XCOM 2
[WOTC] Raiders and Resistance Strategic Spawning
78 Comments
LeyShade 8 Oct, 2024 @ 12:56am 
To further note after release of the new AML O+E [http//AML+O%2BE], some users have noted the same issue is caused by this mod [http//this+mod], with the same issue (invalidating spawns that can't be placed after change of encounter zones).

We will continue investigating and directly message if there's any report on either module as to what is causing the issue, or what can be adjusted within the codebases to resolve the problems. as these may be more a 'fix with Highlander' issue than a 'fix in mod' issue.
RedDobe  [author] 7 Oct, 2024 @ 10:30am 
Thanks for your reports but I am not maintaining any of these mods atm. Maybe it is something that I could look into resolving later.
LeyShade 1 Oct, 2024 @ 7:03am 
@RedDobe - Can confirm this is an issue, and the reasoning.

When using mods that add maps, especialy smaller ones, the encounters are straight up being removed when this can't find a spawning location within it's own scripting rules. It's also, not effecitng all raider mods, as not all raider mods work solely on Eteam_Two, nor for their encounters.

For instance, this mod 's author has noted the same.

Perhaps the most effecient way of solving the problem would be petitioning 'God of Redux' "@RustyDios" to look over it, and see if they can iterate upon the design?
Shiro 28 Sep, 2024 @ 7:46pm 
its odd cause the marauders did spawn in as they are supposed to so it seems to just be specific ones, not sure what it could be conflicting with
RedDobe  [author] 28 Sep, 2024 @ 2:10pm 
@shiro - you’re the first person to report this, I ran full campaigns with this mod and lots of raider fractions never had an issue that you described.
Shiro 27 Sep, 2024 @ 11:52am 
Hey, i've noticed that this mod causes certain raider factions to not spawn in at all despite their sitreps, so far ive confirmed that SCP mobile task force, and the hutt cartel raider factions dont spawn in when this mod is enabled, any ways to fix it?
PandaFlame 1 Jul, 2024 @ 7:51pm 
Heya. I was wondering, is there a way to make this mod apply to eTeam_one? I downloaded the mod that makes Julian his own raider faction, but I wanted to make his faction eTeam_one (for personal reasons), but I still want his faction to benefit from the spawning mod.
makarov1171 11 Jan, 2024 @ 4:53pm 
Hey RedDobe! I honestly love the ideal if your mod but I have a question about it... how do I know it is working properly? I mean, the mod is enabled but I havent seen the new factions on any operation within my new campaign. There should be a Sitrep notification when the new factions will take part of the op? Any insight would be greatly appreciated bro
Swanky 8 Feb, 2023 @ 2:16am 
I have had the issue that during on the Abandoned City maps factions will spawn in a 3x3 tile in the corner of the map without a way out. Both maps had the same building in the corner, along with an overpass running along the center of the map. Could blast them free both times but if possible the spawning zone should be a little bigger and have a check that would then randomly move it to somewhere where it fits.
RedDobe  [author] 27 Aug, 2021 @ 12:55pm 
@akrog - Thanks for reporting. You will have to decide one mod or the other.
akrog 27 Aug, 2021 @ 9:28am 
@RedDobe - I have play two ressistance missions without triple enemy redux and the problem does not seem repeat
Deacon Ivory 23 Aug, 2021 @ 6:28am 
Addendum - From my experience the Mission Overhaul Core and Mercury mods don't play nice with this mod, or most faction mods actually. There were some changes back in 2019 that mean that that mod only really works if you don't use mods like these. IMHO you need to pick one of the other. It might explain some of the wonkiness people, are experiencing.
Deacon Ivory 23 Aug, 2021 @ 6:28am 
In case anyone is wondering; this mod and Yellow Alert work fantastically well with Covert Infiltration. I've had several missions with multiple factions, resistance fighters, and modded enemies and everything works really well together. There is the occasional snafu where a unit will run back and forth if they lose sight of another faction, but using the Less Enemy Spacing [WOTC] and Hunker Down for Everyone mods reduces the chances of this happening. Thanks @RedDobe for making your mods, keeping them updated, and helping to enable compatibility with other mods. Cheers!

