XCOM 2
Everyone Gets Hunker Down WOTC
51 kommenttia
Juravis  [tekijä] 6.10. klo 19.36 
I wish i could upvote your post
Lucky303 6.10. klo 17.24 
i am not downloading anything that lets andromedons get even more cover
Lebowskichild 9.8. klo 13.19 
Thank you for the reply @Juravis. I appreciate your time.
Juravis  [tekijä] 9.8. klo 11.24 
Dont do it in tactical also
Juravis  [tekijä] 9.8. klo 11.24 
Yes but youll get an annoying message
Lebowskichild 9.8. klo 3.03 
Hi @Juravis.

Would this mod be safe to remove mid campaign, as I would like to switch to another mod that does a similar thing but automates adding hunker to enemies, and also adds some simple A.I. to allow those units to use hunker without a separate A.I. mod being necessary.
Gunter McGunt 29.8.2022 klo 23.39 
Don't think this words with LWOTC
ssomchay85 18.4.2020 klo 10.49 
Its missing Arnold's yelling GEHT DOHWN!
Juravis  [tekijä] 5.3.2020 klo 19.22 
"NestCentral" (Bradford) has been patched.
MrMister 26.2.2020 klo 12.05 
Golden oportunity to use a thumbnail of him looking at the icon and saying "What is this alien sorcery" for the mod.
Juravis  [tekijä] 26.2.2020 klo 10.47 
Wow i thought hed have it by default. Gonna try and put that in!
MrMister 26.2.2020 klo 6.02 
You know who still can't hunker down?

Bradford.

Got a purifier on the Alien Nest mission and he couldn't put out his own fire.
Lebowskichild 28.6.2019 klo 14.38 
Thank you for your gracious help my good sir.
Juravis  [tekijä] 28.6.2019 klo 14.36 
Editing AI is hard, i dont think you could just patch it in easily. But if you look inside my AI mods, do a search for HunkerDown inside XCOMAI.INI youll see the anti burning routine. Its only executed if it would kill the unit usually as anything else than hunkering is better. If they do it while not dying they only do it in groups.
Lebowskichild 28.6.2019 klo 14.34 
So it's possible, woo!

I don't suppose you could point me in the direction of the code which I could add to other mods to get the same effect.

I love so many of your mods however the incompatibility with other mods means using your AI overhaul mods a no go for me. :(
Juravis  [tekijä] 28.6.2019 klo 13.50 
My ai mods have fire hunker removal checks when it makes sense
Lebowskichild 28.6.2019 klo 12.32 
@ADVENT Avenger, could you tell me if you would happen to know if it is possible to code in that enemies would hunker (if the unit can take cover, of course) if they are set on fire.

