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https://steamhost.cn/steamcommunity_com/profiles/76561198030084116/myworkshopfiles/?section=collections
I've thought about making mods of my own, when I'll finish experimenting with the mixing, but obviously I'll start with earlier eras, so Special Forces will have to wait for a looong time.
Also making modifications to remove removal of a unit looks kind of dumb, as well as additional potential for more crashes because of mod load order.
You could make the changes to the code to make it compatible with the mods you use and upload to steam workshop as a compatibility patch so others can use it as well.
BTW What mods are you using?
The problem with modifying it from my part is that if you made changes to your mod, then it will be updated and it everything will crash.
I would suggest to left part of removing XCOM out of this mod and just provide links to other mods which do the same thing for those who are interested.
Some of them: with different approaches:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=244582957&searchtext=xcom
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=164776223&searchtext=xcom
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=745136230&searchtext=xcom
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=168444988&searchtext=xcom
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=166169096&searchtext=xcom
<Units>
<Delete Type="UNIT_XCOM_SQUAD" />
</Units>
<!-- Remove any entries that reference the mech in Units. -->
<UnitClasses>
<Delete Type="UNITCLASS_XCOM_SQUAD" />
</UnitClasses>
<Unit_AITypes>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_AITypes>
<Unit_FreePromotions>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_FreePromotions>
<Unit_Flavors>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_Flavors>
<Unit_ResourceQuantityREquirements>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_ResourceQuantityREquirements>
<UnitGameplay2DScripts>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</UnitGameplay2DScripts>
<Language_en_US>
<Update>
<Set Text="Allows you to build the [COLOR_POSITIVE_TEXT]SS Stasis Chamber[ENDCOLOR], one of the Spaceship parts necessary to win a [COLOR_POSITIVE_TEXT]Science Victory[ENDCOLOR]."/>
<Where Tag="TXT_KEY_TECH_NANOTECHNOLOGY_HELP"/>
</Update>
</Language_en_US>
</GameData>
There is, as I understand, one way to do it (by "locking" unit by leaving it "formally" in the game):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=164776223
And there are other ways, which works fine standalone, but breaks my game because, as I understand, some balancing mods I use changes the stats of units naming them directly, so when they do not find one they crash.