XCOM 2
Alpha's Drones and Robotics pack
71 Comments
TheCorpulent1 17 Mar @ 5:04am 
These little guys are terrifying. I love them. I had to tone down the spawn rate a little bit because their mobility and stun attack made them a little OP for my tastes when 2 or 3 frequently spawn in per pod, but 1 in each pod works really well. Thanks, Alpha!
Alpha115  [author] 4 Dec, 2024 @ 12:05am 
Yes, they do not have any reveal animations from what I saw in the files. Like rusty mentioned if using the robojumper reveal mod that might give them reveal animations.
RustyDios 3 Dec, 2024 @ 2:00pm 
Possibly not, but the drones should work with the older Robojumper Drone Reveal Animation mod
sperm@zoid 2 Dec, 2024 @ 11:37pm 
Also, does the drone have a reveal animation?
sperm@zoid 23 Nov, 2024 @ 8:24am 
Hi, been playing the mod but in terms of personal taste, the Combat Bot does feel out of place to the rest of the ADVENT force aesthetics-wise (especially once actual MECs are introduced).
MadMonkee10 23 Sep, 2024 @ 2:33pm 
ah good, don't get me wrong I enjoyed the SHIVs but tbh they really should've been something that can be deployed ALONGSIDE your normal soldiers instead of replacing them, that's why I love the Celatid Turrets, they're a gear item that your soldiers can equip and deploy at any time as opposed to something that you have to give up a normal soldier to bring
Alpha115  [author] 22 Sep, 2024 @ 4:17pm 
@MadMonkee10 it is like the Celatid.
MadMonkee10 22 Sep, 2024 @ 4:12pm 
are the drones a deployable item like the Celatid Turret and the Deployable Turret of this mod or are they more akin to the SHIVs of EU/EW in that they take up a soldier slot?
Alpha115  [author] 27 Apr, 2024 @ 10:44am 
@DeadlyKitsune Yes it does. There should be no major conflicts.
CyberNeo 27 Apr, 2024 @ 8:35am 
One Question:
Does that work with [WOTC] Standalone LWOTC Alien Pack ?
RedDobe 23 Apr, 2024 @ 1:22pm 
Good deal. Thanks for the mod. I am enjoying it.
Alpha115  [author] 23 Apr, 2024 @ 11:07am 
@RedDobe yeah its not a reinforcement timer it just spawns them in immediately and the way its set up has nothing to do with timers. I cannot configure it.
RedDobe 22 Apr, 2024 @ 5:42am 
Ok I didn’t know if you were using reinforcement spawner to deploy the drone. There is a variable that can delay the reinforcement turn, I was just asking if you could make that configurable. The other part doesn’t matter as much.
Alpha115  [author] 21 Apr, 2024 @ 10:15pm 
@RedDobe I am not sure I could code it that way. Currently the MECs can only deploy 1 drone and the ability has a Global Cooldown so even if there is multiple MECS they cannot create more then one drone a Turn.
RedDobe 21 Apr, 2024 @ 11:13am 
@Aplha115- Could you add a drone deploy turn delay that is configurable, and have it where if the MEC is destroyed prior to the deployed turn then the deployment cancels?
Alpha115  [author] 5 Dec, 2023 @ 10:10am 
@Oblivious Naga Yes that is probably a mod conflict issue.
Oblivious Naga 5 Dec, 2023 @ 6:53am 
Ran into an issue where I cant equip the vest. Ive built it but it doesnt appear in the equip screen of my soldiers. Im guessing its a mod clash somewhere
TheGreenDigi 21 Oct, 2023 @ 6:12pm 
The turret being able to attack the same turn it's spawned is pretty busted honestly. Lets you just toss them behind an enemy line to take two free flank shots, and still stick around and act as a distraction like mimic beacon. Feel it could be better to maybe limit them the turn their spawned to only one action, or maybe no actions and start on overwatch?
MalteseFalchion 19 Jul, 2023 @ 1:49am 
@Alpha115 Fair enough on the coloring. I meant the unit type rather than merely being the same texture or exact same abilities.

