XCOM 2
A Better ADVENT: All The Enemies!
385 kommentarer
ssomchay85 18 apr, 2020 @ 20:53 
I'm hoping All the enemies..All at Once.If the aliens really wanted to destroy.They went with that plan.
DerBK  [skapare] 31 jul, 2019 @ 8:52 
This mod is deader than a dodo.

It's quite simply not needed for WotC, Firaxis made improvements to their game that already cause enemy mods to play nice with each other.
TooT_PikK 31 jul, 2019 @ 8:50 
Heya DerBK, is this usable for WOTC and the wotc version of ABA?
Dęąth Viper 24 jul, 2017 @ 2:57 
Oh okay so its compatible with everything that old aba is and has this extension built in... sold!
DerBK  [skapare] 24 jul, 2017 @ 2:52 
In theory, the old ABA still works. So if you prefer that, you can use it. You will need this plugin only if you also want other enemy mods.

You can not run this plugin with ABA2. ABA2 has everything already built in. The thing you need to look out for with ABA2 are other mods that change mission setup. You also need to be aware that it is balanced for bigger squad sizes.
Dęąth Viper 23 jul, 2017 @ 20:54 
Wait wait does this mod work with aba2 as well? So if I keep this it will still have all thebtuff aba has along with the compatibility? Thats why Im iffy about aba2 is the compatibility
Dęąth Viper 23 jul, 2017 @ 20:45 
Ik but I like your old one better!
DerBK  [skapare] 23 jul, 2017 @ 20:30 
Did you read my comment right before yours? This mod is outdated and probably should not be used anymore.

Forget this plugin, it's yesteryears news. Just run A Better ADVENT 2.
Dęąth Viper 23 jul, 2017 @ 17:11 
What happens if I dont use this mod with aba? Will it glitch out
DerBK  [skapare] 1 jan, 2017 @ 2:19 
All The Enemies is an outdated mod that was a plugin for another outdated mod of mine.

There are two things you can get from my Workshop that are current versions:
A Better AI : This is just the AI upgrade. You can just sub to it and it will work for everything, no further care needed.
A Better ADVENT 2 : This is much more than just an AI upgrade. It comes with more than 70 new enemies, alters the amount of enemies you face, does things to the missions, has the AI upgrade of course. And a lot more, really. Now, if you want to run A Better ADVENT 2, you need to read through the mod description there, including the linked threads about interaction with other enemy mods and about recommended mod setup. It's a large mod, you need to build around it.
LightenedDark 31 dec, 2016 @ 22:02 
So for dummies like me: ABA is just an AI upgrade and this mod applies the ABA upgrades to new monster types? If so, would you like me to find/mention any not on this list?
Militus Immortalis 14 dec, 2016 @ 6:17 
Hey DerBK, just came back to give you a big thank you for your hard work and helpful nature. It worked after I forgot the last Advent Spark.. :)
Militus Immortalis 3 dec, 2016 @ 6:12 
I haven't tried disabling yet, but I found that I forgot the Advent Spark Prototype. :) So that may have been it!

Alternatively there is Mutontest which I don't know what it is, but it is fixed too.
And there was Adventmec which had no mission file, but turns out that was a skin for SPARK.

I had Advent Ascencion but I preffer to stick with your mod, as combining two like that seems to be asking for trouble. I'll let you know if it works.
Militus Immortalis 2 dec, 2016 @ 10:58 
Sigh, alright. Thanks man. Thanks for the quick answer as always.
DerBK  [skapare] 2 dec, 2016 @ 10:32 
I recently updated this post with additional info: http://gtm.steamproxy.vip/workshop/filedetails/discussion/793861140/282992646972923662/

Make sure that you found all the mods mentioned in the last two posts. If unsure, disable them and see if it would work without them. That way you can find out which mod is giving you grief.
Militus Immortalis 2 dec, 2016 @ 9:49 
It worked in that specific save (I uninstalled Long War Aliens too) and it worked for the very last one.. then it crashed, which is understandble. I started a new game and I still don't have reinforcements coming in. D: Any idea? I can post all of my mods if you want, but that'd be a fairly big list.
Militus Immortalis 29 nov, 2016 @ 9:17 
Alright, I did as you said, and I'll test it tomorow. A big, big, big thanks in advance for the help and the great mod. Mad props to you!
DerBK  [skapare] 29 nov, 2016 @ 8:48 
If it's mentioned, then it's been changed. You should see one entry with a "-" in the front and one with a "+" in the front. Delete both completely.

