XCOM 2
Build-A-Dark-Event WOTC
Vulpsune 14 Dec, 2021 @ 7:30pm
Dark events and Ideas!
Simple as, put your dark events and ideas below and share with others!
Last edited by Vulpsune; 14 Dec, 2021 @ 7:31pm
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Showing 1-15 of 34 comments
blahturretx 15 Dec, 2021 @ 9:23am 
I'm currently working on a Dark Event and I think I need some help. This Dark Event would work alongside another mod "Synthoids". This mod adds a new robotic unit that, among other things, always explodes on death. I'm trying to disable this feature so I can add it back in as a Dark Event. However, I'm not sure how to disable the ability in the first place, as the only mention of it is in one of the Source files, and commenting out that line does nothing. Any assistance would be greatly appreciated.

Edit: no longer working on this idea after doing more research.
Last edited by blahturretx; 16 Dec, 2021 @ 7:43am
TheProtofire 15 Dec, 2021 @ 1:19pm 
Originally posted by blahturretx:
I'm currently working on a Dark Event and I think I need some help. This Dark Event would work alongside another mod "Synthoids". This mod adds a new robotic unit that, among other things, always explodes on death. I'm trying to disable this feature so I can add it back in as a Dark Event. However, I'm not sure how to disable the ability in the first place, as the only mention of it is in one of the Source files, and commenting out that line does nothing. Any assistance would be greatly appreciated.

If you use Repurpose Abilities, you can disable any unit's abilities there. There's instructions on the mod's page for how to do it.
Stukov81-T.TV 25 Dec, 2021 @ 6:37am 
If anybody has made a few new dark events i would be happy to see them.
Stukov81-T.TV 25 Dec, 2021 @ 8:51am 
my idea for Advent Medics:
+AbilityDarkEvents=( DarkEventID = "Advanced_Medics", \\ Abilities[0] = (AbilityName="F_Corpsman"), \\ Abilities[1] = (AbilityName="ShadowOps_SecondWind"), \\ Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Bending_Reed", \\ AffectedUnits[0] = "AdvMedicM1", \\ AffectedUnits[1] = "AdvMedicM2", \\ AffectedUnits[2] = "AdvMedicM3", \\ MinFL = 1, \\ MaxFL = 8 \\ ) +AbilityDarkEvents=( DarkEventID = "Expert_Medics", \\ Abilities[0] = (AbilityName="F_Corpsman"), \\ Abilities[1] = (AbilityName="ShadowOps_SecondWind"), \\ Abilities[2] = (AbilityName="F_FieldMedic"), \\ Abilities[3] = (AbilityName="F_QuickPatch"), \\ Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Bending_Reed", \\ AffectedUnits[0] = "AdvMedicM1", \\ AffectedUnits[1] = "AdvMedicM2", \\ AffectedUnits[2] = "AdvMedicM3", \\ MinFL = 9 \\ )
Last edited by Stukov81-T.TV; 25 Dec, 2021 @ 8:51am
Skarsatai 2.0 25 Dec, 2021 @ 1:16pm 
great. can you pls explain what the 2 darkevents are or what they do ?
Stukov81-T.TV 25 Dec, 2021 @ 1:19pm 
Both should do something similar and Give the Advent Medic extra abilities.
First one:
F_Corpsman Grants a free Medikit. ShadowOps_SecondWind Using a medikit on an injured unit also grants that unit a bonus action point

Second one:
F_Corpsman Grants a free Medikit. ShadowOps_SecondWind Using a medikit on an injured unit also grants that unit a bonus action point F_FieldMedic Equipped medikits have extra charges. F_QuickPatch Using a Medikit does not cost an action.

I play with beta strike so healing amongst advent does happen sometimes. This Dark Event should make Medics more of a priority target to kill
Skarsatai 2.0 25 Dec, 2021 @ 2:47pm 
I would like to see the stunlancers packed with an explosive, that impact on using he baton stick with a double distance run perk and the lightning reflexes so they can run as unstoppable suicide bombs into the line of xcom...
TheProtofire 26 Dec, 2021 @ 1:34am 
One thing I feel like vanilla and lw2 were lacking was Dark Events that specifically counter XCOM's tactical strategies, like how Barrier shuts down hacking/mind control. These would apply to all Advent/Aliens in the game.

