XCOM 2
[WOTC] Cerberus Engineer
12 Comments
NightNinja54  [author] 22 Jun, 2022 @ 9:10am 
@nekus
Thank you
nekus 16 May, 2020 @ 8:26am 
Bug:
Error: Redscreen: ImportText (Behaviors): Missing key name in: (BehaviorName = WaitedTurnsForFlameThrower, (NodeType = StatCondition, Param[0] = TurnsEngaged, Param[1] = "> = ", Param[2] = 2))
NightNinja54  [author] 1 Apr, 2020 @ 8:52am 
@McGibbers
I understand the request, but have purposely made these modular for user customization. (i.e. people can subscribe to the different variants as they desire (standalone units, replacers, raider-faction additions, etc).

@Spukn
I like the idea, but at the moment they do not unfortunately.
Dęąth Viper 4 Mar, 2020 @ 4:25pm 
hey would you mind making one BIG mod that contains all of these in a package? as well as the advent replacements please?
Spunkn 15 Jan, 2020 @ 11:28pm 
The engineer should build a turret like they did in Mass Effect! Maybe you could use the Sentry Gun mod that someone else made? Love the work you're doing regardless, Always been wanting someone to do Mass Effect enemies and now we have some!
NightNinja54  [author] 14 Jan, 2020 @ 8:44pm 
@sziloger
I appreciate the ideas! I'll see if I can implement some as well :) Thanks for enjoying
sziloger 14 Jan, 2020 @ 8:03am 
Hey, I like your new enemies and the new buildable armors at the proving ground too. Thank you very much! :)
Also, have some ideas for the armors. I think these wouldn't make them too op just unique:
For the engineer armor it would be nice to add an immune fire attribute.
I would also give the centurion armor that holo targeting ability advent captains have (or something like that). Another cool idea would be to give the armor some psi defense.

I hope you don't mind throwing around some ideas.
Keep up the good work!
NightNinja54  [author] 13 Jan, 2020 @ 8:43pm 
@the_moidart
Yes, the cerberus raider mod will remove the "added" enemies, but will not remove the "replaced" enemies. If you are subscribed to any of the replacer mods, those guys will appear on both advent and cerberus factions.
the_moidart 13 Jan, 2020 @ 8:16pm 
Either this or the Cerberus raider mod is making them appear in Advent pods. So it's either accidentally a copy of the 'replace purifier' mod or the raider mod forgot to remove them from Advent pods. I'll tell them too.
NightNinja54  [author] 13 Jan, 2020 @ 6:21pm 
@Scarno,
Great idea, I agree that's what I remember about these units as well. I don't have plans to implement it at this time, but I appreciate the brainstorming!

@duanelocsin
Same :)
duanelocsin 12 Jan, 2020 @ 10:38pm 
This AWESOME, I really appreciate your Mass Effect mods, especially considering Mass Effect is my favorite Sci-Fi game series of all time combined with Xcom my favorite top 5 Sci-Fi games of all time, coming from a Sci-Fi being my favorite genre.
Scarno 12 Jan, 2020 @ 12:36pm 
This is cool, thanks. I have a suggestion but bear in mind I know nothing about modding so I don't know how difficult something like this would be but there's this mod that lets soldiers deploy turrets: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=877495949

Is there any way enemies like this Engineer can be given the ability to deploy those turrets? Just because that's what I remember about them the most from ME3.

Either way, thanks for these mods!