XCOM 2
Patrol And Scamper
22 Comments
kdm2k6  [author] 13 Dec, 2023 @ 12:48pm 
Definitely.
HazardHawk 13 Dec, 2023 @ 11:50am 
May I use a modified version of this base mod to build a beginner trainer to teach tactics a specific way? Not meant to be played regularly, but as a beginner trainer where technical errors in decisions will hurt, but making no technical errors, the game is a cakewalk.

If you like, you may have pre-public preview rights with the right to refuse still your choice and I hope you dont mind my pointing back to your original mod.
jat11241976 9 Mar, 2023 @ 8:44pm 
Working for me in WOTC. running 700+ mods, no problems with this
Zephyr_One [UEMC] 4 Oct, 2021 @ 7:51pm 
For anyone looking for the actual location of the file:
?:\Program Files\Steam\SteamApps\workshop\content\268500\772248148\Config\XComPatrolAndScamper.ini
=[NK]= Col. Jack O'Neil 11 Aug, 2020 @ 1:36pm 
Yes it does work in wotc
Mr. Californication 11 Aug, 2020 @ 12:00pm 
doesnt work in wotc
prince_of_arfon 25 Sep, 2019 @ 8:16pm 
Gonna try this out, but does anyone know if it's compatible with A Better Advent? I'm skipping Podless WOTC because that one says it isn't compatible with ABA.
Living Joker 5 Dec, 2018 @ 7:27pm 
IMO this is absolutely necessary to enjoy the game. Getting a chance to reposition and prepare makes all the difference; if the enemies get this luxury so too should we.
Gaming_squid 5 May, 2018 @ 5:32pm 
WOTC?
macelharen 9 Sep, 2017 @ 9:34am 
will you be updating this or making a new backwards compatible mod to your other one? i'm currently using patrol when revealed , but i definitely think i should keep your mod in mind as i playthrough my first campaign...haven't met any crysallids yet. =)
Galgus 7 Sep, 2017 @ 8:32am 
This seems to work perfectly in WOTC for me.
BingBadaCOOM 19 Jul, 2017 @ 7:14am 
Not working?
=[NK]= Col. Jack O'Neil 26 Mar, 2017 @ 9:09am 
And lastly!! Is there any chance of reducing either the amount of tiles the enemy can move, or preferably, the amount that both us and them can scamper?? Like, -4 tiles from out movement??
=[NK]= Col. Jack O'Neil 6 Nov, 2016 @ 9:19pm 
Is there a way to modify this so that it won't give the extra move if we're using true ambush?? I've noticed that if you use true ambush when activating a pod, you also get a move on top of being able to unleash hell on them ;)

Which is a little to cheaty for me :p
=[NK]= Col. Jack O'Neil 6 Nov, 2016 @ 11:15am 
Is there any chance of making this mod compatible with true ambush, in that when after you set up the ambush, you don't still get the free movement points??
Lux Manifestus 1 Oct, 2016 @ 3:19pm 
That's a really interesting solution to the scampering pod problem (I see it as a problem). Can't wait to try it out.
=[NK]= Col. Jack O'Neil 1 Oct, 2016 @ 3:45am 
I only played gatecrasher, 3 advent troopers in the one pod didn't move, but everyone else did. But I just haven't had time to play :(
kdm2k6  [author] 1 Oct, 2016 @ 1:00am 
Thanks (figured I would use an icon which is home-made and a little different from the usual in-game images). Hopefully the mod is working well.
=[NK]= Col. Jack O'Neil 1 Oct, 2016 @ 12:16am 
I like the picture! :)
Meatbang 30 Sep, 2016 @ 9:35pm 
Thanks for fixing up those two dead mods. Might want to... make a different picture for it though :P
d_valroth 30 Sep, 2016 @ 3:18pm 
Nice, especially the options. I prefer to scout and just be aware of potential pods, but that stupid stand around and wait for you even though they don't know you're there was annoying.
=[NK]= Col. Jack O'Neil 30 Sep, 2016 @ 5:02am 
Awesome! :D