XCOM 2
Resistance Units that Scamper
23 Comments
Tedster  [author] 9 Jul @ 2:34pm 
should be fine, but you still need something else that will add them.
david.kahil1 9 Jul @ 12:40am 
does this work with lwotc? Tedjam?
Tedster  [author] 15 Mar, 2024 @ 5:54pm 
If you're using the beta, go to XComLW_Overhaul.ini and add the following lines below +EncountersToExclude=MOCXDummiesX4:

+EncountersToExclude=TedResistanceM1
+EncountersToExclude=TedResistanceM2
+EncountersToExclude=TedResistanceM3
¤ Nova 15 Mar, 2024 @ 6:23am 
Yes, I run the LW mod and WOTC dlc. I don't think any of the other mods I'm using touch pod contents.
Tedster  [author] 14 Mar, 2024 @ 10:48pm 
Are you by chance using LW? I might need to exclude the encounters from its own pod diversity system.
¤ Nova 14 Mar, 2024 @ 6:37pm 
I assume this is supposed to be used with AICallReinforcements. But whenever I use it to spawn their encounter, there is always at least one default Advent trooper with them. I looked at the encounter ini to experiment, like adding an encounter that should only spawn Muton's. But it only spawns 1-2 with the rest being randomized enemies. Is there any info about making pods spawn the correct units?
Dragon32 29 Feb, 2024 @ 11:14am 
@alexo2008
Re-read the first paragraph. Does that explain why?
alexo2008 29 Feb, 2024 @ 6:48am 
This sadly didn't work for me. I do use militia overhaul plus so maybe thats why
Cúchulainn 17 Jan, 2024 @ 11:06am 
@Vegeta002 , Were you able to confirm, because I want to utilize this fix too ;-;
Tedster  [author] 30 Dec, 2023 @ 8:06pm 
I have no clue how this interacts with Deadput's mod, these are new units completely separate from other resistance stuff.
Vegeta002 6 Apr, 2023 @ 5:56am 
Will this mod work with "[WOTC] Militia Overhaul Plus Plus 2022" by Deadput or will they conflict?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2696624336&searchtext=%5BWOTC%5D+Militia+Overhaul+Plus+Plus+2022
Endlesspie49 5 Feb, 2023 @ 10:52am 
@Tedster Question, or rather, an idea. You think you could add those tutorials and external helpful material to the mod description? I think that would help guide people more on their own and make them rely less on the comments section.
Shaggoth (Ищезаяц) 5 Feb, 2023 @ 5:55am 
thanks for clarifications :)
Tedster  [author] 4 Feb, 2023 @ 8:18pm 
@Shaggoth

"Encounters" are part of how the game creates "pods" of different enemies. The XComEncounters and XComEncounterLists config files control this. I created 3 "pods," one for each tier, summoning the encounter will drop 3 units of that tier. The config file for LWoTC (accessible on the internet at https://github.com/long-war-2/lwotc/blob/master/LongWarOfTheChosen/Config/XComEncounters.ini ) can give you some insight into how they work, I'm sure there's some other tutorials as well.
Endlesspie49 4 Feb, 2023 @ 6:34pm 
@Tedster Thanks! I appreciate the clarification and the added commands in the description. Also thank you for the guide, i will probably need it later XD :steamthumbsup:
Shaggoth (Ищезаяц) 4 Feb, 2023 @ 5:07am 
Encounters? This is also unit or what? I was using dropunit command to some tests, but I'm an expert in xcom "cheats" for sure. Or encounter is something different?
Tedster  [author] 3 Feb, 2023 @ 11:36pm 
@Endlesspie49 is correct. This mod does nothing to the normal resistance that spawn in haven/retaliation missions. There's a good tutorial on the DropUnit command here which covers dropping units in: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1223925683

You can also look into the AICallReinforcements command. I added the unit names to use with this in the ReadMe, I'll put them in the description as well.
Hel's Angel 2 Feb, 2023 @ 7:54pm 
@Endlesspie49 . What i assume this mod does is that it kill any resistance unit with base game standard AI at the start of the mission and create a Clone of them with modded AI.

Rusty Dio ,who help make this mod, also make "Hive all gone feral" mod and also have the same problem . Resulting new Clone of Resistance and Hive are not "Resistance" nor "Advent" unit and thus they can't act during "Resistance" and "Advent" turn. ( because they are just a copy of original unit with different AI )

Now this is now i fix Hive All Gone Feral that also have problem with unit not doing anything because their turn never exist.

Go to XComGameCore.ini file

Find +PlayerTurnOrder=eTeam_Neutral

add these under it

+PlayerTurnOrder=eTeam_One

+PlayerTurnOrder=eTeam_Two


Note that i have Long War of the Chosen mod added, hope this help friend.
Endlesspie49 2 Feb, 2023 @ 7:07pm 
So, this mod allows you to spawn the AI controlled militia into missions without is AI breaking or just stand doing nothing. Is that correct? If it that so, could you add what those console commands? That would help for noobs like me that are just starting on how to use them.
Tedster  [author] 2 Feb, 2023 @ 10:54am 
The original use was for people that want to spawn units into tactical themselves, such as for a viewer redeem for a stream. Anything else can use these units themselves for whatever they want. The base game resistance tiers have a scamper root of "NoMove" which means they stand in place. I've simply made copies that don't have this flag on them, so if you drop them in, they will run and take cover when activated instead. This doesn't affect the units the game spawns in normal retaliations as I've added 3 new units based on them instead.
Shaggoth (Ищезаяц) 2 Feb, 2023 @ 4:08am 
that's awesome :) we'll keep an eye on workshop
MrCloista 2 Feb, 2023 @ 2:58am 
I have a mod that will make use of it currently in development
Shaggoth (Ищезаяц) 2 Feb, 2023 @ 1:38am 
hmmm... hoping to see some mod actually using it. so we can actually test how will it play