XCOM 2
[WotC] Tactical Combat Overhaul
30 Comments
Lebowskichild 15 Jun @ 10:59am 
@Nider001 That is fantastic!

Thank you so much for the information and the hard work you put in to the mods you've made. I appreciate your time and effort.
Nider001  [author] 15 Jun @ 10:45am 
@Lebowskichild, that mod should indeed do the trick. The AI in xcom is managed entirely through config, so copying the file just like you described (or adding new text lines to an existing one) is a correct way. Good luck!
Lebowskichild 15 Jun @ 7:34am 
Hi@Nider001, thank you for your response.

In regard to adding the hunker down ability to the enemies, there is this mod, however there is no A.I. included. Would this work with your A.I.?

https://sp.zhabite.com/sharedfiles/filedetails/?id=1541012085

Also, would you remember if creating specific A.I. is only doable in SDK, or can I create A.I by simply adding the XcomAI.ini to another mod and add some of your lines/edited lines to make them work?
Nider001  [author] 15 Jun @ 2:57am 
@Lebowskichild, oh boy, I've stopped modding xcom years ago and the source code is currently on another PC, so I'm afraid I won't be of much help here.

If I remember correctly, my custom hunker down AI is shared by all units that have this ability. Your best bet is to look through my AI config file to find the relevant section (the hunker-down-related entries should be grouped together) and copy it. Keep in mind that my custom logic is designed around hunker down not ending the turn on use.

Adding the hunker down ability itself to advent units is the tricky part, because (again, if I remember correctly) the ability is added dynamically through custom code, not through config.
Lebowskichild 15 Jun @ 1:34am 
Hello @Nider001

I wonder, is there a way to simply add the hunker changes from this extensive mod? I love the ideas here, and have been looking for a way to add hunker to enemies, so that using fire DOT on them is nerfed. The fact that setting enemies on fire prevents them from taking many actions and sometimes leads to them just running around like headless chickens is very OP.

Are there config lines in this mod that I can strip away to add AI to enemies I choose, so that they hunker to put out fire and then use their second action point, or even move to cover and then hunker?
Nider001  [author] 22 Dec, 2022 @ 6:38am 
@Anakameron, you are welcome!
Anakameron 21 Dec, 2022 @ 5:15pm 
Just wanted to say I've crossed this mod's changes over into A Better Weaponry + Weapon and Item Overhaul and combined with Covert Infiltration and a handful of mods to make armor much more prevalent and WOW it's an amazing experience. The gameplay for tactical missions is much more focused on maintaining and regaining concealment for hit and run or just straight up stealthing missions. Losing concealment generally means things are going south and you now have to deal with the fallout, which is probably my favorite part of the whole XCOM series.

