XCOM 2
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Robotic Raider Faction [BETA]
   
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8 Ιουλ, 11:44
10 Ιουλ, 14:36
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Robotic Raider Faction [BETA]

ΠΕΡΙΓΡΑΦΗ
A new Julian themed faction
This mod adds a new sitrep, Robotic Uprising, which spawns robotic units hostile to both XCOM and ADVENT, with the addition, each turn, of some dialogs from the famous psychopathic killer robot, Julian. The pod is created with a leader from AutomatedDefenses lists (so it could draw from any installed mod that adds robotic units in these lists), and adds some Spark MEC, similar to the lost tower mission.

Three tier boss Julian
Julian comes now in three tiers. Each tier has only to be defeated once ; moreover, the damage done by XCOM will be saved for the next encounter if Julian can't be killed the first time (such as with the alien rulers health mechanism).
First tier is the same as the lost tower Julian
Second tier is a classic sectopod, but with the health (and skin) of the lost tower Julian
Third (and last) tier is a prime sectopod, with the health (and skin) of the lost tower Julian

Robotic reinforcements
Upon raider pod activation, robotic reinforcements will spawn each three turns. They will last until the end of the mission.

Dependencies
A Better DLC is only required for its Spark units, so a standalone, such as Advent Spark Standalone published by Deadput could be used instead.
Similarily, A Better Advent is only required for the Julian tier 3 (with prime reactions), so using a standalone instead, such as Forged Sectopod Prime should work too.

Recommended mods
Unit Flag Extended : With this mod, Julian and its acolytes will use a new color for their healthbars (instead of the same red as the aliens, which could be confusing)
Faction Anchor : On missions where all ennemies must be killed, this mod will prevent a premature ending when all advents unit have been defeated (even if Julian is still alive)

Compatibility
Compatible with my Alternative DLC Integration mod : if both are installed together, the Robotic Raider Faction will take predominance and replace the one-timed encounter sitrep by its own.
Not meant to be used with my Julian Sitrep standalone mod
Tested (and compatible) with Covert Infiltration
Most likely not compatible with Raider and Resistance Spawning
Using another mod that spawns Julian in eTeam_Two could result in deleting some Julian boss tier (and/or messing the HP/armor saving) : to my knowledge, only the Distress Beacon mod from MrCloista would be concerned
Playing the lost tower mission or not, though, should have no impact on this mod (as Julian is not in eTeam_Two here)

Credits
Thanks to DerBK for its incredible mods, A Better Advent and A Better DLC, that I've used as dependencies for this one.
Also, nothing would have been possible if it wasn't for the highlander and already existant functions managing raiders spawning.

Beta state
I've put a beta state flag as I've haven't yet played enough with it to be definitive about balancing ; feel free to provide feedbacks or suggestions. Also, I might add some more content in the future, but this could take a while.
58 σχόλια
Epigamesh  [Δημιουργός] 2 Οκτ, 8:50 
@EdemBR I have tested with the hive, but not renegade rulers (I don't know why it would interfere but it might be worth a try).
The mod raiders and resistance spawning also currently prevent Julian from spawning, but, if you are not using it, I don't know what could cause this (though I would be very interested to know if you find it)
Epigamesh  [Δημιουργός] 2 Οκτ, 8:43 
@JeffbotClassic.TTV That would be because other raiders mods (the hive exepted) use the same team as Julian.
I will try to add an exclusion in the next update, so that Julian's sitrep cannot appear when another raider one is already active.
EdemBR 1 Οκτ, 17:11 
So, just got to a mission with only robotic uprising sitrep on it, and its not working, only things that mess with teams or spawns in my modlist that im aware of is hive and renegade rulers. im using the standalones versions of advent spark, and forged sectopod and the anchor mod. Im out of ideas of why its not working, i really like the concept of this mod but i cant get it to work ;-;
EdemBR 29 Σεπ, 21:20 
the sitreps on the mission were the lost one, and waves, and robotic uprising, i was guessing because waves and lost reduces the number of enemies on the map it could be causing something
EdemBR 29 Σεπ, 16:10 
@Epigamesh I got the sitrep only once, so not sure yet
JeffbotClassic.TTV 29 Σεπ, 14:24 
So I was using this mod and for some reason the joined the faction for fallen templars (faction mod) they werent even their normal green color just joined the templars and became purple for some reason.
Epigamesh  [Δημιουργός] 29 Σεπ, 12:20 
@EdemBR The hive shouldn't interfere as they don't use the same team.
Other raiders mods, though, would use the same team as mine (and I haven't tested what would happen if both were to spawn together ; I preferably should add a protection to prevent this case from happening).
What sitreps were active in this mission ? Does Julian and its robots sometimes appear nevertheless, or are they always prevented from spawning (in this case, there might be something conflicting in your current modlist) ?
EdemBR 29 Σεπ, 10:48 
Maybe they use the same team?
EdemBR 29 Σεπ, 10:46 
I have the HIVE
EdemBR 29 Σεπ, 10:46 
an active sitrep? Or any on the modlist?