XCOM 2
[WOTC] AI to AI Activations
76 Comments
RustyDios 3 hours ago 
um no.. the config of this mod, the array for `ExcludedMissionNames` which turns off this mods features in those missions.
Tally 9 hours ago 
@RustyDios Why are you even interjecting if you have no idea what you're talking about? The mod author himself said that option is only for "sight" activations. It won't stop the Resistance from activating every pod by firing on them.
fredrowe234 19 Jun @ 8:31am 
This pairs great with raider mods!
RedDobe  [author] 2 Jun @ 12:25pm 
No, you wouldn’t be able to use that mod with this one as we both are overriding the same class.
Melan 2 Jun @ 11:15am 
I currently use the Dynamic Pod Activation mod and that has AI to AI built in, but it has an option to turn it off. It doesn´t have a way to exclude certain missions like this one.
So can I use this together with DPA with AI to Ai turned of in DPA?
RustyDios 17 May @ 9:59pm 
you mean as in the option to turn this off from activating on certain missions.. as in, the big option in the config files for "not on these mission types"... the option that already exists?
123nick 17 May @ 8:41pm 
i agree with Snicks, if there was an option to disable this mod from having any effect on certain mission types, itd be great. the retaliation missions where ADVENT shoots civilians, but only the leader of the pod actually shoots and the rest hold fire / dont activate, and the pod itself is still inactive, those pods need stay inactivated, even when shooting at civilians, or else the missions is basically impossible, as every member of every pod activates and now theres 3-4 times as many advent taking pot shots at civilians.
Snicks 4 Mar @ 1:32pm 
I appreciate this, but it seriously needs the ability to disable the resistance triggering Advent pods on haven defense. Especially with modded enemies, they'll kill sometimes 3+ civilians a turn and be activated on turn 1 by militia forces. This is with improved civilians mods to make them less like fodder, but that takes it from an instant loss to a 4 turn loss which isn't feasable if you play with almost anything that makes the game harder.
RedDobe  [author] 21 Jan @ 11:59am 
That just disables activations when an enemy sees an enemy, but they still activate when they shoot each other outside the sight of xcom.
Victor de Noir 20 Jan @ 10:44am 
I don't understand why this mod works for haven defense missions when I see the following in the ini:

; Some missions are simply to difficult with AI sight activation enabled, list any here that you want to not cause this activation
; Mission Name excluded from EnableAItoAISeesUnitActivation
+ExcludedMissionNames=ChosenRetaliation ; Haven Defense w/ militia
+ExcludedMissionNames=RM_OperativeEscort ; RM Additional Missions types w/ Militia
+ExcludedMissionNames=HIVETerror ; HIVE Terror mission w/ militia
+ExcludedMissionNames=HIVEFishingTerror ; HIVE Fishing Terror mission w/ militia
michael199310 7 Jan @ 4:15am 
I like this mod because it makes factions vs ADVENT possible without breaking concealment... but haven defense missions are impossible. Is there a way to remove civilians/haven survivors from activating the enemy?
Zeus Lair 15 Nov, 2024 @ 4:35pm 
Mod needs a way to keep it from ruining some objective missions and making completion impossible. Having Ai to Ai on Haven protection missions for example makes all PODs active sometimes and then they just wreck the civs before you can strategically save them. I've also had them pop VIPs and have VIPs just murdered on round 2. I typically play honestman play thrus so having full missions just be impossible to do sometimes does suck. Other than that I love the mod and seeing the other factions go at it. Not sure a tweek that could help other than some code that stops all the extra pods from going after specific objectives like VIPs, Devices, and Civs.
Ray 16 Aug, 2024 @ 9:50am 
Big problem this mod can cause is in one of those protect the device missions any enemy pods camping it will already be activated and shooting the device. Usually takes 2 turns if you make all your units sprint there using both moves but then again this does make the mission more dramatic as you know they're already shooting at it making it more urgent for you and your squad to get there in time before it goes boom. Unless of course I am mistaken but since I've downloaded the mod I've had this happen in my 20h of game time.
Zircon 9 Apr, 2024 @ 5:50pm 
This is a MUST HAVE if you play with SITREP factions
RustyDios 27 Nov, 2023 @ 2:06pm 
If you let them ...
RAAMPEAK 27 Nov, 2023 @ 1:50pm 
seems great but does that mean two parties will kill each other before i can
fredrowe234 21 Oct, 2023 @ 12:37am 
Great mod! Thank you!
HaziTru 12 Aug, 2023 @ 11:56am 
I can confirm it works for everyone besides the lost, advent gets free shots on them without triggering.
HaziTru 9 Aug, 2023 @ 7:36am 
It is set to that but for some reason I had a mission where the lost ran right past a enemy pod without activation
RedDobe  [author] 8 Aug, 2023 @ 10:29pm 
@HazTru - Set EnableAItoAISeesUnitActivation = True if it is not already.
HaziTru 8 Aug, 2023 @ 3:23am 
How do I make this work for lost ?
Rikimaru 5 Jul, 2023 @ 9:00pm 
Works great, thanks for the realism this mod brings!
jahsinha 7 Apr, 2023 @ 9:55pm 
Ah. Understood. If you ever get to it, cool. Otherwise, I'll live. Thanks for the mod. It's a great one.
