XCOM 2
Expanded Enemy Reinforcements(no longer supported)
MrShadow  [developer] 13 Aug, 2016 @ 11:36am
How to add more enemies to the Advent Global list
Ok guys. I know some of you have been asking me to add more enemies to the list and or how can you add more or make it compatable with other aliens/enemies mods.

First: You want to go into thr Config folder for this mod.
Second: You want to then go into the file that says XComMissions.

DO NOT EDIT THE TOP LIST WITH THE (-) symbol in front of the list.
Youll want to add your edits to the (+) list, the second list i have there.

To add your own enemies to the list just copy any line from that list, repaste it, remove the enemies name that is there and add in whatever name you want for any other enemy. Lets say you want to add the Gatekeeper as some have asked for...

This is the current list, youll see I just copied a file, repasted it and removed the old enemy from that file as you dont need 2 files with the same name in them and replaced the old name with the Gatekeeper. You can add the name in anywhere you want, just make sure you rename the file numbers so they allways are fro [0] to whatever number is last in the list. In this case its now [20]. Now if you add your new file to the end of the list like i have here for the Gatekeeper, you ALWAYS need to have the name end with )

The list had the Archon last so it was TemplateName[19]="Archon") the ) is to let the game know thats the end of the list. But since i added the Gatkeeper to the end of the list and its now [20], it now has to end TemplateName[20]="Gatekeeper") and the Archon has to be changed to match the othes in the list as so TemplateName[19]="Archon", \\



TemplateName[0]="AdvTrooperM1", \\
TemplateName[1]="AdvCaptainM1", \\
TemplateName[2]="Sectoid", \\
TemplateName[3]="AdvStunLancerM1", \\
TemplateName[4]="AdvTrooperM2", \\
TemplateName[5]="AdvCaptainM2", \\
TemplateName[6]="AdvMEC_M1", \\
TemplateName[7]="Viper", \\
TemplateName[8]="Faceless", \\
TemplateName[9]="AdvStunLancerM2", \\
TemplateName[10]="AdvTrooperM3", \\
TemplateName[11]="Muton", \\
TemplateName[12]="AdvShieldBearerM2", \\
TemplateName[13]="AdvCaptainM3", \\
TemplateName[14]="Chryssalid", \\
TemplateName[15]="Berserker", \\
TemplateName[16]="AdvShieldBearerM3", \\
TemplateName[17]="AdvStunLancerM3", \\
TemplateName[18]="AdvMEC_M2", \\
TemplateName[19]="Archon", \\
TemplateName[20]="Gatekeeper")


And thats all you need to do. Make sure after you make your changes, you save before exiting so all your changes stay. Now for those of you that are using other mods with enemies you want to add to this list, first make sure they dont already have something like this in their mods. If not, youll just take their mods enemie's name, make sure to spell it exactly as they have in in their mod. And add it in just like i explained here.

Also keep in mind that while I made this mod to expand the reinforcments to include aliens instead of alwasy Advent, because youll now have all types of enemies in this Advent Global list, any other missions in the game that pull from this list for starting ground based pods of Advent, will have a greater chance of adding MORE Aliens to starting pods on the maps where it was just normaly Advent before.

If anyone has any issues with this, you can send me a friend request and ill gladly PM with you and help you figure it out :)





Last edited by MrShadow; 13 Aug, 2016 @ 11:42am
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Showing 1-7 of 7 comments
saximaphone 3 Sep, 2016 @ 8:34pm 
I added Advent Turrets to the list to see what happens :P
saximaphone 8 Sep, 2016 @ 7:01pm 
I just thought of something.
In order for an enemy to show up, would it need to have valid followers (or be a valid follower for another enemy)?
After adding turrets to the list it came to mind.
Last edited by saximaphone; 8 Sep, 2016 @ 7:01pm
MrShadow  [developer] 8 Sep, 2016 @ 7:39pm 
yes it would need to. Turets do not spawn in as it stands now. At least not in the same way other enemies do. Ans with Turrest not having the ability to move, even if they did spawn in with other enemy in pods, they would not move and the animations might mess up as they are not meant to spawn in like this. Have you been able to get them to spawn with other units?
saximaphone 9 Sep, 2016 @ 10:57am 
Not yet.
I'll see if adding them as possible followers to a unit will work.
Interesting to see what happens.
saximaphone 13 Sep, 2016 @ 6:15pm 
Looks like adding turrets to the list invalidated the entire thing.
Only advent shows up. I'll remove them and see what happens.
I shouldn't need to restart a campaign right?
MrShadow  [developer] 13 Sep, 2016 @ 6:20pm 
no you should be ok but you might want to make sure to clear youre config folder and let it gen a new one on game start, so the turret addition is 100% scrubbed
Last edited by MrShadow; 13 Sep, 2016 @ 6:21pm
Goaton 5 Mar, 2017 @ 4:08pm 
where is the config file at for me to go add things to the list?
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Showing 1-7 of 7 comments
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