XCOM 2
[WOTC] Sitrep: Collector & Reaper Forces
67 comentarios
Deathraven13 8 MAY 2023 a las 18:05 
I've found the comment:
"Planewalker 31 Mar @ 5:24am
How to fix "just stay still" in LWOTC:

Open 2683996590\Config\XComGameCore (or same file in 'Long war of chosen' in AML), find this block:
!PlayerTurnOrder=()
+PlayerTurnOrder=eTeam_XCom
+PlayerTurnOrder=eTeam_TheLost
+PlayerTurnOrder=eTeam_Alien
+PlayerTurnOrder=eTeam_Resistance
+PlayerTurnOrder=eTeam_Neutral

add
+PlayerTurnOrder=eTeam_One
+PlayerTurnOrder=eTeam_Two

All neutral factions is acting now."
Deathraven13 8 MAY 2023 a las 18:02 
@Dżonson I'm just popping here and not using this mod but in some raider mods (SCP for LWOTC I believe) someone posted a line of codes to add, something about XCOM -> Advent -> Team 1 -> team 2.
I can also confirm you that the mod I've mentionned work too and the resistance raider also work without issue, if you have modjam for LWOTC it may also solve the issue but there is no guarrantee, technicaly the resistance raiders shouldn't work if it did not get an update for it like the SCP did, so maybe modjam will do the trick, be warned that you'll have to edit some research since acid grenades and poison grenades need new ennemies to be researched....... hope that help.
NightNinja54  [autor] 2 MAY 2023 a las 11:23 
@Dzonson
Fair - not sure, I haven't used LWOTC personally
Czekoladowy Dżon 2 MAY 2023 a las 10:43 
Well i should have asked differently. Does it work properly with lwotc? Im reading on almost all raider faction mods that units from moded factions don't do anything after initial reaction. They just stay in one place and don't interact with anybody.
NightNinja54  [autor] 2 MAY 2023 a las 10:40 
@Dzonson
Should be
Czekoladowy Dżon 28 ABR 2023 a las 7:47 
Is this LWOTC compatible?
NightNinja54  [autor] 23 DIC 2021 a las 9:44 
@dmc32
I am unfamiliar with CI, but in theory the sitrep should work as expected if it's called?

@Newb.
That would be cool, but biome-specific enemies are unfortunately not baseline.

@RambelZambel
Yeah, I believe it's a problem with how I set up their accepted followers.
dmc32 20 DIC 2021 a las 18:59 
@NightNinja54, does this work with CI? Perhaps you covered this and I missed it, thanks.
Newb. 8 MAY 2021 a las 14:41 
Just curious is there a way to make it so that the reaper units only show up during lost missions i just feel like they suit that environment more you know
MaCC165 30 MAR 2021 a las 16:09 
i have the problem that vanguard and marauder are always in a one unit pod, normal spawn and sitrep, any idea how i can find out what causes this?
aegis 14 FEB 2021 a las 20:58 
@Nektock
they wont but if you have both sitreps at once it can be weird since you will have collectors fighting collectors, but that with only happpen if you are using NightNinja54's " Multiple Sitreps 2.0" mod since you cant usually have 2 sitreps at once
Nektock 14 FEB 2021 a las 13:20 
@aegis
Thanks although I'm wondering if the two mods can conflict with one another
aegis 14 FEB 2021 a las 3:21 
@Necktock
for the reaider the faction the collectors are a raider faction (a third party on the map hostile to both xcom and advent)

while this mod just make it so that advent is replaced by the collectors when the sitrep is active
(so it works kinda like the Sitreps that make you fight specific enemy types like "Automated Defences" and "Psionic Storm")
Nektock 6 FEB 2021 a las 19:16 
How is this mod different from your other mod Raider Faction: Reaper & Collectors?
NightNinja54  [autor] 21 DIC 2020 a las 13:32 
@kazuya0010
Yes, I would like to - can't promise a timeframe, but it is on the agenda.