I am currently compiling a list of mods that work with ABA2 out of the box and which ones need a little touching up. If the list i am currently working with is correct, these are the mods you should look at, if you have them:
Ascension
Specter
Sniper
Commander
Priest
Sentinel
Elite Viper
MEC Breacher
Psi Operative
Headhunter
SPARK Prototype
Corrupt Avatar

Militus Immortalis 29 nov, 2016 @ 8:44 
The "AvengerDefenseRNFLeader", "AvengerDefenseRNFFollower" and "AdventGlobal" files. They all look the same on the mods I've checked so far. Or is it the entire section of for example AdventGlobal?
DerBK  [skapare] 29 nov, 2016 @ 8:29 
Changes to what?
Militus Immortalis 29 nov, 2016 @ 8:27 
Since there's a closed thread only.. How are you supposed to know if there's changes to it?
Militus Immortalis 29 nov, 2016 @ 7:59 
Much appreciated, I'm just bad at editting the files like that, but I will.. :) Take care. Great mod.
DerBK  [skapare] 29 nov, 2016 @ 7:27 
All The Enemies is already integrated into ABA2.
I am not sure what issue you are referring to, but if it's about empty reinforcements, you can find the solution in the mod description of ABA2, under the header "EMPTY REINFORCEMENTS? READ HERE!"
Militus Immortalis 29 nov, 2016 @ 7:17 
It doesn't work for A Better Advent 2 you say, is there any way to get it to do for that too? As I'm having this issue with A Better Advent 2 too.
DerBK  [skapare] 19 nov, 2016 @ 23:21 
Unsubscribe from ATE, that way it should be gone.
You could clean up your ini files to make sure that XCOM doesn't use old stuff: http://gtm.steamproxy.vip/workshop/filedetails/discussion/628891110/364041776188331284/
123nick 19 nov, 2016 @ 23:15 
oh god, i found out something HORRIBLE . @DerBK, i had this mod enabled for a while throughout my campaign, im doing my first supply raid mission, and although ive occured only minor bugs, i want to uninstall it incase it causes trouble later on. how would i do so? do i need to delete config files and what not or just simply de-activate it using the xcom 2 mod launcher?
DerBK  [skapare] 17 nov, 2016 @ 21:23 
Arkhangel 17 nov, 2016 @ 19:07 
this mod ISN'T working integrated into ABA 2. so i'm going to test it anyways.
LewdValkyria.exe 1 nov, 2016 @ 6:42 
@fireborn: Thanks for the fast reply :D Yes, I have done that and he said he will add more enemies and in the future , so he is afraid to ask you over and over again :D

But thank you anyways :D
DerBK  [skapare] 1 nov, 2016 @ 6:29 
You should probably bring that up to Fireborn/Coyote who made the Friendly AI. His mod is much more of an actual overhaul than mine, i assume providing some sort of compatibility is best possible from his end.

I know he plays with ABA as well, so i think he should be able to help you.
LewdValkyria.exe 1 nov, 2016 @ 5:59 
*mood xD

His mod is really adding a lot to xcom2 which should have been in the base game , but I think your AI improvments and spawn system are conflicting with his
Sorry if this sounds demanding, just wanted to give that mod some attention

But keep up the good work !
LewdValkyria.exe 1 nov, 2016 @ 5:56 
Hey DerBK ! I really appreciate your work ! But could you look into the Friendly Ai Mod if you have the time and mod? Since some of his custom enemies won't show up like for example his Deathdealers since your spawn system conflicts with his
CB|Torlo 25 okt, 2016 @ 6:56 
Just a thought, you can access the load order at DefaultModOptions.ini I know X-com 2 doesn't have a LOOT-like program (hopefully one day), but eveyone can just put your md last in the list. It shoud fix any issues, even if unsubbing and resubbing doesn't work, for one reason or another. (i.e. didn't undownload all the way or something similar, happens with Steam Workshop all the time, for many different games)
DerBK  [skapare] 20 okt, 2016 @ 9:41 
Eh, i changed my mind.

This mod has been updated with lines for the new Bio Rocketeer in the Bio Troops mod.

