XCOM 2
[WOTC] ADVENT Suppression (Includes ABA Support)
55 comentarios
RambelZambel 11 ENE a las 2:52 a. m. 
yea well, exactly what i did:D
Better Ai doesnt work so, cause it doesnt know "Child[6]=AdventConsiderSuppression"(but well, you know that), says the launch.log, i had to copy the ai.ini from aba
Dragon32 11 ENE a las 2:03 a. m. 
@RambelZambel
There's a pinned Discussion about compatibility between this mod and Yellow Alert, it has the changes I've made in. Maybe of interest.
RambelZambel 11 ENE a las 1:02 a. m. 
mocx use ai.ini code from ABA, it adds with + the same behaviors, some with different values(param), so the one first loaded comes first i guess? At least not cool...:D
it adds TryShootOrReloadOrOverwatch_ABA aswell, so it could negate the removing and replacing TryShootOrReloadOrOverwatch_ABA from this mod, so i removed it from there,
RambelZambel 10 ENE a las 2:22 p. m. 
"yellow alert 2.0" and "Quick Hunker" remove the TryShootOrReloadOrOverwatch_ABA line and add their own, guess they are loaded before this one,
quick hunter i deleted the the ai.ini and yellow alert and this mod i merged this line, so its working now
and in the launch.log you look for "BehaviorTable", is faster
thx for your help
Wilko  [autor] 10 ENE a las 12:27 p. m. 
Might also want to look at ABA's 'OverwatchOverride' behaviour as well - that runs before the suppression check. Afraid I can't remember what that does, but might be ending the AI's decision tree long before getting to suppression checks.
Wilko  [autor] 10 ENE a las 12:26 p. m. 
If you're using ABA, you'll want to search for the 'ShootWhenSuppressor' behaviour in the ABA mod config - that's where they decide whether to suppress or not, moving on to checking whether to overwatch if not.
RambelZambel 10 ENE a las 11:47 a. m. 
yes thx, this is helpful, lets see
Dragon32 10 ENE a las 10:57 a. m. 
@RambelZambel
Genuinely not trying to crack a joke there. Check your log for redscreens about duplicate behaviours, mod makers often use the same names and, afaik, those can overwrite each other
RambelZambel 10 ENE a las 9:12 a. m. 
yea funny:D, they have numbers in the ai.ini for decision making , and ABA has its own additonal numbers, troopers just dont use it for me, they prefer overwatch alltime
Dragon32 10 ENE a las 7:57 a. m. 
@RambelZambel
I bet that'd be determined by the unit's AI
RambelZambel 10 ENE a las 6:09 a. m. 
what should i change to let them use suppression more often?
Daddy Takeda 22 JUL 2024 a las 1:53 p. m. 
It will keep the AML happy but will probably misled players since as you stated yourself "the advent weapons do not have a suppression animation, resulting in T-pose soldiers while suppressing". If you do not add a dependency to the "Community Highlander", which the majority of players need in order for many mods to work properly anyway, players will be getting that T-shaped visual bug.
Wilko  [autor] 22 JUL 2024 a las 10:20 a. m. 
Thanks for the info - I've removed the dependency, is that enough to keep AML happy? I don't ideally want to have to mark the rather large community pack as required.
Daddy Takeda 21 JUL 2024 a las 11:56 a. m. 
Greeting Wilko! Could you please update your mod requirement and replace the current "WOTC Suppression Visualization Fix" with the "Community Highlander"? It simply to prevent the AML to flag your mod as "Missing Dependencies". Thank you!
Fuedrakia 3 OCT 2021 a las 4:42 p. m. 
The WOTC Suppression Visualization Fix mod says it is already integrated into WOTC Community Highlander, so will this work without the Suppression Visualization Fix if I have the Community Highlander?
Wilko  [autor] 18 FEB 2021 a las 11:48 a. m. 
You're absolutely correct, the suppression check is bypassed - my mistake for adding the check after the fact. The issue (and it looks like you've found it already from a recent workshop mod) is that the Suppression ability doesn't actually care if the user is suppressed, so when SuppressIfAvailable checks if the ability is usable - which is where the game tells us whether we can use that ability - it lets it run.
PreConceptor 17 FEB 2021 a las 4:39 p. m. 
@Wilko
So if RandFilter50Suppression is before the Not Suppressed check, and RandFilter50Suppression leads to SuppressIfAvailable, it won't skip the Not Suppressed check and go straight to the SuppressIfAvailable sequence?
Wilko  [autor] 17 FEB 2021 a las 2:51 p. m. 
Good question! It could well be put first to stop the rest of the behavior - honestly though I don't think it'd make much of a difference, performance wise.
PreConceptor 17 FEB 2021 a las 1:01 p. m. 
Technical question: why does the AI sequence need the 'not suppressed' check at the end and not at the start? Would it not be better for the AI to check whether it is suppressed as the first thing it does or am I not understanding how sequences work?
Dragon32 13 FEB 2021 a las 8:37 a. m. 
@qrak
I ran a whole campaign using the Community Highlander and not Suppression Visualisation Fix. Everything worked, and without visual jankiness too.

