XCOM 2
A Requiem For Man: Praetorians Standalone
103 Comments
CunningSTOX 12 Jun @ 1:28am 
Are there any unique item unlocks or do they drop special loot?
Titus Pramudya 24 May @ 7:37am 
Is there a way our soldier can use the armor? I do love their armor here
SeveN 4 May @ 3:58pm 
Why is Praetorian Sectopod standard attack making a high pitched horror like screching sound? I play with Idle Suppression and that sound is not pleasant to listen to in the slightest.
lety4ayavoropaeva 16 Apr @ 4:58pm 
I plan to add this mod to the collection, but it already exists:
A Requiem Campaign: Scavenger Class/Specs
A Requiem Campaign: Witch Class
A Requiem Campaign: Graduate Class
A Requiem For Man: Playable Hinters Plugin
A Requiem Campaign: Miner Class [BETA]
Blacksite & Forge: Requiem Plugin
A Requiem Campaign: Tesla Trooper Class/Specs
A Requiem Campaign: Fusilier Class/Ironsights Spec
Reshi's Requiem Classes for LWOTC
A Requiem For Man: The Requiem Legion
A Requiem For Man: Gameplay Mutators
Tedster's Requiem Tweaks mod
Mod Jam Refinements For Requiem Legion
A Requiem For Man: The Requiem Armory

Will everything work?

The phrase is confusing:
"The Old and Deprecated version of A Requiem of Man is incompatible"
Snicks 21 Mar @ 2:46pm 
The Sectopods spawn too much compared to other praetorians IMO. Not a balance concern, I just wish I saw the other ones more.
RakkoHug~<3 2 Mar @ 5:06pm 
Um... just did Praetorian research and it only gave me purple vest. Are there other research and weapons am I suppose to receive?
Saul 25 Jan @ 2:20pm 
@Mac Dog64 Sorry to hear that, there's a solution here, I have a monitor, (LG, cheap but not very good one tho.) It has an independent 6 color turn, I just tried it and it can turn only purple to blue or de-saturation to white. it's not very convenient but this kind monitor may suit you.
Mac Dog64 7 Dec, 2024 @ 9:10am 
@ReshiKillim: That's okay, thank you for letting me know:)
ReshiKillim  [author] 7 Dec, 2024 @ 8:13am 
@MacDog64 Unfortunately that's not something that's configurable, and not really easily feasible via script alone. Would require some major tweaks or a custom build of the mod with modified materials
Mac Dog64 7 Dec, 2024 @ 7:35am 
I love this mod, but is there a way to dim down the purple lights on the Praetorian enemies? I have really bad eyesight and it's hard to play when their on the screen, but I really want them in the modlist. Can I have any help please?
Ramatut 7 Nov, 2024 @ 12:40am 
Hello, this mod works mid-campaign or i need to restart a fresh one?
ReshiKillim  [author] 3 Oct, 2024 @ 9:01am 
@Антон Бахмут No. :winter2019happyyul:
The phimosis diplomat 3 Oct, 2024 @ 1:49am 
delete praetorian sectopod it's nuts, solo killing my veterans squads in late game
sullenskulls 1 Oct, 2024 @ 4:32pm 
Yeah. I assumed as much. The only change I made to test what I said below was in the new XComArmorUpgrades.ini file. Didn't touch your configs.

Without that file, the item was not showing up at all, except in the inventory screen. Once it's added (with your spelling), the item shows up as equippable in the utility slots, but not as an armor upgrade.
Not sure why it's not working the same way as the stainless vest edit, or why it wasn't showing up before.
ReshiKillim  [author] 1 Oct, 2024 @ 4:22pm 
Don't try to correct the typo, or you won't be able to use it.
sullenskulls 1 Oct, 2024 @ 9:26am 
Hmm. Super weird. If I do what I wrote previously, and make the file with Praetorian mis-spelled, I am able to equip the nanogel vest in a utility slot, but not as an armour upgrade. But, if I change it to the correct spelling of Praetorian, then the item is not available to equip at all, either as a utility item or an armour upgrade.

My mod-list had started from the Odd C9 collection that I had added stuff to, so I had previously been running the Stainless Dreams & Requiem Munitions mods as well as Requiem Armoury, without noticing the incompatibility until your recent updates, so maybe the item I currently have came from that combo instead - not sure, just spit-balling my thought process.

My limited understanding of how to troubleshoot these kind of xml edits/tweaks is probably capped out at this point, so any advice you may have would be great.

