XCOM 2
Draco Enemy Mod
64 Comments
Dragon32 19 Feb, 2018 @ 10:09am 
@[EquS] Emperor Mollune Emouran:
No. Enemy mods need to be updated for WotC before they'll work properly.
Emperor Mollune Veilis Emouran 18 Feb, 2018 @ 6:47pm 
this work with wotc?
_ALuX_ 7 May, 2017 @ 4:32pm 
I have never thought I would see so many semicolons in my whole damned life.

10/10 would get high off semicolons again.
hygorct 1 Apr, 2017 @ 8:27am 
@Zanthaus...
really i didn`t read this...
thx friend :D
Zanthaus  [author] 30 Mar, 2017 @ 8:38am 
@hygorct I added in the description that this mod is compatible with LW2, but you do need to make some .ini edits for sake of balance.
hygorct 29 Mar, 2017 @ 11:26pm 
compatible with LW2?
ViM54 28 Mar, 2017 @ 12:14pm 
Russian localization of the Draco-mod [drive.google.com] and look some my ideas in the file XComGameData_CharacterStats.ini
Kaldin 4 Feb, 2017 @ 1:50pm 
@Zanthaus: Ah, that's what you meant, I see. Ok, haven't seen something like that in any mod-.ini yet, so I assume it might not be possible, yes...
Also, thank you for trying to make things easier for us users of your mods, modders like you that care about that rly are awesome. :SisterRam:
Zanthaus  [author] 4 Feb, 2017 @ 1:41pm 
@「死の火」 Yamino Takamaru No problem, and yeah I knew you could comment out lines in .ini, the thing is I like to keep my code organized and so in order to enable the 80+ things you need for LW2 you need to remove the semicolon at the beginning of each line and every line. If there was a comment block (like /*) then I could nest them in a way you only have to do two things to get everything to work. Ultimately it shouldn't matter I just like making things a little easier for the end user.
Kaldin 4 Feb, 2017 @ 1:01pm 
@Zanthaus: Thanks again. Always nice to see modders care about both sides.
Also, you can put comments in .ini's for XCom2. Taking an example from a weapon mod, it seems to work by just putting a ";" at the beginning of the line that is to be commented out. If I misunderstood what you wanted to do, then ignore this part. ^^"
Zanthaus  [author] 4 Feb, 2017 @ 12:52pm 
@ChaosMadeFlesh mod should now have LW2 support however you should make some .ini changes that I put in the description. Perhaps there was a more efficient way to do this but I don't think you can do comment blocks in .ini files so you'll have to push backspace a lot. Of course with the huge amount of enemies add by LW2 don't expect to see it excessively but you can always tweak the spawn rates. @「死の火」 Yamino Takamaru you and any other player not using LW2 should not have to do anything to maintain vanilla support. In fact you should see it a tiny bit more as a follower lategame.
Zanthaus  [author] 1 Feb, 2017 @ 11:49am 
@「死の火」 Yamino Takamaru No problem I think that would be the best way to do it by keeping everything consolidated. No point in breaking the mod for the average user, give extra hoop you have to jump through to those that want to use both mods.
Zanthaus  [author] 1 Feb, 2017 @ 11:45am 
@ChaosMadeFlesh If you are willing, I would backup whatever LW2 save file you are using and try running it with this mod. If/When you encounter it, let me know if it appears too early or too late. That way I can try to adjust what pods and threat level it would appear in accordingly.
Kaldin 1 Feb, 2017 @ 11:44am 
@Zanthaus: Thanks from me too for also thinking about those of us that do not use LW2. And I guess that's also the way that should workout for everyone, which is always good, imho.
ChaosMadeFlesh 1 Feb, 2017 @ 11:39am 
Thanks once more. Those are good news.
Zanthaus  [author] 1 Feb, 2017 @ 11:30am 
@ChaosMadeFlesh @「死の火」 Yamino Takamaru What I plan to do is have a commented out section in the .ini file specifically for LW2. Basically you would just have to uncomment the LW2 stuff and comment the stuff for vanilla out to enable it. I'll have to do some snooping around to see if LW2 does anything under the hood though, and hopefully it will come out relatively balanced. Hopefully I can push something out by the end of the week.
Kaldin 1 Feb, 2017 @ 11:26am 
@Zanthaus: In case you'd do that, PLEASE make it a seperate version or if possible use a way that checks for wether or not the user uses LW2...I know some weapon-mods have that functionality(for example Musashi's Katana-Mod), but dunno if it's useable for enemy-mods nor how time-consuming that would be.
ChaosMadeFlesh 1 Feb, 2017 @ 11:23am 
Thanks for the reply. I loved playing against this guy on my previews runs and would enjoy seeing it again.
Now... Are you going to do those tweakings? :)
Zanthaus  [author] 1 Feb, 2017 @ 11:17am 
@ChaosMadeFlesh I believe it should work with LW2 but will definitely need some tweaking in the .ini files for balance purposes
ChaosMadeFlesh 30 Jan, 2017 @ 4:17pm 
Can I use this with LW2 without problems? Or does this guy need some tweaking?
ehbjr 16 Jul, 2016 @ 11:20am 
and I like you mod
ehbjr 16 Jul, 2016 @ 11:20am 
How do you do that. ( and how do you guys make Mods?
Dragon32 11 Jul, 2016 @ 11:05am 
There's no "XComMissions.ini" in this mod's Config folder, could that be why no-one's seeing these or Andromedons? Other new enemy mods I have installed do have a XComMissions.ini
Phantom 7 Jul, 2016 @ 8:59am 
what do i get for researching the draco enemy???
FERnKmaster 16 Jun, 2016 @ 11:09am 
I have the same problem as Ser Lancelot, I'm already a year into the game and the only andromedon I ever saw was on the Forge. Naturally you dont get to keep that corpse, and I haven't seen a draco or an andromedon since. I have four mods that add new enemy types (ADVENT Sniper, ADVENT Priest, Elite Viper and Sectoid Commander), but the andromedon should still show up by now. I also only encountered one draco as well, which I autopsied, but again, no draco after that.
Syntax 4 Jun, 2016 @ 1:58pm 
Thanks for this!
Ser Lancelot 24 May, 2016 @ 8:50am 
And yes, when I *did* encounter your Dracos in my previous playthroughs...they were pushovers. I simply knew they would be better off not killed up close due to their melee acid effect upon dying, but yeah...make it a bit more stronger. Maybe put it in Stasis with 1-HP upon death and it unleashes some sort of nuclear bomb the next turn...some sort of self-destruction mechanism.

