XCOM 2
Stukovs Abomination: CI Sitreps
38 Comments
Stukov81-T.TV  [author] 19 Jun, 2024 @ 10:01am 
currently working on a rework. i will provude the old configs, but it would maybe be easier if you save your files
Stukov81-T.TV  [author] 17 May, 2024 @ 8:18am 
LWOTC is completly different afaik
silverleaf1 7 Apr, 2024 @ 2:43am 
@Stukov Sorry about that,
Stukov81-T.TV  [author] 7 Apr, 2024 @ 2:40am 
No it would not be helpful! Especially as this is the wrong mod you are replying to
silverleaf1 7 Apr, 2024 @ 1:39am 
@Stukov Maybe adding the The Hive and More Robots under the required mods list with a comment that they are only required for their particular crate missions would be helpful.
Stukov81-T.TV  [author] 7 Apr, 2024 @ 12:53am 
of course, because that's where the missions are
silverleaf1 7 Apr, 2024 @ 12:51am 
@Stukov I can confirm that More Robots & The Hive are needed to get the other crate missions. In a campaign of more than 70 missions all crate missions were the standard Covert Infiltration varieties.
Stukov81-T.TV  [author] 4 Apr, 2024 @ 8:52am 
The localizations come from the original mods, except when i change them
Hanter 4 Apr, 2024 @ 8:37am 
FoundationForces sitrep is missing localization i think
Stukov81-T.TV  [author] 30 Dec, 2023 @ 2:08pm 
i left most of the sitreps as environmental as that made a lot of sense on most of them, so it wasn't much work
grammarsalad 30 Dec, 2023 @ 1:02pm 
Wow, thanks for the speedy update!
Stukov81-T.TV  [author] 25 Sep, 2023 @ 8:43pm 
This mod will change several Sitreps to no longer be in the environmental sitrep pool and instead be part of the possible infiltrations you get from overinfiltrating an infiltration mission in Covert Infiltration. A few sitreps are instead being added to the pool of Risk Sitreps
Winetoo 25 Sep, 2023 @ 5:44am 
I do not exactly understand what this mod does, based on description. Can you please explain what is changed and how?
Stukov81-T.TV  [author] 28 May, 2023 @ 8:31am 
Some switcharoos that will make it a bit easier/more rewarding to infiltrate longer. The 200 and 225 % steps had around 50% chance of a positive sitrep

With the changes, if you play a setup like i do, the 200 % step will have a 66% chance for a positive sitrep. The 225 % step has a 75% chance for a positive sitrep. Max Infiltration will remain at always being a positive sitrep, while the first two steps may very likely be not what you want

It can happen that a specific Sitrep appears in multiple Infiltration Step. You can imagine that it's a "no Sitrep" Step in that case