PPS - Shameless plug for my mod collections that feature @RedDobe's mods along with a ton of other great mods https://steamhost.cn/steamcommunity_com/profiles/76561198036277282/myworkshopfiles/?section=collections&appid=268500
RedDobe  [author] 18 Aug, 2021 @ 10:09am 
@akrog - Try disabling the mod the next time you have a retaliation mission, if it the problem doesn't persist than that tells me their is a mod conflict somewhere.
akrog 18 Aug, 2021 @ 5:57am 
I have the Triple enemy redux mod and this one. In resistance missions my squad spawns on a edge of the map and at the same time aliens, advent, civilians and resistance spawn together on the other edge of the map.

When it's the aliens' turn, they kill 80% of the civilians. finally I don't have time to get there and act.

I don't know if this mod should solve this problem.

sorry for my English. It´s not my native language.
RedDobe  [author] 14 Aug, 2021 @ 11:34am 
@Raizen725 - A few comments below someone posted that they had the same problem, and it was other mods causing them not to move. I have played many missions with this mod enabled and never once had a resistance or raider pod get stuck on the map.
Raizen725 14 Aug, 2021 @ 1:43am 
as much as i like the mod i think im forced to disable the mod until i got a better understanding i have both resistence and raiders stuck in 1 place not doing anything not all the time but it happens in quite a lot of maps

unless do you suggest using yellow alert as a better alternative cmpare to ai to ai activation
aegis 1 Jan, 2021 @ 12:04am 
NVM i'm dumb it says it effects the mod in the description
aegis 1 Jan, 2021 @ 12:03am 
*mean it effects
aegis 1 Jan, 2021 @ 12:02am 
also just to double check
bye say this mod effects resistance forces do you me it effects the Resistance Heroes Incursion mod

link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1961980059
aegis 31 Dec, 2020 @ 9:26pm 
@Dragon32
il try it without downthrottling but if it gets too intense for me il renable it
RedDobe  [author] 31 Dec, 2020 @ 5:00pm 
@Aegis - Glad that you got it figured out which mod was causing the conflict. What Dragon said about downthrottling is correct, you can comment out my edits in the XcomAi.ini file to restore default behavior.
Dragon32 31 Dec, 2020 @ 3:20pm 
@aegis
Yellow Alert Gameplay does disable downthrottling, you can do undo its edits in the mod's XComAI.ini file. I really wouldn't recommend it though.
aegis 31 Dec, 2020 @ 1:23pm 
just tested it again without broad pod activation and dynamic pod activation and it seems to be working properly now, so i guess the problems fixed, i might try out ur yellow alert mod to replace said mod
quick question does ur yellow alert mod provide the same systems as broad pod activation where it tries to still keep the amount of active pods managble (by not activating pods if your allready in combat with too many enemies)
aegis 31 Dec, 2020 @ 12:51pm 
the only mod i think i have installed that effects enemies out of combat is the broad pod activation, and dynamic pod activation (which is required to run broad pod activation)
this is the link to broad pod activations mod page: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097747159
aegis 31 Dec, 2020 @ 12:46pm 
yes I do have the highlander installed


