XCOM 2
Robots On Covert Actions
40 Komentar
bidiguilo 26 Des 2024 @ 7:41am 
can you edit the .u file with notepad?
horsepowerYT 29 Okt 2023 @ 3:02pm 
Thank you good sir.
Noma 11 Mar 2023 @ 9:37pm 
Thanks Alastair !
Alastair 19 Feb 2022 @ 11:56am 
For anyone wondering why you can't send mechs on ops that increase their intelligence it is because if you are using Mechatronic Warfare then they don't have AWC abilities. So you would need to modify the RobotsOnCovertActions.u file.

I am not sure which of my fixes fixed it but I changed line 144 from:
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero()))

To:
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && (!Unit.IsResistanceHero() || (!bUnitIsSpark || !Unit.IsRobotic() || !Unit.IsSpark()))))

And that fixed it. I would also recommend removing WotC: "Increase Combat Intelligence" for everyone since this does everything that does already.
Waves 26 Jun 2021 @ 5:52am 
How would this be modified to allow Shivs to also go on covert actions?
SilentGhost 14 Apr 2021 @ 8:27am 
just curious if its related to this mod or Mechatronic Warfarebut i cant send Sparks on Combat Intelligence missions even tho ive got a mod that gives them combat intelligence. is there a way to fix this myself or is it mod related?
Rtma Eros Paragon 19 Mei 2019 @ 9:23am 
Inquiry, using this mod would allow leveling up bonds with Mechatronic warfare? Bonds with people and other Sparks?

(Cause you want to use those Lvl 2 Bonus for 1 day less on covert, currently cannot send on Convert which is why I'm looking into using this mod)
gel 30 Mar 2019 @ 2:38am 
@Bernard Lowe - looks like if a SPARK somehow does get captured, it will be destroyed. From the Change Notes:

Update: Sep 3, 2017 @ 4:03pm
Made it so robotic units that can't be captured won't be chosen for captured missions. (Since it would otherwise lead to the automatic deaths of SPARKs on the rescue mission)


I don't know what happens when you have all SPARKs on a covert/capture mission, or if that's allowed in the soldier select screen. I've only started using this today. But if you end up in an all-SPARK covert/capture operation, it looks like you'd have to be prepared to potentially lose a SPARK.
Stanley 8 Mar 2019 @ 4:35am 
What happens when a spark is captured? Do you have to save it while its deactivated in a cell or something?
Aaewen 24 Des 2018 @ 1:05am 
@Lava410

You will just have to destroy the roof of the building and hook cables onto the immobilized SPARK so the Skyranger can tow it.

Or maybe have a specialist to install a quick boot program giving SPARK enough functionality to walk/run to the extraction zone.
Lava410 5 Sep 2018 @ 2:55pm 
So, I want to use this mod with the new mech overhaul that came out recently. This would serve as a graceful solution to getting a mec back up to speed after transferring its data core.

Trouble is: I see a load of potential issues.

What happens if it's covert action gets ambushed? Will the game crash loading them into the mission?

Can a spark be captured? If so: does the game just go nuts? If we were to rescue a spark that was captured, assuming the game uses the mech equivelant of unconsciousness, how will we even move it?

These are some questions I'd like to know before going forward with this mod. I worry about breaking my stream campaigns, which is no fun for anyone (most certainly not for me!)
Sophist88 4 Jun 2018 @ 3:23pm 
Finally and most importantly:

if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities

What would have to be added to this line in order to allow SPARK to go on CI missions? Is there an equivalent "unit.something" for SPARK? Where would I look for such a thing?

Thanks and awesome mods!
Sophist88 4 Jun 2018 @ 3:18pm 
I noticed this line:

static function bool IsNewUnitValidForIntSlot(XComGameState_StaffSlot SlotState, StaffUnitInfo UnitInfo)
{
local XComGameState_Unit Unit;

Unit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(UnitInfo.UnitRef.ObjectID));

if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities
{
// If this unit is already at the max Com Int level, they are not available
return false;
}

This is the same line that is in Increase combat intelligence for everyone {LINK REMOVED}. Does this mean that we don't need robojumper's mod because it is included in this one?
Sophist88 4 Jun 2018 @ 3:16pm 
Question about the mod: What happens if your SPARK gets captured? Is it simply destroyed?
Akos 26 Apr 2018 @ 3:05am 
Maybe its' 2035 and they have like, alien enriched WD-40 so giant robots can be sneaky, use your imagination people.
ben.thomason1 3 Mar 2018 @ 10:37pm 
To everyone complaining about the idea of a giant two ton mech being covert: if they're able to start the mission with concealment then they should be able to be covert here as well.
Fantasy System 16 Des 2017 @ 9:21pm 
Sparks cant go on improve combat intell actions even though i have a mod that allows them to have combat intell and get trained, is there a ini setting that i could set to allow it
onedouglasturner 23 Sep 2017 @ 5:28pm 
This doesn't seem to be working for me; it says "AVAILABLE," but the name's grayed out and they can't be staffed.
thunderbeast 23 Sep 2017 @ 2:50pm 
Oh... So, that was not intentional. :)
Thanks for the answer & update promise.