Couple that with perhaps a freeze-ray weapon (think Viper's freeze pull), you could have a legit ice-based Andromedon that can pull soldiers out of cover, freeze them, and turns into "ice" when killed and "thaws out" with an explosion?

Just an idea...or two!
Ser Lancelot 24 May, 2016 @ 8:46am 
Morning...it is now November 2035 and I have yet to see a *single* Andromedon, let alone a Draco.

Any idea what's going on here? I have killed numerous other aliens, including 4 Gatekeepers already but ZERO Andies and Dracos.
ObelixDk 16 May, 2016 @ 3:54am 
I am going to mess around in the SDK today and I'll see if I can find the animation for you. Can't promise anything as I am TRYING to learn how to use Blender to continue my ... Uhm.. Workshop removed mod ;)
Zanthaus  [author] 16 May, 2016 @ 3:44am 
@ObelixDK Yes I was very excited when the DLC came out and was fingers crossed it would just update the Soldier ANIM and I wouldn't even have to do anything. But it looks like I'll need a little more work, I've been busy with exams and my other mod but hopefully I'll be able to put a fix out soon.
ObelixDk 16 May, 2016 @ 2:42am 
@OCaptainMyCaptain have you seen that now there has been implemented a jump animation into the game with the new DLC.. perhaps you could use that with the Kinetic Servos so it dont just port the player anymore? :)
the_moidart 27 Apr, 2016 @ 8:37pm 
The purple is nice and all, but overall this unit feel like it needs ..something. They've been the unit I've been deprioritizing when I have multiple enemies. They shoot, sometimes they hit..but they don't feel like a threat the way Andromedons do. I like the idea of the Draco but it need a signiture ability - a cover piercing beem attack like null lance and that powered weapon, perhaps. Or something.
Zanthaus  [author] 22 Apr, 2016 @ 12:33pm 
@ObelixDk From the feedback I've gotten so far shows that the Draco is too easy and the Kinetic Servos are too powerful. I have an update coming down the pipe which will hopefully fix these issues.