As for the voicing, it does specifically talk about the SLG facility even if you're first meeting them in the middle of a suburbs mission. But no need to remove the voices if they're not a problem for you. The rest of the mod is absolutely wonderful, and I only had to config the one part.
Alpha115  [author] 17 Jul, 2023 @ 6:34am 
@RustyDios No worries its all good, I saw your issue and attempted to resolve it. This version of the mod is me trying to go ham with making new Robotic enemies, but their is now a pure drone mod for people who just want the drones with no extra stuff involved.
Alpha115  [author] 17 Jul, 2023 @ 6:27am 
@Flashstriker I can add those details to a discussion.
Flashstriker 17 Jul, 2023 @ 3:41am 
Following that discussion about the Combat Bot, it would be nice if you had a short description of what they do, like the Drone does. While I like going in blind to a certain extent, I would like a rough idea to know what they do. Don't mean to be rude either, was just a little confused
RustyDios 16 Jul, 2023 @ 11:48pm 
Yeah, it's cool.. I'm not trying to be aggressive in any way. I think I'm coming across wrong.

I was just trying to understand the direction the mod was going in. :)
Sorry if I caused you any offence. I look forward to the new units.
Alpha115  [author] 16 Jul, 2023 @ 10:41pm 
@RustyDios this mod has long since deviated from the original purpose of being a pure drones mod when I added Deployable turrets, and a lot of users use it for the deployable turrets as well. So I found it easier to simply remake a pure drones only mod, for those who do not want deployable turrets, new robotic units and the future updates I have placed into this mod. I plan to add new robotic enemies that will deploy drones, and turrets.
RustyDios 16 Jul, 2023 @ 10:05pm 
Oh, hmm.. the new mod is the prior to combat bot version of this mod.. okay...
That seems kinda two-steps forwards, one step back... but.. I'm too tired to think coherently atm..
either way... awesome sauce for splitting the mods up. Much appreciated :)
RustyDios 16 Jul, 2023 @ 10:03pm 
oh?.. and the new mod has the combat drone in it as the start of a new Robotics Units focused mod?.. That's cool man, you didn't need to do that!

So the 1000+ users that were using this as a super-well made drone mod can continue using it as THE super-well made drone mod?
Alpha115  [author] 16 Jul, 2023 @ 9:59pm 
@RustyDios No problem I've made a new mod to solve the issue.
RustyDios 16 Jul, 2023 @ 9:50pm 
Sorry, if that came across too negatively ....
RustyDios 16 Jul, 2023 @ 8:39pm 
I'll be honest.. I would have preferred the Combat Bot be in in a new mod of its own and this mod to have remained purely as an awesome updated version of hectorxx/LW Drones.
Now I have a DLC-bot-wannabe, competing for space with my ABA:DLC Derelict MECs

To me, the concepts of "a few harmless drones" in a mod that had been stable ... suddenly getting a unit that is *not* a drone, was a bit shocking.