RedDobe  [author] 7 Apr, 2023 @ 9:16pm 
You can't as of now.
jahsinha 7 Apr, 2023 @ 8:56pm 
How would I configure the Lost to not trigger AI to AI activation? It is indeed the only issue. I've excluded "Gather Survivors" as that is typically Lost ( no idea if this will work).
RedDobe  [author] 7 Apr, 2023 @ 6:07pm 
Anytime.
StaleChips 7 Apr, 2023 @ 5:11pm 
Quick question, can I add this to a pre-existing campaign or do I have to start a new one?
Yhoko 26 Mar, 2023 @ 8:27am 
hah don't get me wrong I still love it and have playing with it for months, but every now and then I'm sitting there like....what am I doin, I feel like I'm watchin a movie haha
RedDobe  [author] 25 Mar, 2023 @ 1:56pm 
@Yhoko - LOL You are right about that. It is possible to make this configurable.
Yhoko 25 Mar, 2023 @ 9:46am 
I'm assuming it wouldn't be possible to make a version where this works for everything but lost? I like it for raiders but on any missions with lost as soon as the first trurn starts the entire map agro's and it seems like I gotta go make a sandwich waiting for me turn every time lol
Victor de Noir 19 Mar, 2023 @ 9:04am 
Excellent, thank you RedDobe!
RedDobe  [author] 18 Mar, 2023 @ 12:05pm 
Yes, go under XcomAIActivations.ini under this mod's config folder and add +ExcludedMissionNames=ChosenRetaliation
Victor de Noir 18 Mar, 2023 @ 12:57am 
There must be another mod involved as I cant sprint fast enough to reach those guys before they get killed. Isnt there a way to simply disable this mod for this one mission type?
RedDobe  [author] 15 Mar, 2023 @ 9:33am 
He makes a few. Advent ai pack, blessing of the elders ai pack, and wrath of the chosen ai pack. Civilians revamped will cut down on the number of civilians killed per turn because they’re a much harder to hit and run away.
Victor de Noir 15 Mar, 2023 @ 12:22am 
"Advent Avenger's AI mods" - what is the exact mod in question here?
Victor de Noir 15 Mar, 2023 @ 12:21am 
Thanks for the recommendation @RedDobe will test it out with the recommended mods. As currently what happens is that the civilians activate the pods on turn 1 and then 5+ of them get killed per turn.
RedDobe  [author] 14 Mar, 2023 @ 5:29pm 
I play with Civilians Revamped and Advent Avenger's AI mods and have very rarely lost one of those missions. Civilians Revamped helps cause the civilians are much harder for advent to hit. Advent avenger has it where they shoot at you first over the civilians, so you have to sprint to the Enemy and take cover.
Victor de Noir 14 Mar, 2023 @ 7:09am 
The only issue I have here is with haven defense missions, where too many alien pods activate at once, stomping all the civilians, making it impossible to win the mission (playing on L/I). Any additional mods or advice would the appreciated.
Dragon32 14 Jul, 2022 @ 6:43am 
@airpirata
"this will be incompatible and not necessary with yellow alert gameplay"
airpirata 14 Jul, 2022 @ 2:02am 
Какая совместимость с https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1964595004 , AML пишет конфликт данных модов
What is the compatibility with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1964595004 , AML writes a conflict of these mods
Lyserus 27 Jan, 2022 @ 12:14am 
One issue encountered.
While the sitreps seem to activate perfectly with Advent or other sitreps, they do not seem to activate on Chosens
Chosen and those sitreps will aware of each other and move around each other but do not attack each other until player party activate the chosen
Kiryu 4 Jan, 2022 @ 1:29am 
There is an error that causes third-party groups to not take their turn, but this mod is not the cause for it. (I was able to replicate it with just the third-party groups, before using this mod)
Mockingcrow 26 Dec, 2021 @ 12:08am 
@Jweller
According to a comment on LWOTC I read earlier, the mod(LWOTC) has an issue with any modded faction, wherein they won't actually take a turn, only you, allies, lost, and aliens

Unsure if this is verified as completely accurate, but that's what the poster said.
jweller12 20 Dec, 2021 @ 8:25pm 
@RedDobe that's odd I've being using the same mods I've always had. the only mod that's new is lwotc and its dependencies. I deleted the config folder in case there's any left over mods trying the game now.
RedDobe  [author] 20 Dec, 2021 @ 5:57am 
@jweller - Look down below in the comments. I believe there is another mod that cause this problem.
jweller12 19 Dec, 2021 @ 11:16am 
the raider faction didnt move at all after the first activation, it went to alien activity and then back to me instead of giving them a turn.
Philistine Swine 11 Oct, 2021 @ 10:43pm 
This is how I expected mods that add 3rd parties to function, thankyou
lolcatjunior 7 Feb, 2021 @ 5:13pm 
But is this mod compatible with Evac all WOTC?
RedDobe  [author] 7 Feb, 2021 @ 4:47pm 
Yes it is.
lolcatjunior 7 Feb, 2021 @ 3:45pm 
Is this mod compatible with LWOTC and A better Advent WOTC?