please tell me if anything is not working
Stukov81-T.TV  [author] 30 Mar, 2023 @ 3:50pm 
ah yes maybe having the same entry twice was playing strange things with your game :)
MaCC165 30 Mar, 2023 @ 11:00am 
dont know why it works, for me ambush=covert_escape, but there is an ambush sitrep from restored sitreps with another template, and with the bridge mod its added to flatrisk, same line as your flatrisk, but i disabled just yours cause i thought it meaned the covert_escape, and all new covert actions without tacticalmission got the ambush risk back....so im realy confused here why its working, at least i can use this mod again:D
Stukov81-T.TV  [author] 30 Mar, 2023 @ 10:00am 
fine if that worked for you but it should not because that does something totally different. Flatrisk Ambush is calculating if the Ambush Sitrep as a Risk will activate or not. It has nothing to do at all with Chosen Ambushes
MaCC165 29 Mar, 2023 @ 4:10pm 
remove flatrisk ambush from your mod fixed the prob
MaCC165 18 Mar, 2023 @ 10:23am 
i know, but experimental items and alien corpses have always ambush
Stukov81-T.TV  [author] 18 Mar, 2023 @ 10:01am 
you know not every CA will have an ambush risk, maybe you were just unlucky?
MaCC165 18 Mar, 2023 @ 9:51am 
i know, xcom2 rly weird, it still happens only with this mod on, sitrep and covert actions missing ambush, maybe a weird 3way modconflict,
Stukov81-T.TV  [author] 18 Mar, 2023 @ 9:39am 
Funny thing as i actually do not change anything with the environmental/faction setup
Stukov81-T.TV  [author] 18 Mar, 2023 @ 9:35am 
this mod definetly cannot change any covert action risks at all, that would need code
MaCC165 18 Mar, 2023 @ 7:51am 
happpens only for eviroment/faction pool
MaCC165 18 Mar, 2023 @ 7:47am 
nope, if I disable this mod its gone,
btw it seems the game still try to pick some sitreps even if u dont have the mod which has it(missing description), same with perks for chosen(blank perk) with your other mod
Stukov81-T.TV  [author] 18 Mar, 2023 @ 6:13am 
No it does not.Are you maybe using [WOTC] Configurable Posthumous Chosen Covert Action Risks?
MaCC165 18 Mar, 2023 @ 6:06am 
does this mod disable ambush risk? with this mod on i have no ambush risks for coverts where i had always an ambush risk, capture and wound risk are still there
Stukov81-T.TV  [author] 10 Mar, 2023 @ 8:02am 
deactivated the normal MTF sitreps, the ones from the LITE version still active (i suggest using that so that MTF is not flooding the sitrep pool). But you can easily reactivate them, i just commented them out
Stukov81-T.TV  [author] 8 Mar, 2023 @ 8:22am 
But indeed all this is a config notmod .. so you can adjust everything to your liking
Stukov81-T.TV  [author] 8 Mar, 2023 @ 8:21am 
Everyone will like it different of course, but most people i talked to actually would like to have more sitreps. i did add configs recently that not every faction can be on every map.so it should limit the faction pool per map.

For example this setting should mean the marauders are only available as a sitrep if the map is a wilderness plottype:

[MarauderIncursion X2SitRepTemplate]
+ExcludePlotTypes="Abandoned"
+ExcludePlotTypes="CityCenter"
+ExcludePlotTypes="Facility"
+ExcludePlotTypes="Rooftops"
+ExcludePlotTypes="Tunnels_Sewer"
+ExcludePlotTypes="Tunnels_Subway"
+ExcludePlotTypes="Shanty"
;+ExcludePlotTypes="Wilderness"
+ExcludePlotTypes="SmallTown"
+ExcludePlotTypes="Slums"
+ExcludePlotTypes="Stronghold"
MaCC165 8 Mar, 2023 @ 8:11am 
i know, but with all factions, there are far more faction sitreps(i think), i just started a new campaign, and had 8 missions in a row with taskforces as basic sitrep, and assault missions had always 3 sitreps, thats too much, its basicly a buff for early game and factions get boring if u see them alltime
Stukov81-T.TV  [author] 8 Mar, 2023 @ 6:48am 
That is not entirely correct ... i set the chance for an environmental sitrep to 100% and the factions are part of the environmental pool, but there is a lot of other stuff in there as well
MaCC165 8 Mar, 2023 @ 5:51am 
anyone who is annoyed by 100% faction and enviromental sitreps, stukov set them to 100, so go in the xcominfiltration.ini and set them to your liking
Stukov81-T.TV  [author] 28 Feb, 2023 @ 3:22pm 
shuffled sitreps a bit and added the new ones from Reshi. Discussion updated
Stukov81-T.TV  [author] 17 Feb, 2023 @ 10:19am 
Thanks a lot! It will change how you approach infiltrations :)
Friday 17 Feb, 2023 @ 10:15am 
This looks very interesting, thanks i will try it!
Stukov81-T.TV  [author] 17 Feb, 2023 @ 10:00am 
i'd say you will be safe with a new campaign but should work with an ongoing campaign especially if no infiltration is on the geoscape at the moment

still better make a save before activating
Skarsatai 2.0 17 Feb, 2023 @ 9:03am 
Save in midgame?