XCOM 2
Homefriendly Andromedons
30 Comments
Juravis  [author] 20 Apr, 2024 @ 6:48am 
No youll have to code it with VisualStudio or ModBuddy
Naylind 20 Apr, 2024 @ 6:33am 
it can be done by the ini file through AML?
Juravis  [author] 20 Apr, 2024 @ 6:24am 
If you made a mod with new units you could just copy my code and change the template names. Code is free go ahead!
Naylind 20 Apr, 2024 @ 2:06am 
Hi, there's a way to make this mod working with your own Andromedons?
[Novash] 17 Jun, 2020 @ 12:15pm 
This is great! :-D

Only wish there was one for the Sectopods as well ^^
Olof Plays 28 Sep, 2017 @ 1:09pm 
Ah, cool, thank you. :)

Yeah I think you should do that. This little gem deserves more attention.
Juravis  [author] 28 Sep, 2017 @ 1:07pm 
I can update it its not really hard. I think im going to put it in my Ability Tweaks WOTC mod.
Juravis  [author] 28 Sep, 2017 @ 1:06pm 
Works with LW2, not with WOTC (well, it might, but i do not support it if you do).
Olof Plays 28 Sep, 2017 @ 12:23pm 
This is an ancient mod but one that I love the concept of and would have subscribed to a long time ago had I ever known about it. I think I will start a LW2 1.5 Campaign soon, think it will be safe for it? And what about WOTC? I think this mod deserves an update just for it to get more attention since it's such a common-sense mod. I wish this was for the Gatekeeper as well btw.

It just takes you out of the immersion so much when the stupid AI crashes thru and destroys their own UFO's and facilities etc.
Juravis  [author] 21 Feb, 2017 @ 2:23pm 
You could make Andromedons work like SPARKS with the perk that makes them smash things with Overdrive. I have no idea how to implement that however, but it would be technically possible to have the Andromedons use an active ability. This would require new AI however, like the Muton Elite Personal Shield for example.
MikeHB 21 Feb, 2017 @ 2:00pm 
Wallsmashing, not fists. I'm referring to Splendid's previous comment on this mod. Not worth flooding the comments over though, so thanks for your replies.
Juravis  [author] 21 Feb, 2017 @ 8:31am 
During combat? You mean with their fists? You can remove environmental damage from Big Damn Punch without a mod in the base game INI files.
MikeHB 21 Feb, 2017 @ 4:36am 
Of course, but Splendid was requesting a variation where Andromedons don't smash cover while inactive but do during combat. I was merely suggesting there might be a possible workaround for that.
Juravis  [author] 20 Feb, 2017 @ 4:35pm 
I dont know exactly what you think this mod does, but it only removes the ability for Andromedons to smash cover. No more, no less.
MikeHB 20 Feb, 2017 @ 3:38am 
Sorry, just re-read the description about the robots/shells. Is it possible to add Wall Smash back for them, or is it completely unnecessary because of the acid?
MikeHB 20 Feb, 2017 @ 3:36am 
Does this also affect the automated Andromedon Shells? With their pilot killed it makes sense they'd lose that fine (servo) motor control.

Also re Splendid's request below, don't Berserkers exhibit that behaviour, not destroying the environment but able to charge through cover? Could be an ability to pilfer there.
Loel Lyons 20 Aug, 2016 @ 3:23pm 
would I just add this to the spark file?


(AbilityName="Wallsmash", ApplyToWeaponSlot=eInvSlot_Uknown), \\
(AbilityName="Wallbreaker", ApplyToWeaponSlot=eInvSlot_Uknown), \\
), \\
Loel Lyons 20 Aug, 2016 @ 3:03pm 
feel free to tell me to ask this elsewhere, but - I found the Spark class abilities (DLC3 config class data), but where is the andromedon data?
Juravis  [author] 20 Aug, 2016 @ 8:47am 
Pretty easy
Loel Lyons 20 Aug, 2016 @ 5:57am 
Random question, but how difficult would it be ADD wallsmash/break to all Sparks?
Juravis  [author] 21 Jul, 2016 @ 10:54pm 
@DarkGam3r I know right ;)
Lydian 21 Jul, 2016 @ 10:14pm 
"This should also stop them from randomly patrolling inside cars and blowing them up."
But that's the best/funniest part!
Juravis  [author] 20 Jul, 2016 @ 6:22pm 
You can't add or remove a template on the fly using the method i'm using. It's possible, but it requires knowledge i do not have.
Blazin' Fists 20 Jul, 2016 @ 6:06pm 
Is it possible to make a variant of this where they only don't plow through objects when they're in inactive/patrol mode, and then make them wallbusting once they go to combat phase?
FERnKmaster 19 Jul, 2016 @ 9:01pm 
Well the acid makes sense. Unless the Andromedon pulls a Hulk smash I have a hard time believing a punch aimed at my head is gonna take out the floor too XP
Juravis  [author] 19 Jul, 2016 @ 8:20pm 
Change the Environment Damage to 4 and it will never destroy a floor in 1 punch. The acid might however.
Juravis  [author] 19 Jul, 2016 @ 8:19pm 
No, the Robot Punch is not affected.

What you are looking for is already in the INI files

C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Config\DefaultGameData_SoldierSkills.ini

[XComGame.X2Ability_Andromedon]
BIG_DAMN_PUNCH_ENVIRONMENT_DAMAGE_RADIUS=2.0 ; Currently in meters
BIG_DAMN_PUNCH_ENVIRONMENT_DAMAGE_AMOUNT=10 ; Frag Grenade power
FERnKmaster 19 Jul, 2016 @ 8:18pm 
So, if an Andromedon climbs onto a roof to attack one of my guys with a punch, this mod makes it so he doesn't magically take out the floor with a haymaker? Because if it does, then this mod is exactly what I'm looking for
Juravis  [author] 19 Jul, 2016 @ 8:07pm 
Boring story time: Firaxis intended to have them be full fledged Sectopod style at first and it shows. Then they advised against it, removed the Shieldwall cover on them and made them take cover like other units.
d_valroth 19 Jul, 2016 @ 8:06pm 
I just figured Andromedons had anger management issues.