XCOM 2
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[WOTC] ADVENT Suppression (Includes ABA Support)
   
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14 Oct, 2017 @ 8:24am
22 Oct, 2017 @ 1:55pm
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[WOTC] ADVENT Suppression (Includes ABA Support)

Description
Another mini-mod, this gives the suppression ability to the more basic Advent troops, making them a bit more of a threat. By default, it provides suppression to the Advent Trooper and Advent Shield Bearer.

-- Compatibility --

The mod has been updated to also work with A Better Advent WOTC edition. The suppression AI behaviour for ABA troopers uses the ABA suppression checks - this mod just gives the new Advent Troopers the suppression ability. Same rules apply for adding new custom enemies.

-- Requirements --

While the mod doesn't need anything to 'work' - the advent weapons do not have a suppression animation, resulting in T-pose soldiers while suppressing. I strongly suggest using 'WOTC Suppression Visualization Fix' by kregano

kregano's mod: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1130825409

-- Custom / Settings --

New enemies can be given the ability by adding them into the config file. The script will automatically find the enemies listed, find their primary weapon and add the ability to the weapon directly, so this should be usable on any enemy - although I've only tested it on Advent Troopers.

AI behaviour is applied to core AI routines, so this should be usable by most enemies without any changes.

-- Changelog --

- Updated to include ABA WOTC support.

- Reduced chances of suppression (also checks for allies before suppressing) for vanilla XCom2 users. ABA users use ABA's own suppression AI behaviour.

- Corrected ally suppression check
Popular Discussions View All (1)
1
18 Feb, 2021 @ 11:51am
Bug: Advent suppressing whilst suppressed?
Wilko
55 Comments
RambelZambel 11 Jan @ 2:52am 
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 Jan @ 2:03am 
@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 Jan @ 1:02am 
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 Jan @ 2:22pm 
"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  [author] 10 Jan @ 12:27pm 
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  [author] 10 Jan @ 12:26pm 
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 Jan @ 11:47am 
yes thx, this is helpful, lets see
Dragon32 10 Jan @ 10:57am 
@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 Jan @ 9:12am 
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 Jan @ 7:57am 
@RambelZambel
I bet that'd be determined by the unit's AI