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I posted that message to a bunch of mods on my mod list originally, figured it'd be nice to tell people that those mods had been stable in what was a pretty heavily-modded setup at the time. Viper apparently copied the message later on, and I'm guessing the third guy joined in for the memes.
It's not a conspiracy.
There're the Evac All mods for the base game and WotC. But if you mean evac wherever the trooper is on the map then I don't think there is one.
If it doesn't work, go into your DefaultAI.ini, change: DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER=0.2f
to
DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER=0.6f
As far as enemies not patrolling. I found that the mod "Dynamic Encounter Zones" (or "Random Encounter Zones" whatever its called) will prevent patrolling. Also it can cause multiple groups to pile in the same area. (not sure if you have that one installed)
But "Yellow Alert Gameplay 2.0" doesn't change DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER
Changing that value in XComAI.ini is the only change that this mod makes
So, even if changing the load order in AML did anything (which it doesn't) then it would have no effect on enemy unit spacing.
Jokes aside, good job making little QOL mods like this man.
2) Advent will be *more likely* to stay together IF there is a good reason to - for example, if you have two columns of high cover next to each other and everything else is either low cover or no cover, then they will occupy those two columns rather than have one of them go into low cover just so they can stay apart. For the most past, you might not notice much difference unless specific tactical situations are present. Enemies will still consider the possibility of getting grenaded if they stay too close.
3) It affects all enemies - however some enemies are programmed by the devs to ignore certain AI profiles (for example, Lost don't care about tactics). It will mainly cover the more "intelligent" enemies.
Thank you