XCOM 2
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[WOTC] AI to AI Activations
   
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7 juil. 2020 à 13h53
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[WOTC] AI to AI Activations

Description
Uses incoming alert data to activate two AI pods or groups on different teams that are outside the vision of XCom. In Vanilla XCom this only can happen if both groups or pods are within vision of an XCom soldier. The activations can come from sight, taking fire, or taking damage.

Optionally you can turn off sight activations or exclude any mission from sight activation.

This is a piece of yellow alert gameplay that players requested so that they could use with LWOTC, this will be incompatible and not necessary with yellow alert gameplay.

Mod Class Overrides
XComGameState_AIUnitData
76 commentaires
RustyDios 2 aout à 17h33 
um no.. the config of this mod, the array for `ExcludedMissionNames` which turns off this mods features in those missions.
Tally 2 aout à 11h09 
@RustyDios Why are you even interjecting if you have no idea what you're talking about? The mod author himself said that option is only for "sight" activations. It won't stop the Resistance from activating every pod by firing on them.
fredrowe234 19 juin à 8h31 
This pairs great with raider mods!
RedDobe  [créateur] 2 juin à 12h25 
No, you wouldn’t be able to use that mod with this one as we both are overriding the same class.
Melan 2 juin à 11h15 
I currently use the Dynamic Pod Activation mod and that has AI to AI built in, but it has an option to turn it off. It doesn´t have a way to exclude certain missions like this one.
So can I use this together with DPA with AI to Ai turned of in DPA?
RustyDios 17 mai à 21h59 
you mean as in the option to turn this off from activating on certain missions.. as in, the big option in the config files for "not on these mission types"... the option that already exists?
123nick 17 mai à 20h41 
i agree with Snicks, if there was an option to disable this mod from having any effect on certain mission types, itd be great. the retaliation missions where ADVENT shoots civilians, but only the leader of the pod actually shoots and the rest hold fire / dont activate, and the pod itself is still inactive, those pods need stay inactivated, even when shooting at civilians, or else the missions is basically impossible, as every member of every pod activates and now theres 3-4 times as many advent taking pot shots at civilians.
Snicks 4 mars à 13h32 
I appreciate this, but it seriously needs the ability to disable the resistance triggering Advent pods on haven defense. Especially with modded enemies, they'll kill sometimes 3+ civilians a turn and be activated on turn 1 by militia forces. This is with improved civilians mods to make them less like fodder, but that takes it from an instant loss to a 4 turn loss which isn't feasable if you play with almost anything that makes the game harder.
RedDobe  [créateur] 21 janv. à 11h59 
That just disables activations when an enemy sees an enemy, but they still activate when they shoot each other outside the sight of xcom.
Victor de Noir 20 janv. à 10h44 
I don't understand why this mod works for haven defense missions when I see the following in the ini:

; Some missions are simply to difficult with AI sight activation enabled, list any here that you want to not cause this activation
; Mission Name excluded from EnableAItoAISeesUnitActivation
+ExcludedMissionNames=ChosenRetaliation ; Haven Defense w/ militia
+ExcludedMissionNames=RM_OperativeEscort ; RM Additional Missions types w/ Militia
+ExcludedMissionNames=HIVETerror ; HIVE Terror mission w/ militia
+ExcludedMissionNames=HIVEFishingTerror ; HIVE Fishing Terror mission w/ militia