XCOM 2
[WOTC] ADVENT Reinforcements (Includes ABA Support)
Wilko  [developer] 18 Jul, 2019 @ 12:03pm
Sterls: ADVENT Future Complete AI Support
Open up config/xcomai.ini for this mod.

Remove these lines:

; --------------------Remove AdventCaptain's default first and last action point behaviour selectors -------------------------------------------------- -Behaviors=(BehaviorName=AdvCaptain_RedFirstActionSelector, NodeType=Selector, \\ Child[0]=DoIfFlankedMove, \\ Child[1]=TryMarkTargetOption, \\ Child[2]=SelectMove_JobOrDefensive, \\ Child[3]=AdvCaptainTryMoveThenGrenade, \\ Child[4]=TryShootOrReloadOrOverwatch, \\ Child[5]=HuntEnemyWithCover) -Behaviors=(BehaviorName=AdvCaptain_RedLastActionSelector, NodeType=Selector, \\ Child[0]=TryMarkTargetOption, \\ Child[1]=AdvCaptainTryGrenade, \\ Child[2]=TryShootOrReloadOrOverwatch, \\ Child[3]=HuntEnemyWithCover, \\ Child[4]=SelectMove_JobOrDefensive) ; --------------------Add "TryCallReinforcements" to the new AdventCaptain's first and last action point behaviour selectors -------------------------------------------------- +Behaviors=(BehaviorName=AdvCaptain_RedFirstActionSelector, NodeType=Selector, \\ Child[0]=DoIfFlankedMove, \\ Child[1]=TryMarkTargetOption, \\ Child[2]=TryCallReinforcements, \\ Child[3]=SelectMove_JobOrDefensive, \\ Child[4]=AdvCaptainTryMoveThenGrenade, \\ Child[5]=TryShootOrReloadOrOverwatch, \\ Child[6]=HuntEnemyWithCover) +Behaviors=(BehaviorName=AdvCaptain_RedLastActionSelector, NodeType=Selector, \\ Child[0]=TryMarkTargetOption, \\ Child[1]=TryCallReinforcements, \\ Child[2]=AdvCaptainTryGrenade, \\ Child[3]=TryShootOrReloadOrOverwatch, \\ Child[4]=HuntEnemyWithCover, \\ Child[5]=SelectMove_JobOrDefensive)

And replace with a copy of the AFCA mod's Captain routines, making sure to add the - in front, as we want to tell the game to remove it. Once that's in, we want to replace it with our own version that contains the TryCallReinforcements subroutine. Its up to you where you put it, but I'd suggest having it nearer the top - these routines will start from the top and trickle down if criteria isn't met, ending with more generic 'just shoot stuff' subroutines.

Remember to update the numbering on the Child[x] - this will definitely break your game if that's out of order! Also note that they always start at 0.

As an example, I've added the subroutine at 3, so the Captain will still take advantage of flanked enemies before calling in reinforcements:
-Behaviors=(BehaviorName=AdvCaptain_RedLastActionSelector, NodeType=Selector, \\ Child[0]=EmergencyBurnRemoval, \\ Child[1]=TryCaptainGrenadeMany, \\ Child[2]=ADVENTPunishFlankedEnemyLastAction, \\ Child[3]=TryToRemoveBurning, \\ Child[4]=TryCaptainPistolExecution, \\ Child[5]=ShootIfIdeal, \\ Child[6]=TryCaptainSuppression, \\ Child[7]=TryTwoTurnAttackSupportIfSafe, \\ Child[8]=TryCaptainGrenadeSingle, \\ Child[9]=TryShootOrReloadOrOverwatch, \\ Child[10]=ADVENTHuntEnemyWithCoverSeeNoOne, \\ Child[11]=TryOverwatch, \\ Child[12]=DoCower) +Behaviors=(BehaviorName=AdvCaptain_RedLastActionSelector, NodeType=Selector, \\ Child[0]=EmergencyBurnRemoval, \\ Child[1]=TryCaptainGrenadeMany, \\ Child[2]=ADVENTPunishFlankedEnemyLastAction, \\ Child[3]=TryCallReinforcements, \\ Child[4]=TryToRemoveBurning, \\ Child[5]=TryCaptainPistolExecution, \\ Child[6]=ShootIfIdeal, \\ Child[7]=TryCaptainSuppression, \\ Child[8]=TryTwoTurnAttackSupportIfSafe, \\ Child[9]=TryCaptainGrenadeSingle, \\ Child[10]=TryShootOrReloadOrOverwatch, \\ Child[11]=ADVENTHuntEnemyWithCoverSeeNoOne, \\ Child[12]=TryOverwatch, \\ Child[13]=DoCower)

I've only added it to the Advent Captains 'second turn' routine here, but you can add it to both by doing the same with the first turn routine.
Last edited by Wilko; 18 Jul, 2019 @ 12:05pm
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Sterls 18 Jul, 2019 @ 12:25pm 
Awesome, thanks.
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