I didn't want to leave ATE! with one mod only half-supported. This was the last update for this version of ATE!, though. There's probably going to be an ATE!2 at some point, since this version won't be compatible with A Better Advent 2.
DerBK  [skapare] 18 okt, 2016 @ 8:10 
Yep. I won't update this version of ATE! anymore, but i will include the Bio Rocketeer in the ABA2 compatibility.
Crazyduck 18 okt, 2016 @ 5:20 
Just letting you know incase you werent informed yet, that Advent bio troops were updated with one extra soldier. not long ago. I guess it wont matter after ABA 2.0 will come out, but still.
Blazin' Fists 13 okt, 2016 @ 13:19 
NICE! Thanks for the heads-up!
DerBK  [skapare] 13 okt, 2016 @ 13:16 
@Nakoruru:
Here's a preview picture of what's coming in Better Advent 2.0: ADVENT Gatling Trooper .

More information on that here: Click.

Troopers with ADVENT Cannons are going to be a thing soon enough.
Blazin' Fists 13 okt, 2016 @ 12:53 
I have one request, and that is if both All the Enemies, Total Advent Weaponry, and the LW Alien Pack are installed, give the ADVENT gunner from the Alien Pack an ADVENT cannon instead of the cobbled-looking XCOM cannon, if this is at all possible. Forgive me if this is the wrong place to ask.
DerBK  [skapare] 8 okt, 2016 @ 18:33 
If i remember correctly, EER does edit the AdventGlobal list to achieve its effect, which makes it incompatible with ABA.

You could use it, but you'd have to disable my Captain variants as described in the "easy solution" here: http://gtm.steamproxy.vip/workshop/filedetails/discussion/628891110/364043054114896611/
Sursion 8 okt, 2016 @ 12:46 
Would Expanded Enemy Reinforcements conflict with A Better Advent? If so, could we get the patch added here?
Arkenor 2 okt, 2016 @ 6:47 
It's part of his Friendly AI mod now http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=770759016&searchtext=Friendly+AI

Which sounds great, but also probably spectacularly incompatible with a lot of stuff I'm quite fond of. Keeping an eye on it.
DerBK  [skapare] 1 okt, 2016 @ 7:55 
Yeah, i think Fireborn pulled it at some point.
It might still be available on Nexus? Not sure. Anyways, it's still supported by ATE!, if you still have it somehow.
Palynium 1 okt, 2016 @ 6:02 
Hive Overlord seems to have been pulled off of Steam (at least from your link).
DerBK  [skapare] 30 sep, 2016 @ 15:35 
If they are enemy mods, ATE should already care about those mods for you.
More interesting are any mods not on the list of supported mods by ATE that do something to the AdventGlobal list for whatever reason.

If you remove the AdventGlobal modification from an enemy mod, the enemy can still spawn. Just not in the reinforcements. But you don't need to worry about that, because ATE adds all the supported Advent enemies back to that list anyways.

If you re-enable the vanilla Captain, you will not see a Captain variant anywhere because the game will forcibly use it all the time because of a bug in the vanilla game.
X SmackDaddy X 30 sep, 2016 @ 14:17 
Ihave quite a few modifying the AdventGlobal list. Let me ask ... if I renable the vanilla captains will that only mean I won't see variations in the reinforcement pods or will I not see variations anywhere anymore? Also if I delete the adventglobal lists from the other mods will that mean I won't see their modded advent / aliens in my game anymore?
DerBK  [skapare] 30 sep, 2016 @ 13:38 
Search your modfolder for XComMissions.ini. Check those files for changes to the AdventGlobal list.

That's the only way to be sure.
X SmackDaddy X 30 sep, 2016 @ 13:14 
I'm still getting empty reinforcements and this is last in the load order ... I don't want to use the solution of adding back in vanilla captains because I want to see all the variations. Anyone have other ideas on how to fix
MrNailbat 24 sep, 2016 @ 12:36 
Now that you mention it, i never actually saw any vanilla officers either...
Thank you very much for answering, i had no idea that it was even a thing xD
DerBK  [skapare] 24 sep, 2016 @ 12:08 
There's a bug in the vanilla game that removes the random factor from Captains. For every Advent pod, the game will force the first Captain it can find and ignore all others.
This bug has been introduced with Alien Hunters, in this case it leads to the game not picking any Captains from other mods than ABA (because that one is first in the load order and i removed the vanilla ones).