Thanks again.
ReshiKillim  [author] 1 Oct, 2024 @ 8:50am 
That's the correct item name, yes, it's typo'd internally but correct
sullenskulls 1 Oct, 2024 @ 8:41am 
Hi Reshi,

After making the .ini file you mentioned in Requiem Armoury to make the stainless vest compatible with TeslaRage's Armour Upgrades mod, I noticed that I have a Praetorian nanogel armour thing in my inventory as well, so figured I would look into making it work also.

Firstly, I assume that comes from this mod (hence why I'm asking here).
Secondly, in your config files, the only thing I found that could be what I'm looking for is the "PreatorianReactiveArmor", so I wanted to check if I'm right to assume that if I made the file, like before, but with this item name, it should work.
Thirdly, I also assume from the fact that I have one in my inventory, that the loot table is working with the name above, even though it would appear that Praetorian is mis-spelled in this instance.

Just checking, and thanks in advance for any help/advice if required.
bbbbbruh 5 Aug, 2024 @ 5:37am 
Hi Reshi, noticed you said the RPGO patch isn't needed anymore. Why is that, just in case it turns out to be relevant on my older save and I need to fix something? Where would I need to apply the fixes if it becomes relevant?
ReshiKillim  [author] 25 Jul, 2024 @ 11:19pm 
@Turambar Probably not needed anymore.
Turambar 24 Jul, 2024 @ 2:49am 
Isn't it possible to include the RPGO patch or make a dedicated mod? I switch RPGO on and off between games and will not reember tu manually patch this mod :/
LightenedDark 25 Jun, 2024 @ 7:43pm 
What are the stats on the praetorian equipment XCOM can get?
ReshiKillim  [author] 16 Dec, 2023 @ 11:05pm 
@Kinsect The Praetorian Bolters aren't currently a part of the Requiem Armory, no
Kinsect 16 Dec, 2023 @ 7:10pm 
Say is this compatible with the Requiem armory to get there weapons?
ReshiKillim  [author] 30 Jun, 2023 @ 8:03pm 
@Gorokhan That's all that's really needed, yes.
Gorokhan 30 Jun, 2023 @ 3:16pm 
Hello Reshi, I would like to play this mod without the sectopod (just a personal preference). How do I do that? Do I just just delete the sectopod spawn distribution lines from XComEncounterLists.ini or is there more?
Gorokhan 30 Jun, 2023 @ 3:02pm 
@The Baron use Notepad or better Notepad++ to open XComRPG.ini file in Config folder located at C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1280477867 assuming you installed both Steam and Steam games to C:\ drive. The ini file already has several lines of +IgnoreWeaponTemplatesForPatch (starting at line 164) for other things, just copy paste Praetorian lines right below them, save, and close the file.
mikesh1958 24 Jun, 2023 @ 3:11am 
Instead of the Sectopod icon from this mod, the Sectoid icon is shown. On all other Sectopods of the game, the icons are correct.
dmc32 8 Jun, 2023 @ 8:22pm 
Nice update, kept wondering why the sectopod was suddenly accurate at long range.
The Baron 26 May, 2023 @ 11:02am 
question how do i add the stuff you said to add for rpgo?
Emperor Mollune Veilis Emouran 14 May, 2023 @ 10:49pm 
wonderful i cant wait!
ReshiKillim  [author] 14 May, 2023 @ 6:18pm 
@Emperor Mollune If you mean The Magnas, yes, I do have a WIP that's actually centered around them! It's still a bit of a ways from completion, but it is a massive expansion over the original ones!

If you want to see a preview of the unfinished version, you'll be able to see them on Mister Gruffle's next campaign on YT (he's going to be running a new campaign with them)
Emperor Mollune Veilis Emouran 13 May, 2023 @ 11:41pm 
Do you plan on reviving the praetorian beasts from the first mod?
Emperor Mollune Veilis Emouran 2 May, 2023 @ 8:24pm 
So its like Enemy Within sectopods minus the cross map mortar strike and wrath cannon. Terrible up close lethal at range gotcha, Me personally im quick to get in close to boss like enemies so thats why it does so terribly
ReshiKillim  [author] 2 May, 2023 @ 7:53pm 
@Emperor Mollune Adjusting the base aim won't make much of a difference for the Sectopod at close range, but it will make a significant difference at longer ranges, as it has a special distance based aim modifier for its weapons, which makes it an extremely poor shot at against close range targets, but the farther away it is, the more accurate it gets. And it can fire off of Squadsight if it's been triggered.