@Asari
Hey, as an update to my earlier point: use the mod 'Raider Unit Manager' which will do everything mentioned automatically for you.
kazuya0010 21 DIC 2020 a las 12:06 
Can you kindly make vorcha enemies from mass effect?
Asari 3 OCT 2020 a las 8:42 
Got it! thank you very much :)
NightNinja54  [autor] 3 OCT 2020 a las 8:39 
@Asari
Hi Asari, thank you very much. I am transitioning the way spawning for these enemies work - the reaper/collector units are the first part of this transition. Rather than have the setting on the raiderfaction/forces mod itself, each individual unit can be customized in how and when they appear via their customizable encounter lists. You can access each encounter list in via each enemy's config directly.
Asari 3 OCT 2020 a las 8:37 
Hi! Is there a config file to disable the spawn of the collectors in the ADVENT pods like your other mods? I don't find it... Other than that, you're doing great work! Hope we will see more in the future :)
NightNinja54  [autor] 26 SEP 2020 a las 8:33 
@Jill Sandwich
Thank you, you're welcome!
NightNinja54  [autor] 26 SEP 2020 a las 8:33 
@Lucky
Maybe one day, I want to reach a point where each faction type has enough varied units to stand alone instead of the same 2 or 3 units.
Lucky 26 SEP 2020 a las 0:56 
Do you think you could separate the reaper faction into a diffrent mod?
Jill Sandwich 21 SEP 2020 a las 19:22 
@NightNinja54:
good to hear!

btw i really like these ini config files, they are super useful and flexible. thank you for implementing these! :D
NightNinja54  [autor] 21 SEP 2020 a las 17:26 
@Jill Sandwich
I believe you should be safe to adjust as desired
Jill Sandwich 21 SEP 2020 a las 9:47 
@NightNinja54:
regarding 'XComEncounterList.ini' , there is a value called "SpawnWeight" inside it.

i'm just wondering would there be any negative consequences if i tweak SpawnWeight value to be super high ? like close to 80-90? maybe even 100? would it crash the system ? lol
NightNinja54  [autor] 20 SEP 2020 a las 10:01 
@LooseNooseZeusMooseGooseJuice
Thank you! Glad to hear
LooseNooseZeusMooseGooseJuice 20 SEP 2020 a las 9:58 
Also your naming in the encounter list really simplified it for use.
LooseNooseZeusMooseGooseJuice 20 SEP 2020 a las 9:55 
Thank you for the concise answer. I appreciate your time and work.
NightNinja54  [autor] 20 SEP 2020 a las 7:32 
@LooseNooseZeusMooseGooseJuice
Hey, thank you for asking. I did release a new version recently that updates the way enemies are added to these sitreps and enemy pools. The enemies can now be customized directly for how and when they appear. Each enemy's 'XComEncounterList.ini' configuration file allows users to have full control over that particular unit's appearances (sitrep or otherwise). Previously, it was an all or nothing setting that was a bit too overreaching. This new methodology allows users to fully customize if an enemy should appear in: base game, forces sitreps, raider faction sitreps, etc.
LooseNooseZeusMooseGooseJuice 20 SEP 2020 a las 0:38 
Hey man, awesome work, but can I ask here as a catch all: how do I remove the Collectors and other such forces from the pod lists so that they only appear in sitreps? I enjoy them being a third party instead of an addition to the advent forces, and it seems like the config isn't what it was before where I could easily find the spot to ; the right line out. Please help, recording a run with these all turned on and dont want to break the feel of how its going so far.
Jill Sandwich 18 SEP 2020 a las 22:56 
@NightNinja54:
awesome upcoming update! will definitely check it out. :D

thank you so much!

