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No. I've set them up to be 100% on their own team.
I'm sure the ability should still work but the MOCX unit's AI behaviours should only target units on the same team.
Once the issue occurs, it is 100% reproducible.
Last entry in the log is "Log: X2TacticalGameRuleset_0 TurnPhase_UnitActions: Available Actions"
Is the whole MOCX compatible with LWotC?
If I want to have a "faction" on my side during missions what eTeam do I have to make them?
(I tried eTeam_Resistance with a faction but i think it didnt work)
Merry Christmas RM
Yep.
have you looked at [WOTC] Multiple Sitreps 2.0 (?id=2068573223)
No, I haven't.
That mod add a way to group different SitReps by categories and only pull one sitrep from one category each time, if it pulls. However, I think we need to manually edit the ini file which is a bit tedious.
I wrote to add it to the XComGameData.ini from The Hive mod as that's where those two SitReps are defined. You could edit this mod's copy of XComGameData.ini too. Just ensure you regenerate .ini files and the game will build the XComGameData.ini it uses from all your various mods' copies of that file
The function of it is for the Hive sitrep not to generate when rebellious MOCX sitrep is already generated.
Or I believe you can add similar lines to the XComGameData.ini of rebellious MOCX, only to swap the sitrep name to SITREP_TheHive and SITREP_TheHiveRoyalty.
I have zero knowledge on modding so I have no idea if I'm right.
The Hive uses eTeam_One for its feral Chryssalids. Adding this to this mod's XComGameData.ini should fix any weirdness:
[TheHive X2SitRepTemplate]
;Feral Hive
+ExcludeGameplayTags="SITREP_MOCX"
[HiveRoyalty X2SitRepTemplate]
;Feral Hive juvenile queen and her guard
+ExcludeGameplayTags="SITREP_MOCX"
Can't remember where I got this info from, I assume somewhere in The Hive discussions
Not seeing that myself.
I've set-up MOCX as EXALT clones and used this mod to set their rebelliousness to 100%
With that SitRep the MOCX guys don't like their pod leader. At least I think that's what will happen as I'm also using "Diverse Alien Pods", a side effect of which is removing all the MOCX units from pods with an alien leader.
As that SitRep doesn't fit with a 100% rebellious MOCX (AKA EXALT) I think I need to disable the SitRep by adding a XComGameData.ini to this mod, like so:
[XComGame.X2SitRep_DefaultSitReps]
-SitReps="MOCXRookies"
Greedy, you threw the fishing rod. And the fact that they asked me not to give it normally. And what is the potential of the game with the new faction ... It is even possible for the mission to introduce raids on the faction bases.
Rebellious MOCX not work.
My problem is that they are always on the same side. Did I misunderstand something or did it wrong?
Yes you can remove it if you don't want to deal with the hassle, it shouldn't leave anything behind.