XCOM 2
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[WOTC] Yellow Alert Gameplay V2.0
   
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9 Thg01, 2020 @ 4:52pm
8 Thg11, 2023 @ 9:29am
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[WOTC] Yellow Alert Gameplay V2.0

Trong 2 bộ sưu tập tạo bởi RedDobe
V5.3 RedDobe Challenging Gameplay
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RedDobe V6.0 (Everything you need for a unique fresh campaign)
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Mô tả
Yellow Alert Gameplay improves the AI’s decision making process for tactical pod movement prior to and during engagement, providing a more realistic approach to how the AI respond to Xcom’s position on the map. All gameplay cheats have been removed. By introducing the pod job manager from LW2 to Yellow Alert Gameplay V2.0, enemy pods will now do more than just run towards the alert like they did in the original version of yellow alert gameplay. The pod manager assigns certain jobs for patrolling pods or groups. The jobs they can take depends on the mission and a variety of other factors. Below is a list of the jobs a patrolling and unengaged pod can be assigned along with a description of each:

REQUIRES the COMMUNITY HIGHLANDER

Pod Jobs
Pod Jobs are assigned once XCom has broken concealment and at least one enemy pod is in yellow or red alert. Some pods that are in green alert will continue to patrol normally.

Guard – Move to the objective but once you reach it, find a new job

Defend – Move and patrol a small area around the objective. This job is indefinite.

Intercept Xcom – Move toward Xcom’s last known position. The last known position is updated each time someone from the alien team sees Xcom or when important alerts are known by the alien team. All pods on the alien team are aware of this location.

Flank – sets up a 3 phase flank move in an attempt to flank Xcom’s last known position.

Block Xcom – Block Xcom’s path to the objective by moving in between their last known position and the objective.
Once they reach this location they will be assigned a new job.

Scout – This jobs only gets assigned once a pod has investigated Xcom’s last known position via the intercept or flank jobs and Xcom is not there anymore. The pod will then attempt to scout the area until Xcom is spotted again.

Defend Evac Zone – This job kicks in if the alien team has spotted Xcom’s evac zone and only after the objective has been completed. They will send a pod to permanently patrol a small area around the evac zone so Xcom can’t escape.

Yellow Alert Causes
The following alerts will upgrade a pod from green to yellow alert. When pods are in yellow alert they use both action points to run to their next job assignment.
Detected New Corpse
Detected Ally Taking Damage
Detected Sound
Alerted By Yell (Caused by Civilians)
Sees Explosion – actually works by hearing explosion
Sees Alerted Allies

Green and yellow reflex actions
During the alien turn, enemy units that are in green alert now have a chance to gain an extra Defensive action point once revealed. The chance to roll for an extra varies depending on how many tiles the unit moved prior to revealing. For example, a unit that moved one tile has a much greater chance to receive an extra action than a unit that moved 5 spaces. Basically, the concept here is that we are trying to refund back the action point that the unit may have lost for having revealed and their movement being interrupted. Units that moved at least half of their movement points prior to revealing aren’t eligible.

Defensive action points are set in the yellowalert.ini, and limited to mainly overwatching, energy shield, and other defensive actions.

Units in yellow alert, who are suspicious, and aware of a threat, have the same chance to roll for an extra action, but will receive a standard action point that will allow them to use any action for their character. Any units that are injured during reinforcement or scamper have their regular action point replaced with a defensive action point and are limited to the defensive actions set in the ini.
This feature can be disabled and the chances configured in the YellowAlert.ini config file.

Counter Attack Dark Event
Since the counter attack dark event conflicts with the reflex actions, I have modified the event so that it instead increases the chance of a successful reflex action. This chance can be configured in the YellowAlert.Ini and the original restored by commenting out these two lines in XComGameCore.ini
-DARK_EVENT_COUNTERATTACK_CHANCE=50
+DARK_EVENT_COUNTERATTACK_CHANCE=0

Rapid Reinforcements
Reinforcement units receive an extra action point, giving them a full turn when they drop in. This feature can be enabled and the chances configured in the config file. I STRONGLY RECOMMEND THAT YOU SET ANY ENEMY MODS SO THAT THE REINFORCEMENT COUNTER WAITS AT LEAST 1 TURN WHEN USING THIS. OTHERWISE THOSE PODS WILL SPAWN AND ATTACK DURING THE SAME TURN. In Leb’s Game Enemies the Riftkeeper by default creates the psi gate and the units spawn on that turn. That mod allows you to adjust the counter for this. Same thing goes for BioDivision’s when the lost call for more lost. Or, if you like suffering leave all mods at default, your choice!

