06 
Yes, to completely disable Chosen *Followers* (but not the initial Chosen), go to the mod's folder at C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2083788923\Config - and open XComEncounterLists.INI. Find every Template that references a Chosen enemy, for example Template="ChosenAssassinM4" and on the same line, change SpawnWeight to 0.