This would make fire a more palatable weapon to use not only for DOT but as a way to make enemies effectively waste a turn.
yes_commander 24.1.2019 klo 12.31 
Burning is still really potent, even if enemies put themselves out occasionally. This mod can make a specific encounter run a bit less predictably than you may be accustomed to, especially if you were relying primarily on fire effects, but it just changes the dynamics of how an encounter plays out, doesn't negate the significance of dragon rounds/fire bombs/flamethrowers/etc. You can definitely still strategize with fire usage and get a lot of mileage out of it, especially if you also use Burning Disables Shooting.
Juravis  [tekijä] 24.1.2019 klo 10.29 
In what sense, makes it too easy or useless?
Rtma Eros Paragon 24.1.2019 klo 3.47 
Wouldn't this kinda trivialize burning them?
yes_commander 6.12.2018 klo 13.34 
Alternative option for if I run into this same thing again in the future: Is there a console command to remove status effects mid-battle?
Dragon32 6.12.2018 klo 10.41 
@yes_commander:
A Better AI has behaviours for hunkering (specifically mentioning ADVENT Avenger's mod) so I bet A Better ADVENT does too.
Juravis  [tekijä] 6.12.2018 klo 8.31 
Oh no those do have it i believe. But even then double agents are controllable so just this will work.
yes_commander 5.12.2018 klo 23.05 
Okay. I'll check your AI mods for sure. My primary concern at the moment is with a specific situation where I have an ABA unit on my squad (Double Agent), it's burning, and I just don't get the hunker option.
Juravis  [tekijä] 5.12.2018 klo 23.03 
Its going to give them the ability but they won't use it without AI mods.
yes_commander 5.12.2018 klo 23.00 
@ADVENT Avenger
If I figure out the proper names of ABA units and add them to the allowed unit list in your ini, will that allow them to hunker? And would the same go for Bio units, etc? I assume so, I mean, it seems pretty clear, but I wanted to ask before attempting any changes.
Dragon32 17.11.2018 klo 9.56 
Oh! Comprende. Thought it was for everyone . Phew.
Juravis  [tekijä] 17.11.2018 klo 9.07 
For aliens. Which none of them have.
Dragon32 17.11.2018 klo 9.00 
Just to clarify: the T-Pose fix completely breaks the Deep Cover perk?
Juravis  [tekijä] 15.11.2018 klo 21.49 
T-Pose is fixed, but at the cost of not being able to user DeepCover ever again (which is not even in my mods, it's 99.999999% fixed).
Juravis  [tekijä] 15.11.2018 klo 20.52 
Just saw a Andromedon T Pose, trying to fix it. Not sure ill succeed this is outside my technical knowledge (animsets). I quickfixed it by calling the effect a different name, but i'm scared it won't allow aliens from benefiting from Hunker Down enhancing abilities sadly.
Gleen Cross 31.10.2018 klo 10.02 
Weird... anyway, it happened once. I am using your other AI mods, they seem to work fine, but it's rare to see aliens using supression, even more the hunker down.
Juravis  [tekijä] 31.10.2018 klo 9.33 
I havent experienced that, i put special code and aliens use the idle animation i cant reproduce your case
Gleen Cross 31.10.2018 klo 7.11 
I had a T-pose bug using this mod, happened with the Muton. I have to download something else to fix that or there's no way to fix it?
IOException 30.10.2018 klo 8.05 
Good to know!
Juravis  [tekijä] 29.10.2018 klo 12.48 
Its included. I didnt change hunker i just gave it to advent and aliens. And i saw them use it to remove burning
IOException 29.10.2018 klo 11.00 
AA, i like to play with Charmed's "Burning Disables Shooting" mod... Any chance you could update your hunker with a "Stop, Drop, and Roll" function?
Vaeringjar 18.10.2018 klo 23.42 
what do you mean with multiple civ shootings? That mod is not in the list of my used ones, yet every inactive pod takes 1 shot vs civies per turn, isn't this normal?
Dragon32 18.10.2018 klo 9.44 
Woo! Count me excited then :)
Juravis  [tekijä] 18.10.2018 klo 9.33 
Im working on something better. I think it was the cause of multi civ shootings per round.
Dragon32 18.10.2018 klo 9.28 
Hey AA, sorry for spamming here but I noticed that your "Disable Executionar AI" mod has been removed from the Workshop. Wondering if that was a temporary thing or unintentional or..?
Juravis  [tekijä] 18.10.2018 klo 7.32 
Yes
AaronOnMoon 18.10.2018 klo 1.13 
Does this work with A Better ADVENT?
Vaeringjar 18.10.2018 klo 0.59 
mutons get a T-pose when hunkered down?
Viper 17.10.2018 klo 11.04 
Thank you very much. This is nice for when you have Double Agent active
LeoArcticaa 17.10.2018 klo 7.52 
Fair enough, thanks anyway :P
Juravis  [tekijä] 17.10.2018 klo 6.47 
I cant without a major retool. This is a quick and easy fix.
LeoArcticaa 17.10.2018 klo 4.34 
Ty, my alien allies can at least defend themselves XD

Also you could use the panic animations the aliens have, that makes them look like they are hunkered down.
Abdulla Babulla 17.10.2018 klo 3.40 
@jweller12 It works in the sense that they're compatible and you should be able to run both of these mods without the game crashing.
But as it is stated in the description: unless you have mod that alters enemy AI, they are just going to run around until they burn to death.
V fvr VvWvL 17.10.2018 klo 2.11 
Nice little addition. Your AI mods are unbeatable my dude!