I think the fix (from whichever source), as Wilko says, removes units T-posing if they don't have an animation set for suppression.
Wilko  [autor] 13 FEB 2021 a las 8:17 a. m. 
Probably would work fine with the Highlander pack - from what I recall SVF is not strictly required, just results in proper animations when suppressing.
qrak 13 FEB 2021 a las 8:04 a. m. 
I'm getting warning in xcom alternative mod launcher. It says "missing dependency". Probably because i don't have WOTC Suppression Visualization Fix. But if you go to that mod store page its says that it's integrated into XCOMCommunityHighlander. Is it going to work if i have only communityhighlander?
Wilko  [autor] 1 FEB 2021 a las 11:38 a. m. 
This isn't tied to ADVENT Gets Suppression in any way, so I can only assume that combining these wouldn't work.
PreConceptor 31 ENE 2021 a las 10:56 p. m. 
+1 for a fix for ABAI

...If you use ADVENT Gets Suppression is this mod required? It sounds like they do similar things except AGS affects more enemies and needs another AI mod to work.
=[NK]= Col. Jack O'Neil 5 JUL 2020 a las 4:50 a. m. 
Thanks dragon!
Dragon32 5 JUL 2020 a las 4:28 a. m. 
Both this mod and "Yellow Alert Gameplay 2.0" change the same AI behaviours (TryShootOrReloadOrOverwatch and TryShootOrReloadOrOverwatch_ABA)

Someone who uses both mods needs to manually edit their XComAI.ini files, I've written up some words in the Bug Reporting thread for "Yellow Alert Gameplay 2.0"
Coley 3 JUL 2020 a las 3:51 p. m. 
Right, gotcha. Much appreciated, thanks.
Dragon32 3 JUL 2020 a las 3:09 p. m. 
@Specimen
They should replace the existing lines. Look in XComAI.ini for the lines that start
+Behaviors=(BehaviorName=TryShootOrReloadOrOverwatch_ABA
and
+Behaviors=(BehaviorName=AdventConsiderSuppression

Replace them with the corresponding ones from my post.
Coley 3 JUL 2020 a las 2:36 p. m. 
@Dragon32 Finally getting around to trying these adjustments. If I'm understanding the second part of your post correctly, those lines are to be added under the same section as the first set, and not under "am i being suppressed?" correct?
Coley 29 JUN 2020 a las 11:27 a. m. 
Well I definitely wouldn't have figured that out. Thanks for the info Dragon. An update would be very appreciated tbh Wilko. This has always been a fun mod to use, and would make things much more interesting when running alongside ABAI like it did ABA.
Dragon32 29 JUN 2020 a las 11:27 a. m. 
@Wilko
No worries

This is cool
https://github.com/RossM/AIBTExplorer/releases

For info, this is what I've got for the modified ABAI behaviour:
+Behaviors=(BehaviorName=TryShootOrReloadOrOverwatch_ABA, NodeType=Selector, Child[0]=ShootWhenFlanking, Child[1]=OverwatchOverride, Child[2]=ShootWhenKillShot, Child[3]=ShootWhenSuppressor, Child[4]=ShootWhenOverwatcher, Child[5]=ShootWhenSureShot, Child[6]=AdventConsiderSuppression, Child[7]=ConsiderTakingOverwatch, Child[8]=ShootIfAvailable, Child[9]=NeedsReload)

And, to stop a unit suppressing when being suppressed itself, I think this will use the already existing "am I being suppressed?" check in ABAI
+Behaviors=(BehaviorName=AdventConsiderSuppression, NodeType=Sequence, Child[0]=NoSuppressingAllies, Child[1]=AnyAlliesVisible, Child[2]=AllShotPercentagesBelow50, Child[3]=RandFilter50Suppression, Child[4]=NotSuppressed)

Allowing a unit to get out of suppression by suppressing doesn't feel right to me.

Thanks for the mod
Wilko  [autor] 29 JUN 2020 a las 11:12 a. m. 
Cool, thanks for the information. Sounds like I could use my own behaviour and resolve the issue. If more requests appear I'll make an update to resolve.
Dragon32 28 JUN 2020 a las 9:39 a. m. 
Hello. I'm just getting my mods ready for another campaign and thought I'd give this a whirl. I'm also going to be using A Better AI.

