XCOM 2
Improved Friendly Reinforcement Mechanics
25 Comments
Pr0sTo4leN 11 Oct, 2024 @ 5:39am 
How can I use the command AICallReinforcements?
CyberNeo 30 Apr, 2024 @ 1:39pm 
One Question:
I have Reconceal After Battle Mod installed, but after I get reconcealed after a Battle and in the next turn the Reinforcement is coming the enemies doesn't moves automatically.Does this fix that too?
AlexSansNig 6 Feb, 2024 @ 9:22am 
I'm sorry for being stupid but I do not understand how this works. Can you explain what command I need to type to get a ai in my team or preferably the resistance team. Like a example line? Thanks in advance
Tedster  [author] 5 Feb, 2024 @ 8:57pm 
Dropping them onto your own team using DropUnitImproved gives you them as controllable units on your team.

Dropping them into the reinforcement team, you need to use AICallReinforcements or else the AI player won't initialize properly and they'll still do nothing.
AlexSansNig 5 Feb, 2024 @ 3:07pm 
Hello, I'm trying to figure out how to get this to work. I spawned a soldier in the xcom team and in the resistance team but they both go afk I don't understand why the arent doing anything. Any tips?
Tedster  [author] 17 May, 2023 @ 9:06am 
Nope. If you spawn stuff into the resistance team, they'll be put as part of the resistance team and turn order as normal. This mod only affects units spawned onto eTeam_XCom (internal name). The other team options are eTeam_Alien, eTeam_Lost, eTeam_Resistance, eTeam_One, and eTeam_Two. The last two are used by 3rd party factions.
Shaggoth (Ищезаяц) 17 May, 2023 @ 12:22am 
i read it wrong then, i was thinking i spawn them and they quickly swap teams to get ap
Tedster  [author] 16 May, 2023 @ 2:34pm 
Yes, I should clarify, this makes no changes if they aren't spawned explicitly onto the XCOM team,the resistance team is not affected, and probably depends on if these units have AI trees set up.
Shaggoth (Ищезаяц) 16 May, 2023 @ 3:02am 
i just tested it with central and commanders avatar, but they still stand still, on resistance move. but at least now i'm sure mod is loaded
Shaggoth (Ищезаяц) 16 May, 2023 @ 1:10am 
hey, it finaly started to work :) your last update did it :steamhappy:
Tedster  [author] 15 May, 2023 @ 6:31pm 
Yeah, not sure why. I confirmed MrCloista was also encountering the issue with the release version (but not a private version), and they are now using the release version properly.
Shaggoth (Ищезаяц) 15 May, 2023 @ 5:19pm 
idk what is rnf, but specifically to your mod, TedDropUnit acts like unrecognizable for me. i'll check it out again next time i'm awake :) thanks for messing up with that, but seems like nobody else reporting same problem
Tedster  [author] 15 May, 2023 @ 4:58pm 
Went through everything, redid the logging, and uploaded the version again. This one should now work properly as well.
Tedster  [author] 15 May, 2023 @ 4:34pm 
Hmm, is the RNF spawn not working, or is the TedDropUnit command not working? For the RNF commands, the Event Listener just hooks into the function called when a reinforcement spawn is complete, if that's not firing the event, it won't hook into it.
Shaggoth (Ищезаяц) 15 May, 2023 @ 2:19pm 
seemed to me that i updated it. but i'll try to force it some more, now i'm wandering, could this be connected to my problem with distress beacon, where no reinforcements spawn. for me and another guy
Tedster  [author] 15 May, 2023 @ 1:07pm 
@Shaggoth - I reverted the current version on the workshop to a different build, try unsubbing/resubbing to force an update.
Shaggoth (Ищезаяц) 15 May, 2023 @ 12:24pm 
https://i.imgur.com/3A4fBzp.png
damn.. so since it works on your side, i guess something wrong on my side then
Shaggoth (Ищезаяц) 15 May, 2023 @ 11:33am 
sorry, i wasnt here :) i did tried properly typed too, and __i assume__ it should pop up as suggested text, like console commands from some other mods? i'll try again and let you know
Tedster  [author] 15 May, 2023 @ 8:32am 
got more confirmation so just reverted what I thought was turning off some logging. try now.
Tedster  [author] 15 May, 2023 @ 7:14am 
Just did a test via remote desktop, With it capitalized properly, it does work for me, any screenshots of the issue if it's still happening?
Tedster  [author] 15 May, 2023 @ 7:01am 
Hmm, I will check after work today. Not sure if it's case sensitive, double check that as well.
code header, with name/parameters:
exec function TedDropUnit(name CharacterTemplate, optional int TeamIndex=0, optional bool bAllowScamper=false, optional string CharacterPoolName)
Shaggoth (Ищезаяц) 15 May, 2023 @ 12:44am 
teddropunit says it's unrecognized :steamsad:
Shaggoth (Ищезаяц) 14 May, 2023 @ 11:28pm 
AWYEAH BABE
MrCloista 14 May, 2023 @ 8:55pm 
Woot! Gonna add this as a MEMEBOTS requirement.
Stukov81-T.TV 14 May, 2023 @ 8:29pm 
Awesome