@Rabbi Friedman I haven't encountered the bug you are describing although it obviously is completely gamebreaking. You say you haven't built the servos yet which makes me doubt it's related to my mod but could you walk me through what happened before this issue came about? Maybe it is caused by my mod and I can fix it before the next update.
Milf-Hunter 22 Apr, 2016 @ 5:06am 
hi there ..autopsy working fine ..didnt build the servo yet though ..what did change...is that one my soldier gained 1000000000 mobility ... yeah ...1000000000000 i mean she can move to the other side of the map in one move...while my samurai...cant move from a spot anymore...considering it happend after your mod ..and since servos work with mobility numbers... i think there should be a bug somewhere? if not nevermind i got tons of mods installed could be problem with how they work together ...
ObelixDk 17 Apr, 2016 @ 5:07am 
I'm finding this unit to be a bit on the soft side of things... when i encounter them i normally 1shot them or they die to my overwatch fire.. perhaps give them some more health or give them something to avoid being 1shot.. maybe stasis on first death?
ChaosMadeFlesh 12 Apr, 2016 @ 1:36pm 
Ah, ok. I thought there was something wrong. Thanks for the fast reply and keep up the good work.
Zanthaus  [author] 12 Apr, 2016 @ 1:01pm 
@ChaosMadeFlesh From what I understand there may have been an issue with the X2DownloadableContentInfo. What appears to be happening is that the Autopsy tech is present in the code but doesn't appear to be added to campaigns. The tech template not existing doesn't actually affect much, because the Kinetic Servos reconise that the prerequisite tech does not exist and is unlocked from the beginning of the campaign. That will be one of the fixes next time I update the mod.
Kaldin 12 Apr, 2016 @ 10:53am 
@Ser Lancelot: Quote from the description of this mod: "The autopsy should take around 5 days, it unlocks Kinetic Servos which provide a passive +3 mobility as well as a 3-turn cooldown ability called Turbo Drive which lets you jump up walls similar to Faceless/Cryssalids."
Ser Lancelot 12 Apr, 2016 @ 8:31am 
Same here, a lot of the added enemies are in my inventory but cannot be autopsied upon. And why is there a Walker Servo that requires Draco corpses...are new enemies in the game adding new tech for other mods?

This is getting interesting...!
ChaosMadeFlesh 12 Apr, 2016 @ 7:48am 
Hello there. I encountered the Draco once but it didn't open up the Draco autopsy research. Is that supposed to happen? Do I need to find it more than once? Or something just went wrong with my install?
Anax 11 Apr, 2016 @ 8:18am 
can you upload this at nexus plz so we can play also offline?
kMotion 7 Apr, 2016 @ 4:23am 
awesome!!!! Thnx. Great mod
Kontrahent 6 Apr, 2016 @ 12:37am 
Oo. That did it!
i disabled the mod. removed the mod from the savefile (removed the mod-binding)
re-enabled it and now the entry to build the servo is gone!

PS: Yes i installed the mod to an ongoing campaign
Zanthaus  [author] 5 Apr, 2016 @ 10:27am 
@Wyldesnelsson While I have to test this further I believe making the ability targeting style cursor instead of self will result in it not activating on death. But I'll have to look into it more though because it did have some promise. Thanks!

@Fennix If you have the "Remove missing content mod" could you try creating a copy of the bugged campaign, restarting xcom with DracoEnemyMof unchecked in the launcher, and then loading the copy of the save file removing the missing content, save in game before restarting xcom with the mod re-enabled? I know it's kind of a convoluted process, but I'm curious as to why it's bugged for you. I think it has to do with X2DownloadableContent.uc
Zanthaus  [author] 5 Apr, 2016 @ 10:11am 
@Fennix Your issue seems really interesting, did you install this mod on an existing campaign or a new one? I'm guessing that the mod installed the enemy and the items properly, but the autopsy did not. The item should not be unlocked until you complete the autopsy.
Kontrahent 5 Apr, 2016 @ 7:09am 
i just installed your mod. without encountering draco yet :(
i able to slelect the servos in the proving grounds (not able to build them yet, missing the corpses),
iam using experimental item unlock, maybe the reason?
http://i.imgur.com/GVkih7N.jpg
Screamy 5 Apr, 2016 @ 5:17am 
to the gas on the ground thing you could maybe try and change memento to an ability with 0 range maybe this would fix would it not?
Zanthaus  [author] 4 Apr, 2016 @ 9:45am 
@Weebos Yeah I'm currently thinking of nerfing/rebalancing the servos. I was worried that a small mobility boost wouldn't be worth it because grapple is obviously superior to jumpy legs as the former doesn't use an action. Maybe it would be better if they give +1 mobility passively but when Turbo Drive is active it gives +2/3.
Weebos 4 Apr, 2016 @ 9:06am 
Nice work, this guy looks very cool.

The Kinetic Servos seem a bit strong with +3 mobility.
ultimentra 3 Apr, 2016 @ 8:09pm 
Instead of Kinetic Servos you could go with jump packs/jump jets? Everyone is dying for some kind jetpack in XCOM2 anyways hehehehe... might be easier model/animate... maybe not >.>