Required Mods:
Extended Perk Pack
Restored Chosen Traits
Shadow Ops Perk Pack
Mitzruti's Perk Pack


+AbilityDarkEvents=( DarkEventID = "Anti-Melee_Armor", \\
Abilities[0] = (AbilityName="ChosenImmuneMelee"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Bending_Reed", \\
AffectedUnits[0] = " ", \\
MinFL = 1, \\
)

(All Advent/Aliens are immune to melee attacks)

+AbilityDarkEvents=( DarkEventID = "Tactical_Neural_Implants", \\
Abilities[0] = (AbilityName="F_Steadfast"), \\
Abilities[1] = (AbilityName="ChosenImmunePsi"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.Barrier", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)

(All Advent/Aliens are immune to all mental statuses and take no damage from PSI attacks)


+AbilityDarkEvents=( DarkEventID = "Shadowstep_Training", \\
Abilities[0] = (AbilityName="Shadowstep"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Lightning_Reflexes", \\
AffectedUnits[0] = " ", \\
MinFL = 1, \\
)

(All Advent/Aliens are immune to overwatch)

+AbilityDarkEvents=( DarkEventID = "Sniper_Countermeasures", \\
Abilities[0] = (AbilityName="MZLongRangeDefense"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Vigilance", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)

(All Advent/Aliens get extra defense against ranged attacks equal to their distance from the attacker. Counters sharpshooters)

+AbilityDarkEvents=( DarkEventID = "Reinforced_Armor", \\
Abilities[0] = (AbilityName="ShadowOps_Resilience"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Alloy_Padding", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)

(All Advent/Aliens are immune to critical hits)

+AbilityDarkEvents=( DarkEventID = "Deflection_Shields", \\
Abilities[0] = (AbilityName="Fortress"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Sealed_Armor", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)

(All Advent/Aliens are immune to explosions/environmental attacks)
Skarsatai 2.0 26 Dec, 2021 @ 2:19am 
wow great !
Stukov81-T.TV 27 Dec, 2021 @ 1:57pm 
+AbilityDarkEvents=( DarkEventID = "Archons_Reflect", \\ Abilities[0] = (AbilityName="MZTenebrousForm"), \\ Abilities[1] = (AbilityName="MZTenebrousreflect"), \\ Img = "img:///UILibrary_XPACK_StrategyImages_SF.DarkEvent_ReturnFire", \\ AffectedUnits[0] = "ArchonM4", \\ AffectedUnits[1] = "ArchonMelee", \\ AffectedUnits[2] = "ArchonSentinel", \\ AffectedUnits[3] = "ArchonWarrior", \\ AffectedUnits[4] = "ArchonShaman", \\ AffectedUnits[5] = "Archon", \\ AffectedUnits[6] = "FrostArchon", \\ AffectedUnits[7] = "ArchonKing", \\ MinFL = 1 \\ )

Anyone misses Ethereals from XCOM1? No? Too Bad :)

This Dark Events gives all Archons (including the Archon King) the ability to deflect attacks by chance based on missing health and a chance to reflect attacks deflected.
Stukov81-T.TV 29 Dec, 2021 @ 12:34pm 
another one ... maybe a bit too extreme. But Crazy War of Stukov wants that. You ever thought MECs are not an issue? Hacking is a wast of time as you just gun it down ... maybe this Dark Event will change your opinion

+AbilityDarkEvents=( DarkEventID = "MEC_BestStuff", \\ Abilities[0] = (AbilityName="MZRepairWeaveAbility"), \\ Abilities[1] = (AbilityName="ChosenImmuneMelee"), \\ Abilities[2] = (AbilityName="F_Avenger"), \\ Abilities[3] = (AbilityName="MZHyperreactivePupils"), \\ Abilities[4] = (AbilityName="TalonRounds", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\ Abilities[5] = (AbilityName="ShadowOps_Butcher"), \\ Abilities[6] = (AbilityName="F_FireFirst"), \\ Abilities[7] = (AbilityName="ChosenRevenge"), \\ Img = "img:///UILibrary_StrategyImages_SF.Alert_Guerilla_Ops", \\ AffectedUnits[0] = "AdvMEC_RC", \\ AffectedUnits[1] = "AdvMEC_RCM2", \\ AffectedUnits[2] = "SectopodMini", \\ AffectedUnits[3] = "SectopodMini2", \\ AffectedUnits[4] = "SectopodRoyal", \\ AffectedUnits[5] = "ForgedSectopod", \\ AffectedUnits[6] = "AdvAcidMEC_M2", \\ AffectedUnits[7] = "AdvSupportMEC_M1", \\ AffectedUnits[8] = "AdvSupportMEC_M2", \\ AffectedUnits[9] = "AdventSparkM1", \\ AffectedUnits[10] = "AdventSparkM2", \\ AffectedUnits[11] = "AdventSparkM3", \\ AffectedUnits[12] = "AdvMEC_M1", \\ AffectedUnits[13] = "AdvMEC_M2", \\ AffectedUnits[14] = "Sectopod", \\ AffectedUnits[15] = "PrototypeSectopod", \\ AffectedUnits[16] = "FeralMEC_M1", \\ AffectedUnits[17] = "BioMEC", \\ AffectedUnits[18] = "BioMecTrooper", \\ AffectedUnits[19] = "FrostMEC_M1", \\ AffectedUnits[20] = "FrostMEC_M2", \\ AffectedUnits[21] = "FrostMEC_M3", \\ MinFL = 13 \\ )