the raider ai seams to work well, when the pods are activated
it's just they dont move at all when they arent activated
RedDobe  [author] 31 Dec, 2020 @ 11:37am 
Do you have the community highlander mod installed?
aegis 31 Dec, 2020 @ 10:53am 
after checking the raiders just seem to till on the side of the map till they are activted no patrols nothing, it's really weird and i have no idea whats causing it
aegis 31 Dec, 2020 @ 10:02am 
also said retaliation mission i mentions wasn't a haven assult it was one of the retaliation missions where the civilians are scattered all across the map and there aren't any militia
aegis 31 Dec, 2020 @ 10:01am 
was just testing on a lost destroy (using a reaper to spot them without activating the them) relay mission, so far they dont seem to move but i haven't got a chance to look properly 2 out of the 3 times iv tride this mission the raiders have spawned in an impossible to reach portion of the map, il check again 2morrow morning (i really hope the mods not broke for me since this this the only way the raider factions can be fun)
RedDobe  [author] 31 Dec, 2020 @ 9:33am 
every map has an objective, it would be the center point around the militia and civilians. But I can double check just to be sure. Thanks.
aegis 31 Dec, 2020 @ 7:32am 
the raiders dont seem to move at all when out of combat on retaliation misions
im assuming thats because there is no set "objective" to patrol too
RedDobe  [author] 11 Nov, 2020 @ 8:04am 
@empire - No, it's a random location that can sometimes be right next to your spawn point, or on the opposite side of the map. There is no way to adjust it.
Empire 9 Nov, 2020 @ 7:50am 
Is there a way to increase the distance between XCOM spawn point and a third party spawn point? They're spawning really close to me.
Finisterra 26 Aug, 2020 @ 4:17pm 
@RedDobe ok thanks
RedDobe  [author] 26 Aug, 2020 @ 2:08pm 
@santyk-lerano - That's an ai failure somewhere. And nothing to do with this mod. All this mod does is change their spawn and patrol locations.
Finisterra 26 Aug, 2020 @ 1:38pm 
I have installed the mod and now the raider factions do what they should, they start on one side of the map and move towards the objective, but once the combat begins they do nothing, they position themselves in the first turn of the combat and nothing else, the The rest are a fixed target that does not move or attack, is it a failure or could it be due to some incompatibility?
PS: before installing this mod they attacked normally, more than one mission I had a lot of fun with my hidden squad watching how advent and the raiders kill each other and I wait for only 1 of them to remain and I eliminate them easily haha
ZiggyTouyeul 14 Jul, 2020 @ 8:22am 
Thanks ! Well I don't mind still playing with the default pods sizes for now; as I keep doing playthroughs over playthroughs to try out different mods that would be incompatible between themselves. Looking forward to your future version !
RedDobe  [author] 12 Jul, 2020 @ 6:09am 
@ZiggyTouyeul - I get what you mean. It’s possible to do something like that. In the meantime, why don’t you just use one raider sitrep at a time, but increase the pod size? You can do that in the raider ini files.
ZiggyTouyeul 10 Jul, 2020 @ 6:34pm 
Would it be possible to make certain pods still spawn "glued" together via an exception list ? For example, I'm using the Multipe Sitrep mod's categories features so that the MTF factions' Samsara Foundation pod can spawn alongside the other MTF foundations as they are a small squad who could benefit from backup; however with this ( none-the-less awesome ) mod they will ofc be spawned far from their allies and my squad or other Alien pods can easily wipe them. I hope I could explain my idea correctly, I'm not sure how to explain it in a clearer manner.
RedDobe  [author] 7 Jul, 2020 @ 2:22pm 
@MrMister - I have added support for renegade rulers. Next time you have a renegade ruler show up can you search the log file for "RaiderStrategicSpawning" to verify that it is working.
RedDobe  [author] 7 Jul, 2020 @ 1:54pm 
@p6kocka - Hey there. I completely forgot about your request. I just published it to steam.
p6kocka 6 Jul, 2020 @ 7:29pm 
Hi @RedDobe
Any news on AI to AI only activation mod? I am just asking. I don't want to be rude. I'd love to use it in LWOTC. Thank you.
Dragon32 4 Jul, 2020 @ 9:45am 
@MrMister
Yeah, guess that's another one of those moments where game mechanics and thematics clash.
MrMister 4 Jul, 2020 @ 7:33am 
@RedDobe well, if you can add them, that'd be pretty swell. I think there's only what, 3 rulers x 4 FL thresholds = 12 encounters.

@Dragon32 it's more a matter of them spawning in the middle of other ADVENT pods, and everyone immedeiately triggering at that moment, which doesn't make a lot of sense for them to be recognised just at turn 1 and not before you even reached the map. This usually results in the whole of ADVENT being engaged against the ruler while you do your thing, and at early force levels they can wipe the whole of advent if they are mostly hybrids who can be knocked unconscious.

A good solution in my mind would be to have them be a reinforcement spawn on the turn after concealment breaks, like MOCX, except with the psi gate animation instead of the dropship one. But that'd require way more tinquering.
WerewolfMike 3 Jul, 2020 @ 8:19am 
To see them fight amongst themselves, i love it, thank you! One thing i did notice, on a 'protect the device' mission, no one touched it, they were so busy fighting eachother. But i don't know if that's on purpose or there wasn't a pod near the device at the start
Dragon32 2 Jul, 2020 @ 2:38pm 
I don't think that Renegade Rulers should be catered for in this mod, I really don't see them (or The Hive) as being bothered with the objective. They're just here to mess everyone's stuff up.
RedDobe  [author] 2 Jul, 2020 @ 12:46pm 
Not at the time. I would have to add the ruler encounter ID’s to the list of ETeam_One to search for.
MrMister 2 Jul, 2020 @ 11:56am 
Will this take effect on Renegade Rulers ' pod too?
silverleaf1 28 Jun, 2020 @ 12:57pm 
@Willieshat MOCX always drops in as reinforcements except on the missions where you are acting directly against MOCX, the missions you get from covert operations.