The change this mod makes to TryShootOrReloadOrOverwatch_ABA is adding the CheckForInitiateSuppression behaviour

TryShootOrReloadOrOverwatch_ABA exists in ABAI, but CheckForInitiateSuppression does not. Nor is it defined by this mod.

So this mod won't do anything for people using ABAI.

I'm going to edit XComAI.ini so CheckForInitiateSuppression is replaced by AdventConsiderSuppression , that behaviour's defined in this mod.

Also, in case you didn't know "WOTC Suppression Visualisation Fix" is included in the Highlander. I think they added it a year of two back.

Thanks for the mod, looking forward to trying it out.
Coley 25 JUN 2020 a las 2:01 p. m. 
It's possible. I usually have ABAI load first, then this mod afterwards. I used the same load order when pairing this with ABA and it worked fine before. I'll try switching the order around, and see if that helps.
Wilko  [autor] 25 JUN 2020 a las 1:51 p. m. 
Its been a while since I last looked at ABAI, but I think it modified one of the vanilla behaviours I latched on to. Could also be a load order issue?
Coley 24 JUN 2020 a las 6:58 a. m. 
Hey Wilko, I'm noticing that this doesn't seem to work alongside ABAI for some reason, which i find really weird since it ABAI uses the same AI code as in ABA.
Wilko  [autor] 28 MAY 2020 a las 9:57 a. m. 
Ah, well for ABA users this latches on to the suppression AI behavior in ABA, so my fix wouldn't affect anything for you. You'd need to edit some AI lines in ABA's XComAI.ini file.
Flamingcheesepie 27 MAY 2020 a las 3:21 p. m. 
I am using ABA, what sort of effect would that have on this?
Wilko  [autor] 27 MAY 2020 a las 10:55 a. m. 
(Assuming you're not using ABA with this - as that uses the built in ABA suppression ability for them)
Wilko  [autor] 27 MAY 2020 a las 10:48 a. m. 
Interesting - it's possible the standard suppression ability (which I haven't touched, just given to AI) doesn't have a check whether the user is being suppressed.

A possible fix would be to add the check to the AI routine - I'll post the change you'd need to make in a discussion.
Flamingcheesepie 27 MAY 2020 a las 6:12 a. m. 
Not sure if it's a bug, but Advent soldiers can suppress your soldiers who are suppressing using Shiremct's Zone Suppression, which I thought was supposed to not work (that is, Suppression is canceled when being Suppressed, no?)
Gguy 16 MAR 2020 a las 9:53 a. m. 
I really love this. It spices up combat and makes it more interesting without breaking the balance in anyone's favor.
Wilko  [autor] 1 AGO 2019 a las 10:43 a. m. 
Yeah, should be fine - you'll just need to find their Template Names. If the mod's new enemies make use of, but don't replace, 'TryShootOrReloadOrOverwatch' you should be good to go.
Lebowskichild 1 AGO 2019 a las 5:44 a. m. 
@Wilko, is it possible to then just add CharacterTemplates from other Enemy adding Mods, like the Bio Division? And are Alien type enemies covered as well as Advent soldier variants? Mods such as Flame Viper or ABA Aliens like the Pyro Muton?
Wilko  [autor] 16 OCT 2017 a las 4:06 p. m. 
@p6kocka - I've updated the mod to use the ABA AI behaviour for supressing if you've got ABA installed. It's pretty indepth so it should be good to go. As for the Medikit mod, I'm working on making a specific Advent Medic unit and getting him out this week. Should be ABA compatible when I'm done with it.
p6kocka 16 OCT 2017 a las 7:24 a. m. 
You should reduce the chance for suppressing. Anyway, great mod. Is your another mod Medic Advent comnpatible with ABA mod pls?
Wilko  [autor] 15 OCT 2017 a las 1:06 p. m. 
I'm not super familar with ABA's troopers, so you guys will need to let me know which ones should use it. At the moment it uses the standard 'Consider Suppression' AI behaviour used in XCOM2. I'll look into reducing the chances of them using suppression as well.
p6kocka 15 OCT 2017 a las 12:34 p. m. 
It works with ABA but now every Advent solder uses Suppression . I have increased enemy size mod and now are 8 Advent soldiers using surpression
Jewels 15 OCT 2017 a las 9:10 a. m. 
Nah if yours supports ABA it is sufficiently different no worries :)
Wilko  [autor] 15 OCT 2017 a las 8:59 a. m. 
I've updated it to support A Better Advent, which a few people have been after - so hopefully it still has some use to people. If Advent Avenger wants it removed, I'll be happy to.