There are weaker versions for lower Force Levels but this is tthe final Evolution

The Mecs are immune to Melee, repair shredded Armor. After a miss they get increased aim.

And then the fun stuff: You shoot at them? They first shoot at you, you shoot an ally near them? They shoot at you. You miss them - they shoot at you. Oh and they use Talon rounds and deal +30% damage against biological units ... aka soldiers.

That's it
Skarsatai 2.0 29 Dec, 2021 @ 12:44pm 
wonderful !
Skarsatai 2.0 29 Dec, 2021 @ 1:10pm 
hello TheProtofire. this one cshows errors in the description when the DE is called:

+AbilityDarkEvents=( DarkEventID = "Shadowstep_Training", \\
Abilities[0] = (AbilityName="Shadowstep"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.DarkEvent_Lightning_Reflexes", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)


it says ability_darkevents.shadowstep_training.displayName?
Skarsatai 2.0 29 Dec, 2021 @ 2:18pm 
with this one the same problem

+AbilityDarkEvents=( DarkEventID = "Tactical_Neural_Implants", \\
Abilities[0] = (AbilityName="F_Steadfast"), \\
Abilities[1] = (AbilityName="ChosenImmunePsi"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.Barrier", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)

it says .....summaryText is missing

and this is in the log file
[0203.93] AbilityDarkEvents: Failed to find for Anti-Melee_Armor
[0203.93] AbilityDarkEvents: Failed to find for Tactical_Neural_Implants
[0203.93] AbilityDarkEvents: Failed to find for Shadowstep_Training
[0203.93] AbilityDarkEvents: Failed to find for Sniper_Countermeasures
[0203.93] AbilityDarkEvents: Failed to find for Reinforced_Armor
[0203.93] AbilityDarkEvents: Failed to find for Deflection_Shields


is the advent / alien type missing ? ->AffectedUnits[0] = " ", \\ ???

Impressive, after a reload of the savegame with the faulty DE text, the game CTD.
Last edited by Skarsatai 2.0; 29 Dec, 2021 @ 2:33pm
TheProtofire 29 Dec, 2021 @ 9:04pm 
Originally posted by Skarsatai 2.0:
with this one the same problem

+AbilityDarkEvents=( DarkEventID = "Tactical_Neural_Implants", \\
Abilities[0] = (AbilityName="F_Steadfast"), \\
Abilities[1] = (AbilityName="ChosenImmunePsi"), \\
Img = "img:///UILibrary_XPACK_StrategyImages.Barrier", \\
AffectedUnits[0] = " ", \\
MinFL = 1 \\
)

it says .....summaryText is missing

and this is in the log file
[0203.93] AbilityDarkEvents: Failed to find for Anti-Melee_Armor
[0203.93] AbilityDarkEvents: Failed to find for Tactical_Neural_Implants
[0203.93] AbilityDarkEvents: Failed to find for Shadowstep_Training
[0203.93] AbilityDarkEvents: Failed to find for Sniper_Countermeasures
[0203.93] AbilityDarkEvents: Failed to find for Reinforced_Armor
[0203.93] AbilityDarkEvents: Failed to find for Deflection_Shields


is the advent / alien type missing ? ->AffectedUnits[0] = " ", \\ ???

Impressive, after a reload of the savegame with the faulty DE text, the game CTD.


I don't know what you mean by summaryText. I used the template provided in the mod. Nowhere does it say anything about summary text. Did you subscribe to all the required mods I listed?

As for the alien types, if you read my previous post, I specifically said that I wanted the event to apply to all alien types in the game. I didn't want to list them all because the post would be too long. Go to DefaultEncounterLists.ini of the game or in the files of whatever mods you use and add the names of the aliens you want the event to apply to.
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