NightNinja54  [autor] 18 SEP 2020 a las 19:12 
@Jill Sandwich
Hell yeah, glad to hear it.
Yes, go take a look at the upcoming update for 'Multiple Sitreps':
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2068573223
Jill Sandwich 18 SEP 2020 a las 16:34 
@NightNinja54:
now that there are more reaper units added to this mod. this sitrep has become my most wanted sitrep in the entire game, pure mass effect combat goodness. :D thank you so much!

my question is : can we tweak any .ini files to increase the spawn chance of this sitrep ?

cheers!

Gentleman-Velociraptors 15 SEP 2020 a las 7:55 
Aaaahhhh! Thank you.
NightNinja54  [autor] 15 SEP 2020 a las 7:19 
@Gentleman-Velociraptors
Yes, that would definitely cause it. That option will remove units from all encounters beyond the raider faction - something I will be addressing via a new method going forward. Sorry about that.

A fun fact about reinforcements, they are hard coded to the "Advent" list. I've spent hours investigating a way to get my enemies to replace the "Advent" reinforcement list with a "Reaper" reinforcement list, only to discover its hardcoded into the game's kismet. In the future, I hope to add a custom reinforcements ability similar to the modded 'advent general' that can call in specific reinforcements that these enemies can use exclusive to their faction (i.e. reapers). On hold for now until I get these other adjustments live.

Thanks for the feedback!
Gentleman-Velociraptors 15 SEP 2020 a las 6:23 
I think I got it to happen again? I do have another question that I think MIGHT be related.

So, I did use the option to disable the Collectors replacing ADVENT (Speaking of which, is there a way to apply it to the Collector Assassin, Praetorian, and Brute?). On a seperate mission to recover a Resistance scientist, I got the Collector Forces Sitrep again, and there were no enemies at all, until I recovered the scientist, and afterwards, when the reinforcements came in, I got the ADVENT soldiers.
NightNinja54  [autor] 15 SEP 2020 a las 5:48 
@Gentleman-Velociraptors
Hm, that's strange. Let me know if it happens again - I'm working on an update for this soon anyway.
Gentleman-Velociraptors 15 SEP 2020 a las 4:14 
I just had a strange mission. I got the Collector Forces Sitrep, but there were no enemies on the map.
kazuya0010 10 AGO 2020 a las 7:46 
Thanks very much
NightNinja54  [autor] 9 AGO 2020 a las 8:53 
@kazuya0010
I like the idea

@Slackboy101
Our marauder friend should now appropriately appear
kazuya0010 16 JUL 2020 a las 17:38 
Can you please make a Sitrep mission for the Vorcha Enemies from Mass Effect 2?
Slackboy101 10 JUL 2020 a las 14:39 
I'm just picturing the collectors in a car driving away fast with the Reaper Maurader chasing after them screaming stop
NightNinja54  [autor] 10 JUL 2020 a las 4:54 
@Slackboy101
The collectors left without him (I’ll add him in)
Slackboy101 9 JUL 2020 a las 21:11 
Where's the Maurader at?
NightNinja54  [autor] 9 JUL 2020 a las 17:26 
@Lumierr
It essentially replaces advent for the mission, yes. You can also download the raider faction of Cerberus if you prefer that. Or download neither and use the standalone unit to fight alongside advent. I’ve made each variant that you’ve described; you are free to choose which you prefer

@Lechuck
:)
Lumiere 9 JUL 2020 a las 15:54 
I'm not sure I understand the value/benefit of this mod vs a raider faction. Does this mod REPLACE advent for that map? Work besides them as a form of special unit? Or attack all sides, like raiders do?
Lechuck 9 JUL 2020 a las 12:53 
Nice!
Olchobhar 8 JUL 2020 a las 12:13 
@NightNinja54
oh ok, never mind then. Thanks
NightNinja54  [autor] 8 JUL 2020 a las 11:31 
Olchobhar 8 JUL 2020 a las 11:28 
erm, do the Collector Trooper Bodies count as 'normal' Trooper Bodies when it comes to Armor-Upgrade? Because i have way to little Trooper Bodies in my Inventory in relation to Kills. Now i am unable to upgrade my Armor without cheating. :/