I'm still balancing as I play, but just wanted to say thank you very, very much for completing my perfect setup with this wonderful idea of a mod. Expanding on the "ragtag resistance" feel is a great concept IMO.
Nider001  [author] 16 Dec, 2022 @ 10:22pm 
@Anakameron, feel free to start a new discussion topic if you deem it necessary
Anakameron 16 Dec, 2022 @ 8:23pm 
@Darkling I'd love that, thanks. Not sure how many others would be interested in the configs, but you could see if Nider001 will pin it in a discussion. Otherwise, you could just send them to me.
Darkling 16 Dec, 2022 @ 4:37pm 
@Anakameron I've run this with ADVENT Avengers AI mods. Only Blessings of the Elders and Advent Future needed integration. If you'd like I can pass on the config changes - just let me know how. ps. I'm also on Discord
Anakameron 15 Dec, 2022 @ 10:17pm 
Well I suppose I could gut some of the AI edits and see if the rest still works. I'll let you know if I get around to it but I'm working on another modlist right now so idk when I'll have time.
Nider001  [author] 15 Dec, 2022 @ 9:00pm 
@Anakameron, haven't tested this, but unfortunately the most likely answer is no
Anakameron 15 Dec, 2022 @ 6:36pm 
I'm curious how this interacts with AI mods - do your changes overwrite anything from Advent Future AI, ABA, or anything similar, or could it be run alongside one of those overhauls?
Darkling 20 Aug, 2022 @ 2:20am 
Thanks, good to know
Nider001  [author] 20 Aug, 2022 @ 12:44am 
@Rohan1717, that's because these changes are located in "CharacterStats.ini" files inside DLC folders, not the main one
Darkling 19 Aug, 2022 @ 10:02pm 
The last 4 documented changes to XComGameData_CharacterStats.ini seem to be missing:
- Neonate Viper: Flanking Crit Chance is increased to be in line with regular enemies.
- SPARK: Armor is set to 2, Aim is increased to 70, Defense is reduced to 10.
- Julian Sectopod: Hack Defense is increased to 135 on Commander and Legend.
- Derelict MEC: Armor is reduced by 1, Health is increased by 1.
Nider001  [author] 3 Jul, 2022 @ 7:09am 
@Rohan1717, interesting, thank you
Darkling 2 Jul, 2022 @ 2:12am 
I was looking to create a bridge for Iridar's Five Tier Weapon Overhaul - Vanilla Balance but your overhaul doesn't have enough space left in the damage ranges to insert the new tiers. Rather than let those tiers increase the damage almost back to the Vanilla levels I've created a bridge for the basic three tier Long War SMG Pack - WotC (unofficial) instead.
Nider001  [author] 4 Mar, 2022 @ 11:03am 
@johnnyquest37, I take it back, I just experienced few crashes upon using whiplash and grapple with my skirmisher. This is definitely a new issue and it seems to occur quite randomly. However, I am playing with multiple other mods (the list is at the bottom of description) and I highly doubt mine is the culprit.
Nider001  [author] 2 Mar, 2022 @ 9:47pm 
@johnnyquest37, you are welcome! Yeah, the nerf is intentional and can be found in the changelog. Claymore is one of the few weapons that retain vanilla damage (Shrapnel + grenade combo can still easily delete a whole pod of enemies). In return you get an item slot which is something Reapers don't have access to in vanilla without Tactical Rigging.

I never had any issues with the grapple, both with Hunker Down active and without it. In fact, I haven't changed grapple at all, so perhaps some other mod is acting up.
johnnyquest37 2 Mar, 2022 @ 1:35pm 
Again, thanks for the mod. It makes the firefights more challenging as the aliens are less apt to charge into my overwatching fusilade.

Noticed the reaper no longer has the ability to launch the claymore and fire at it on the same turn. Is this intentional? Reapers only have two offensive capabilities (remote start and claymores). Taking away the one-turn claymore is making this weak character significantly weaker.
johnnyquest37 2 Mar, 2022 @ 1:24pm 
Enjoying the mod on what must be my 500th playthrough of XCOM 2. Thank you for putting this out there.

One issue, game crashes when I attempt to execute the grapple command. I can select the destination square and the skirmisher speaks, (i.e. "A useful aid") but the game shuts down when I try to execute the maneuver.
Nider001  [author] 24 Feb, 2022 @ 4:18am 
dmc32, thank you! I'm glad you are enjoying the mod
dmc32 23 Feb, 2022 @ 4:49pm 
Nice changes you've made here, seems very challenging. You definitely paid attention to detail over ALL the game, hunker down is more useful, advent is stronger. Haven't dialed down into it all yet.
Nider001  [author] 1 Jan, 2022 @ 5:32am 
Full changelog is now available and can be found in discussions above!
Nider001  [author] 29 Nov, 2021 @ 1:16am 
@Weylando This mod should be compatible with other gameplay mods. However, advent units may lose the ability to use hunker down in case of ai changes
Weylando 29 Nov, 2021 @ 12:19am 
Hey, do you think this would compatible with ABA mods that change units behavior and RPGO?
[Dragunov37] 27 Nov, 2021 @ 3:30am 
I understand, and I know that on the one hand your mod is interesting, but it doesn't suit me.
Nider001  [author] 26 Nov, 2021 @ 10:48pm 
@[Dragunov37] Hello, I'm sorry if some parts of the mod were not described clearly. The game may seem quite slow at the start because of the limited tools you have, but it should pick up the pace once you unlock some perks and items.
[Dragunov37] 26 Nov, 2021 @ 7:58pm 
As described, I expected a different modification than this one.
In my opinion, the game slows down too much, and in some places is simplified.
I could only recommend this modification to those who were also very cautiously moving slowly into XCOM 1.
But as an idea, I liked the modification.