Any units that are injured during reinforcement or scamper have their regular action point replaced with a defensive action point and are limited to the defensive actions set in the ini.

Other Info
Many other Configuration options in this mods config/XcomYellowAlert.ini.
Upthrottling and downthrottling can be enabled in config/XcomAI.ini by adding semicolins or deleting to the last six lines.

Because of the added difficulty I recommend using Dynamic Encounter Zones to spread out the pods on the map. https://steamproxy.net/sharedfiles/filedetails/?id=1854949514

Thanks to the long war 2 mod and LWOTC I was able to borrow most of the code from them.

Safe to add or remove mid campaign, but not during tactical.

This version of yellow alert gameplay requires the community highlander. I have tested this extensively without any issues. By using the highlander I am able to eliminate several mod class overrides, but unfortunately still have to override a few classes listed below:

Mod Class Overrides
XGAIBehavior

Mod Conflicts
Dynamic Pod Activation
Random Enemy Movement – Incorporated into this mod, no need to subscribe to it
Rapid Reinforcements
[WOTC] ADVENT Suppression (Includes ABA Support)
Will work but you have to make some changes to XComAI.ini. Instructions on how here:
https://steamproxy.net/workshop/filedetails/discussion/1964595004/2568690592363820251/
Mission Overhaul and Mercury
Will work but you have to delete this mod's content folder.
Thảo luận nổi bật Xem tất cả (2)
1
5 Thg07, 2020 @ 4:22am
ĐÁNH DẤU: Compatibility with [WOTC] Advent Suppression (Includes ABA Support)
RedDobe
0
24 Thg01, 2021 @ 4:40pm
ĐÁNH DẤU: Compatibility with [WotC] Mission Overhaul: Core and [WotC] Mission Overhaul: Mercury
RedDobe
469 bình luận
RedDobe  [tác giả] 21 Thg10 @ 5:35pm 
Hey Devv there is a mod that does that already, called random enemy movement or something to that affect. In my description i mentioned it.
Devv 18 Thg10 @ 4:30am 
Hey, could you make a standalone of your tweak for Pods to have random movement? It's all i really want, unless theres a way to disable everything else in a config or something
RedDobe  [tác giả] 12 Thg10 @ 6:13pm 
The best solution is to edit the mission so that less enemies drop in to balance it out.
Cyber Von Cyberus 9 Thg10 @ 10:37am 
The VIP rescue mission where you must hold out against a wave of enemies until evac is available doesn't mesh too well with this mod since you have 3 pods dropping in with every single unit going into overwatch.
Dragon32 13 Thg07 @ 1:58am 
@Jake
If you mean an .ini setting, I don't think you can. You'd need to get the SDK and re-write the code.
Jake 12 Thg07 @ 6:20pm 
were can i disable each individual cause of yellow alert
Profligate 22 Thg05 @ 11:42pm 
tl dr; offensive reflex actions are brutal on retals because a unit can kill 2 civilians in the same turn.

I love this mod; especially the offensive reflex actions. However I am noticing that retaliation missions are much harder and probably an unintended consequence of this mod. What can happen is; one unit from a pod shoots the civilians as normal followed by a different unit of the same pod moving to attack a civilian. If this second unit moves within line of sight of XCOM and activates the pod will scatter as normal. I believe the problem is; upon activation the enemy that has already attacked can "roll" an offensive reflex action and then shoot another civilian. I like to think I'm a fairly competent player on Legend yet I'm losing more retals than before using YA. Hopefully you will consider adjusting this behaviour in a future update
HaziTru 14 Thg05 @ 10:48am 
@Dragon32 I think it's automatically enabled thanks i checked. The only issue I have with this mod is like protect the device and missions like that. The AI just camps there at the objective. Late game it can be impossible to complete the mission with all the pods in one place especially if your playing heavy modded. I'll give this mod ago again hopefully the creator fixed that.
Dragon32 14 Thg05 @ 10:23am 
@HaziTru
You can enable that, check the .ini

@Phoenix
I've used all three without a problem.
HaziTru 14 Thg05 @ 5:58am 
Is this Ai vs Ai activation ?