You'll find the aim modifiers in the XComPraetorianConfig, which is based on tiles. There's one different one for each of the munition types it has. +AHWBOMBARD_AIM_RANGE[0] For example, the number indicated in the brackets would be the number of tiles away distance, and after the = you'll see the amount of aim modified at that distance. I might need to make a few adjustments to improve its functionality in that regard, like an increased sight range once activated that's not relying on squadsight.
Emperor Mollune Veilis Emouran 2 May, 2023 @ 12:00pm 
I enjoy the mod alot but I personally believe with how difficult these enemies SHOULD be, i think they should have at least 80-90 based aim by default because they can aim to save themselves. the sectopod is based 65 and that basically means they will never hit full cover targets even when up close
Emperor Mollune Veilis Emouran 1 May, 2023 @ 9:13am 
thanks! Now I can create an Unwinnable mission :steamthumbsup:
ReshiKillim  [author] 1 May, 2023 @ 7:54am 
@Emperor Mollune

Character Template names are:
AHWAdvPraetorian
AHWAdvPraetorianLieutenant
AHWAdvPraetorianVanguard
AHWAdvPraetorianHazmat
AHWAdvPraetorianCaptain
AHWPraetorianSectopod

And the corpse is
CorpseAHWPraetorian
Emperor Mollune Veilis Emouran 30 Apr, 2023 @ 8:40pm 
Console commands for corpses and drop unit please?
ReshiKillim  [author] 25 Apr, 2023 @ 7:33pm 
@Risitas_Fanboi Not intentional, no, but the Praetorians use vanilla decision making for who they throw their grenades at, so it's likely that other enemies would have done the same in the same position, or another mod is altering that behavior.
Risitas_Fanboi 25 Apr, 2023 @ 9:10am 
Im not sure if it was intentional but I just saw a Praetorian Guard chuck a grenade onto a group of civillians during a Retaliation Mission. I hope it wasnt intentional because even with Tactical Analysis it was impossible to avoid, given how tanky these guys are
Spartan Striker 8 Apr, 2023 @ 10:46pm 
Any possibility of the mod getting customization? Or is it not possible.
Zedonova Nova 12 Sep, 2022 @ 11:28am 
I don't mind them not providing an item for research, but is it possible to make the armor wearable or how to proceed with that task is more my question. I like the mod! I will add a like so it helps you out here. That is the least I can do.:steamthumbsup:

But wearable armors for customizing on soldiers? That would be great.
ReshiKillim  [author] 11 Sep, 2022 @ 11:00pm 
@Mario

Glad ya's liking the new Praetoripod AI! A part of the reason for why FL 16 is the usual point where a lot of my boss-types spawn in, is because that's around the point where a lot of my campaigns tend to get the strongest units and weaponry coming online, usually the Templar Blenders, though it does depend a lot on what mods you're running.

As for adjusting the FL of my own mods to better suit your own campaign's settings, I'd say it's suggested, recommended, and encouraged, because there's plenty of other mods that could entirely change the experience.
minecraft with gadget 11 Sep, 2022 @ 10:32pm 
While I like these a lot, and the new Prae. Sectopod AI is great, I think they shouldn't spawn as early as they do. In both this mod and your Ethereals mod, Praetorian Sectopods and Ethereals can spawn on missions starting at FL 16. That's just way too early in my opinion. I do like a harder war, but it's just overkill to put endgame enemies in when you most likely won't have an effective way of handling them. IIRC regular Sectopods start showing up at FL 16, so I think it's weird that what's basically a Super Sectopod can show up just as frequently at the same time.

I've changed their minimum FLs in my personal config, so it's not like a "I'm not using this anymore" issue.
jahsinha 4 Aug, 2022 @ 11:42pm 
Update: Jul 29 @ 8:32pm
The Praetorian Sectopod's AI has been rebuilt to be less predictible in its firing pattern, and also to prevent a bug where other mods were breaking its attack behavior and thus turning it into target practice.

--Resubbing. Let's see how this goes.
dmc32 18 Jun, 2022 @ 2:30pm 
yeah, the sectopod is behaving the same way it did previously, before it was fixed, doesn't attack but stands in one position.
jahsinha 18 Jun, 2022 @ 9:12am 
If we can fix the Sectopod AI, I will resub to this mod. Judging by last comment, still doing nothing - just moving back and forth. Is this an issue with Advent Avenger's Sectopod Stance Bonuses?
GreatOldOne 15 Jun, 2022 @ 9:57am 
I think there is a problem with the P Sectopod AI. They are consuming all their action points just moving. In other words, they aren't shooting as they should
Autobit 26 Apr, 2022 @ 5:55am 
no way lean advent