XCOM 2
[WotC] The MOCX Initiative
 This topic has been pinned, so it's probably important
RealityMachina  [developer] 6 Sep, 2017 @ 8:20pm
Configuration Files (and what they contain)
All mentioned config files should be located in (wherever XCOM 2 is installed)\(steamapps\workshop\content\268500\1129661000\Config)

This will mention variables that are currently actively used by the mod only.

XComDarkXCom.ini
Mod Integration
RankPenalty = 13;
;this is for the new capture mechanic if you're using Maluco's extract corpses mod
;Every rank of a MOCX soldier decreases the chance of capture working by the above number
;so 87% for a squaddie, 74% for a corporal, bottoming out to a 9% for a Colonel

InjuryBonus = 2;
;adds a bonus for capturing injured units. Multiplies (Starting HP - current HP) by the above number. So a MOCX colonel that lost 19 health will have +38% chance to be successfully captured.


Misc Functions
NormalHealingRate = 144; this is how many hours a MOCX soldier has to wait per point of HP lost on a mission, default is six days

AdvancedHealingRate = 72; this is how many hours a MOCX soldier has to wait per point of HP once the ICUs Dark Event has activated

+NormalPCSes=CommonPCSSpeed
+NormalPCSes=CommonPCSConditioning
+NormalPCSes=CommonPCSFocus
+NormalPCSes=CommonPCSPerception
+NormalPCSes=CommonPCSAgility
+NormalPCSes=RarePCSSpeed
+NormalPCSes=RarePCSConditioning
+NormalPCSes=RarePCSFocus
+NormalPCSes=RarePCSPerception
+NormalPCSes=RarePCSAgility
+NormalPCSes=EpicPCSSpeed
+NormalPCSes=EpicPCSFocus
+NormalPCSes=EpicPCSPerception
+NormalPCSes=EpicPCSAgility
+NormalPCSes=EpicPCSConditioning

These govern the PCSes MOCX soldiers can get on generation.

The GenePCSes array is included once that dark event is completed.

AWCLimit = 3 - how many AWC abilities a MOCX soldier can have

XPosition and YPosition: governs the text location of the MOCX Chance Indicator at the Resistance Management screen.

Dark XCom HQ variables

StartingSoldiers = 12 - starting number of soldiers. Is also the emergency reinforcements if XCOM kills all available MOCX soldiers.
MonthlyReinforcements = 6 - replacements MOCX HQ can get due to losses or otherwise not being at cap yet

MaxSoldiers = 24 - how many soldiers MOCX can have in total

StartingSquadSize = 4 - the initial size of MOCX squads. Minimum squad is 2, and caps out at 10 after squad size upgrades.

BaseChance = 0 - the game rolls out of one hundred to determine the chance of MOCX appearing on a mission. This is the base chance without any additions from the time since last MOCX encounter

MissingChance = 25 - This is how much additional chance is added for every mission the player has done and that MOCX hasn't appeared on. ie (MissingChance * Missions You've Done Without MOCX)


ActivationMonth = 2 - (each "month" equals 21 days) This governs when the MOCX Initiative goes online in a campaign.

BaseMonthsForRanks = 2 - formula for this is Number of months active / BaseMonthsForRanks. Once that hits 2, replacement soldiers will start off past squaddie.

AdvancedMECChance = 50 - if a roll against 100 is less than this, a MEC will be added to a MOCX squad when that dark event has activated

Character Pool Rules

SoldiersOnly = false - set this to true so units tagged to be only soldiers can be used
DarkVIPsOnly = true - set this to true so units tagged to be only Dark VIPs can be used

UseEntireAppearance = false - set this to true if you want a specific custom look for MOCX soldiers, IE EXALT mods or what not

RandomizePool = false; this sets MOCX to use Mixed rules even if the normal character pool is set to Pool Only.
XComDarkCustomization.ini
;struct ClassCosmetics
;{
; var name DarkClassName; // class this is used for
; var name ArmorName; // Armor this is meant for
; var int iGender; //use eGender_Male or eGender_Female
; var name Torso;
; var name Legs;
; var name Arms;
; var name LeftArm;
; var name RightArm;
; var name LeftArmDeco;
; var name RightArmDeco;
; var name Thighs; //XPACK added cosmetics
; var name TorsoDeco;
; var name RightForearm;
; var name LeftForearm;
; var name Shins;
; var name Flag; //these three variables can be used to override voice, helmet and flag appearance on a class/armor basis
; var name Voice;
; var name Helmet;
;};

This version of MOCX comes with a Beagle-inspired feature: you can now completely customize how MOCX soldiers look depending on armour and class, straight from the .ini.

You need at least the Torso, Arms, Legs, and iGender fields to be defined: class and armour names can be left blank if you don't want cosmetics that can only be used with a certain class or armour type. The mod by default is configured to use vanilla assets.

An example of how this is used is provided by the mod: the example config lets you convert all MOCX soldiers to use EXALT looks.

Soldier Rules
PromotionThreshold = 1 - how many months it takes for a MOCX soldier to get promoted

GlobalWillGrowth = 5; +35 will by the time they make it to Colonel

CanCaptureMOCX = true; lets you disable integration with Extract Corpses if you find this too OP for whatever reason

InjuryEvacLimit = 0.50f; this is the percentage of health that when a MOCX unit is at or is below, will try evacuating.

XComDarkClassData.ini

This in general governs the classes that MOCX soldiers can get. You can't really mess around with what classes they can get yourself (there's some complicated work required for that), but you can mess around with what abilities a MOCX soldier can get along with their stat increases.

Change those if you want to make this easier on yourself.


If you're a mod author, what you specifically need to provide new classes for MOCX beyond .ini edits are the character templates. You can just copy and paste what's in this mod, but it needs to follow a specific naming format:

ClassName

ClassName_M2

ClassName_M3

The underscore format lets the mod know to just check the "ClassName" parts of the template when checking to see if a soldier has the right class.

(And of course any weapon additions you may make.)

XComGameData_CharacterStats.ini
Governs character stats. You want to alter the DarkRanger/DarkSniper/etc ones, not the DarkSoldier ones.

XComGameData_WeaponData.ini
Governs weapon and armor stats. If you altered these in vanilla XCOM 2, they work pretty much the same way.

XComGameData.ini
Governs the actual loadouts of MOCX soldiers of a specific class. Do NOT change the names, but you can alter anything else, if you want to.

You can also edit the SITREPs here: the exclusive gameplay tags for the Chosen can be re-enabled here, via removing the semicolons (;) in front of the chosen you don't want to face with MOCX around.
Last edited by RealityMachina; 5 Jul, 2018 @ 4:09pm