I can't wait for making bond between my GLaDoS & Cyborg Soldier76.
Their current relationship is like, 1.4. xD
There is no hope between them without that covert mission...
RealityMachina  [pembuat] 23 Sep 2017 @ 11:21am 
Actually wait I see what you mean, I'll get a fix for it up later today.
RealityMachina  [pembuat] 23 Sep 2017 @ 11:19am 
Yeah bonds require that the soldier's class supports bonds in the first place. That's out of scope for this.
thunderbeast 23 Sep 2017 @ 11:01am 
Spark still can't be staffed on "make bond" type covert actions.
Is this intentional for who does not use allowing Spark bond?
T'erissk 15 Sep 2017 @ 10:09am 
@Saisher, "Look at me puny Advent, I'm a distraction! I'm distracting you~"

But in all seriousness, it could probably pull it off; if you can get that wweird "stealth" field on normal covert star missions, its should work for covert actions.
Saisher 13 Sep 2017 @ 4:20pm 
Send an eight foot tall robot with a machine gun to do something covertly...
Guess it provides a decent distraction?
Araphael 11 Sep 2017 @ 8:29am 
My game crashes after completing and Ambush mission. I guess SPARKS aren't intended to be selectable for CAs with ambush chance like capture?
pintocat 10 Sep 2017 @ 4:43pm 
At some point my game quit making new blacksites, so I've had just council missions, retaliation, etc. I've researched and created everything.

So I've just been passing time, sending my SPARK on every mission that gives +Dodge, before I continue on the story missions.

Julian is currently at 62 dodge.
w00tl00ps 6 Sep 2017 @ 2:41pm 
I just... the idea of a gigantic lumbering MEC and... covert...
Amusing at the very least.
Araphael 3 Sep 2017 @ 9:49pm 
I can't seem so use my SPARK on any CAs even though there isn't a capture chance on the action.
RealityMachina  [pembuat] 3 Sep 2017 @ 12:52pm 
...brb hotfixing that.
Giant Hat 3 Sep 2017 @ 12:43pm 
...What happens if they get captured? Can SPARKS be unconscious, or even carried?
Robot bondmates soon, I hope.
Drakster 3 Sep 2017 @ 12:38pm 
Don't know where else to post this.. Since you are such an active bugfixer, could you check this out and see if it's intentional?

https://www.reddit.com/r/Xcom/comments/6xq594/psa_bug_with_promoting_soldiers_in_the_training/
Juravis 3 Sep 2017 @ 12:29pm 
@RealityMachina I'd like to request a small mod if you'd allow. When you hide enemy HP, their bars are 1 grayed out block making it look like everyone is dead. I'd like the bar to be one full red block. Thank you.
Roomba King 3 Sep 2017 @ 11:07am 
Okay, I can't just ignore that tag....

20 Ton killing machines ARE sneaky! :D
BONG JAGUAR SHART COMMANDER 3 Sep 2017 @ 11:05am 
@Maebalzurakin there's already a mod for that, check the SPARK AWC mod.
Silverwind91 3 Sep 2017 @ 10:56am 
@Tyger Tac Mods. Sooner or later someone is going to mod it it.
Ausaevus 3 Sep 2017 @ 10:39am 
Do assigned SPARKs get the appropriate bonusses from Covert Missions? Such as health, hack, Will etc.?
Boisegangpc 3 Sep 2017 @ 10:31am 
JULIAN SPARK: Look! A giant mechanical ninja!
JULIAN SPARK: I'm a GIANT ROBOT, what's your excuse?!
GattoDacco 3 Sep 2017 @ 10:20am 
is there any ways to make spark bond with units? Oh and also Multiple Bonds with one unit?
Maebalzurakin 3 Sep 2017 @ 10:17am 
please find out how to add robots to the training center.
Fischy 3 Sep 2017 @ 10:14am 
can i add this mid campain?