I love the new guys moveset and textures though!
Alpha115  [author] 16 Jul, 2023 @ 8:10pm 
@MalteseFalchion You are aware the combat bots have a re-textured model correct? They are not just the rusty feral mecs from the SLG DLC, they have different combat stats/gear/abilities. As for the voice lines I can remove them. I dont think they are immersion breaking, since the combat bot is meant to be an outdated predecessor to the Advent Mecs.
MalteseFalchion 15 Jul, 2023 @ 3:31am 
Just as a heads up to people concerned about "immersion". The combat bot uses the rusty SPARK from the Shen's Last Gift, including voice lines when you first see it. Personally, I like everything else about the mod, so I just semicoloned out all the "evil MEC" parts of the configs for "Encounter Lists" and "CharacterStats" in the mod folder.
Stukov81-T.TV 10 Jul, 2023 @ 8:16am 
removing may be tricky, but adding should almost never be an issue
Alpha115  [author] 10 Jul, 2023 @ 7:06am 
@Pawmee No, you can add most enemy mods mid game.
Pawmee 10 Jul, 2023 @ 7:03am 
do i need to start a new campaign when adding enemy mods ? :)
Alpha115  [author] 7 Jul, 2023 @ 4:58pm 
@Kinsect an early game Advent Mec like enemy. Emphasis on early game force levels, they will get phased out by Advent Mecs.
Kinsect 7 Jul, 2023 @ 4:51pm 
What's the new Advent Combat Bot? ^^;;
RedDobe 10 Apr, 2023 @ 12:40pm 
No worries. My friend. Great job with the mod!
Alpha115  [author] 10 Apr, 2023 @ 9:13am 
@RedDobe its my fault, I need to double check localization so stuff is more clear in game. Releasing an update soon.
RedDobe 10 Apr, 2023 @ 8:59am 
I got you. I was going by the description of the perk. Thanks for claryfing.
Alpha115  [author] 10 Apr, 2023 @ 8:57am 
@reddobe per the mod description "The drone also brings some utility to advent as it can repair robotic units or alternatively provide shielding for organic units." You can shield organic soldiers its on purpose. In game description is off and I will fix that.
RedDobe 10 Apr, 2023 @ 8:42am 
@Alpha - When hacking the drone I am able to use the shield on any of my soldiers, which shouldn't it be only for robotic units? Maybe one of the mods I am using makes my soldiers robotic, who knows. Can you double check and make sure that you have that ability set to target robotic units only? Thanks.
Dęąth Viper 19 Oct, 2022 @ 4:51pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
silverleaf1 17 Feb, 2022 @ 9:20am 
@Alpha115 Never mind. I failed to notice that one soldier had been knocked out; I could not see the body.
silverleaf1 17 Feb, 2022 @ 9:17am 
@Alpha115 I ran into an unusual situation with a turret I deployed from this mod on an enemy VIP mission. I also have the mods, non-lethal combat and Project Exvent, installed. My Advent stunlancer knocked out a spectre. After the last enemy was killed for some reason the game thought that the turret was a soldier; I had to click to let the turns lapse to end the mission.
Stukov81-T.TV 4 Jan, 2022 @ 11:01am 
If anybody besides me is wondering why she/he has 2 deployable Drone recipes with different costs and 2 Drone Autopsy researches. That comes from the Salarian Technician Mod. You can hide the other projects with Weapon Skin Repacer or simply ignore it
silverleaf1 17 Oct, 2021 @ 6:37pm 
@Alpha115 Thanks for your very helpful answer.
Alpha115  [author] 17 Oct, 2021 @ 5:02pm 
@silverleaf1 the advent turret in the Xcomgamedata_soldierskills ini there is an option to make the deploy-able turrets consumable. By default its set to false. I cannot make the turrets not drop corpses so if you want them to be consumable set the option to true. I cannot do anything else, and will not make a third option.
Stukov81-T.TV 11 Sep, 2021 @ 9:50am 
I had something funny happening today ... i evaced the deployed drone .. and got a soldier. Probably some weird interaction with other mods
silverleaf1 3 Sep, 2021 @ 12:03am 
@Alpha115 A good option for this mod might be to give players three choices.
1. Always consumable
2. Consumable if destroyed or if enemy units are still present on the field.
3. Not consumable.
Even one turret is a significant addition of firepower and adds another target to absorb enemy fire. Personally I favor the turrets being consumed after use.
These are just my thoughts. I really value all the hard work those that mod XCOM 2 do. Mods have taken a very good game and turned it into a great game with endless replay value.
Alpha115  [author] 2 Sep, 2021 @ 5:09pm 
I'll look into fixing that bug.