XCOM 2
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ADVENT Replacement for Resistance Militia Soldiers
   
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6 Oct, 2019 @ 1:37am
14 Oct, 2019 @ 12:47am
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ADVENT Replacement for Resistance Militia Soldiers

Description
A relatively more balanced version using multiplayer ADVENT units rather than campaign units is over here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1883066692

I made this for my own playthrough and I thought about uploading it so that I don't have to keep changing the INI's.

Just a small .INI edit which:
- Replaces the militia soldiers in Chosen Retaliation missions with ADVENT soldiers and Mutons,
- Adds some Sectoid civilians among the human civilians.

Let's just say the Skirmishers have taken it upon themselves, to atone for what they did under ADVENT, to defend Resistance Havens. I guess the friendly harmless Sectoids brought along some Mutons as well.

During Resistance Haven Assaults, you get:

- 1x ADVENT Officer and 2x ADVENT Troopers per Resistance pod in the early game,
- 1x Advanced ADVENT Officer, 1x Advanced ADVENT Trooper and 1x Muton in the middle game, and
- 1x Elite ADVENT Officer, 1x Elite ADVENT Trooper and 2x Mutons in the late game.

In other words, this adds friendly ADVENT and Aliens who are controlled by friendly AI. Yay.

NOTE: I can't hide the health bar or disable the scamper animation because I have no clue how to make another unit. I thought about using the multiplayer versions of the ADVENT units but it seems to crash the game. Did you know that the Resistance Militia soldiers simply have an invisible health bar similar to civilians? I actually thought the health bar visibility was linked with which team the AI was on.
14 Comments
Inerael 6 Sep @ 4:45pm 
Looks great ! Does someone knwo if it still working in 2025, and safe to use with Long war of the chosen ? :)
Dęąth Viper 10 Nov, 2019 @ 6:51pm 
IS THIS COMPATIBLE WITH MILITIA OVERHAUL PLUS?
Lucato_ 12 Oct, 2019 @ 9:37am 
This is cute. This probably how it looked like when the Advent network tower went offline. The human-hybrids just protecting the civilians against the other aliens.

superluminal 7 Oct, 2019 @ 9:34am 
maybe publish a second version with dlc requirements and leave this one for wotc-only players?
Random Player 01  [author] 6 Oct, 2019 @ 10:36pm 
I'm also thinking of adding the Neonate Vipers as civilians but this might block off this mod to anyone who doesn't have the DLC since I'm pretty the game spawns an alien pod if it cannot spawn a resistance or civilian one.
Random Player 01  [author] 6 Oct, 2019 @ 8:30pm 
I like all of these ideas and I think implement them when I get better at modding since it will require some actual coding rather than a simple INI edit.

Currently, XCOM 2 doesn't randomly choose Resistance Militia soldiers and has three designated 'pods' for three different stages in a playthrough. I will look into possibly randomising this so that in one Resistance 'pod', you get an ADVENT Officer and Resistance soldier and maybe in another, you get an ADVENT Trooper and a Muton or MEC.

I also like the idea of having this be a Resistance Order from maybe Allies Unknown or the Skirmishers but then again, maybe I'm just being ambitious seeing I know nearly nothing about making those.
Valvatorez(Cox Cable = awful ISP 6 Oct, 2019 @ 4:55pm 
Is it possible to make the Haven Soldiers region based like when you take a mission near the Skirmishers HQ? And is it possible to replace the Mutons with MECs? Because that would be more realistic.
Star¤Dagger 6 Oct, 2019 @ 1:30pm 
Needs an option to start after a majority of Regions have joined the X-Com Resistance!
superluminal 6 Oct, 2019 @ 10:57am 
i didn't know how much i needed this mod til now, screw game balance this is perfect
Random Player 01  [author] 6 Oct, 2019 @ 10:37am 
I was just testing this with the Imperial Replacement mod and since this uses the campaign ADVENT units, it will use the Star Wars models and stats instead (this only applies to the basic ADVENT Officer, Trooper and Muton). I'll make another version which uses the multiplayer ADVENT units which I'm pretty sure most mods don't change.