XCOM 2
Julian Sitrep Standalone
18 Comments
Nitsah 16 Dec, 2024 @ 9:24am 
Works with lwotc although it gets super annoying later game because they have priority to spawn near your guys would rather they have a more fair or less chance to spawn the robots on your guys.
Epigamesh  [author] 11 Nov, 2024 @ 11:23am 
@oceansoul I've coded the sitrep slightly differently in order to open to config its probability of occurrence. However I've just pushed an update to open missions and sitrep exclusions to config.
By default, I prefer the sitrep to appear almost anywhere (excepted some one-timed missions that I have added to the default config), but now it is at least configurable.
oceansoul 7 Nov, 2024 @ 3:36pm 
@Mach That's a game engine problem, only way I know of to completely avoid it is through the Multiple Sitreps mod and setting retaliations and rescues to not generate sitreps thus preventing raider factions causing problems.

@Epigamesh I think you might be able to avoid this by setting ValidMissionTypes and not including the retaliation and rescue in the list. Alternatively it might be possible by creating a hidden sitrep that is forced to occur on such missions and using that to invalidate Julian via mutual exclusivity or via ExcludeGameplayTags. See the Savage Sitreps config for possible examples.
Epigamesh  [author] 2 Oct, 2024 @ 8:55am 
@Match Unless I'm mistaken, this might be default behaviour with raider units (I think the hive does it too ; I have also had NPCs activated far too soon with it).
I don't think this is something that could be easily fixable, though (at least not with my current knowledge)
Mach 30 Sep, 2024 @ 4:31am 
Julian somehow counts as XCOM for activating proximity objectives, resulted in a bunch of Resistance escorts taken out of invincibility in the middle of a crowded ADVENT/Lost/Julian battlefield and promptly obliterated. Thank goodness he didn't go near the actual VIP.
HeatKnuckle 8 Jun, 2024 @ 7:03am 
@Epigamesh
Thanks for your reply! I will give this one a try!
Conefed 7 Jun, 2024 @ 5:04pm 
Be cool if may create alliance with Derelicts faction ala Skirmisher etc
Epigamesh  [author] 7 Jun, 2024 @ 2:52pm 
@75式改 I haven't tested with LWOTC, but I would expect it to be compatible (as much as any raider mod ; I haven't done anything out of the ordinary).
This standalone version doesn't change anything about lost towers or sparks and the sitrep appearance is purely determined by forcelevel and probability of occurrence.
I would only advise to deactivate the Raiders and Resistance Strategic Spawning mod if you're using it and Julian doesn't spawn in spite of the sitrep (I have discovered the lastest version to cause problems with my Alternative DLC Integration mod, which the standalone code initiates from).
Epigamesh  [author] 7 Jun, 2024 @ 2:34pm 
@LeyShade Technically, the ini contains the minimal forcelevel for the sitrep appearance, this part can at least be adapted.
The sitrep stays the same, though (there's no modification with forcelevel), so you won't be indeed able to tune its balance for the higher forcevel.
This is more a way to have Julian do some cameos during a campaign than a truly independent robotic faction.
HeatKnuckle 6 Jun, 2024 @ 7:39am 
Hi thanks for your mod, the idea of robot uprising really got me intrigued.

I'm just curious if this mod works with LWOTC?

I'm in the middle of my very first LWOTC campaign and I could build my SPARK units without doing the Lost Tower mission so they must have integrated the Lost Tower mission into the campaign somehow. Not sure if how it would affect this new Sitrep.
LeyShade 6 Jun, 2024 @ 12:00am 
@Epigamesh - The FL100 mod is a rudimentary version of FL100 play. FL100 play is essentially taking the entire of the game and refactoriing it around FL1-100, because 1-20 is ridiculous for balancing entire levels of different modules designed by disparate groups with different endgoals. FL100 is one of the main features of AML O+E .

To accomplish this, both the encounters.ini, encounterlists.ini and xcomgamedata.ini have to be exposed, as they control the force levels for things, meaning this mod is unusable by pack players until those files are exposed so that they can be intergrated into individual environments.
Epigamesh  [author] 5 Jun, 2024 @ 10:56am 
@Misfiring Maybe one day (if I manage to do what I want, and certainly not until some time)
@LeyShade I'm not really understanding what you're refering to : once the minimal forcelevel is met, an additionnal sitrep can be added to missions, that force Julian and some MECs spawning. You could even play at forcelevel 100 (with the extended force level mod), it shouldn't change anything (though I have not tested this in particular)
Misfiring 5 Jun, 2024 @ 4:39am 
This has the potential to be an actual Raider faction, with a proper HQ so you can defeat Julian for real.
LeyShade 3 Jun, 2024 @ 3:32am 
Would love to include this as a Robotic Uprising sitrep, but until the encounters.ini and encounterlists.ini are exposed, this is unusable for FL100 players due to being unable to shift necessary configuration.

Cool idea though, would of loved to of seen the total Julian package released seperate to the other DLC parts of the original mod, as a more complete variation of this,
Epigamesh  [author] 2 Jun, 2024 @ 12:45pm 
@jonboy Thanks for the suggestions. For now, I do not intend to update this mod in particular, but, in a long term future, I would love to expand what I did into a more fleshed out Julian robotic faction.
jonboy 1 Jun, 2024 @ 7:20pm 
Ultimately, I can see the Robotic Uprising faction as being dynamic. Derelict MECs could appear first before Julian starts appearing, derelict MECs would spawn in increasingly larger numbers at higher FLs. Julian would have 4 tiers (like the Chosen) and the Sitrep would stop appearing after the highest Julian variant was destroyed.
jonboy 1 Jun, 2024 @ 7:17pm 
A couple of thoughts if there's still any interest for updates:

1) It would be great to expose XComEncounter.ini and XComEncounterLists.ini so that players could scale the chance of Julian appearing independent of the sitrep spawn chance and also be able to adjust the number of derelict MECs as FL increases. Distress Beacon by MrCloista is the reference I'm thinking of where a player can basically change the spawns to whatever they want.

2) There is still some way to end the Sitrep. Maybe a config option to set how many times the sitrep can appear (the default could be -1 where the sitrep is infinite) or the player is able to set a certain enemy that needs to be killed for it to stop appearing.
jonboy 1 Jun, 2024 @ 7:16pm 
Fun looking mod! Has vibes of the fourth robotic faction that Firaxis had planned but never implemented in WOTC (at least from what I've read).