XCOM 2
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[WotC] The MOCX Initiative
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398.705 MB
2017 年 9 月 6 日 下午 8:10
3 月 14 日 下午 12:28
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[WotC] The MOCX Initiative

在 RealityMachina 的 1 个合集中
RealityMachina's War of the Chosen Mods
97 件物品
描述
Because the Chosen appearing on missions that could muck up your battles wasn't enough. (This means they fight with the aliens)

The MOCX Initiative introduces humanity's worst enemy to the game: itself. Starting by default with May, you run the risk of facing enemies that effectively resemble XCOM on the battlefield: they have their own classes, they gain ranks, they even have PCSes.

Normal MOCX squads will be introduced to most missions as a SITREP modifier (added through special means in the mod itself: there is a rookies variant that is treated as a normal SITREP.): you should see it when deciding whether to set up a squad for the mission, if it's been rolled for it.

These MOCX squads, excluding the special missions featuring them, will not appear on the map at first: they will be called in by ADVENT once XCOM reveals their presence on the map.

The good news is that in contrast to the endless alien hordes and ADVENT clones, MOCX soldiers are relatively unique and not easy to train, they can run out of soldiers to throw at XCOM for the month, whether through death or because all of them are injured. They won't be constantly coming back like the Chosen. In addition, if you work with the factions, you can ultimately topple them and stop them from taking any further action in your campaign. It will take time however, time and Covert Actions that could be used for other purposes.

They are also disallowed from spawning on a mission if an alien ruler will already be active in that mission.

Check the discussion tab for pinned topics for specifics on stuff like MOCX ability availability, when MOCX can appear, how to customize MOCX, the rules for using units from the character pool, etc. It also contains information on just how MOCX upgrades throughout the campaign.

Known Issues
If you happen to not have a mission spawn, type in MOCXSpawnFirstMission, MOCXSpawnSecondMission, or MOCXSpawnFinalMission depending on how far you were in to the mission chain.

There is a false positive with how the mod adds wall climbing in the Alternate Mod Launcher with the mods Genji Redux, A Better Advent, and World War L. Please ignore this specific warning.

Other Features
You can capture bleeding out MOCX units via carrying them out with a unit and evacing them as though they were a normal XCOM unit. The chance of this succeeding varies depending on the downed HP of the MOCX unit and the experience of the MOCX unit.

Essentially: more perks = lesser chance to grab them if they're not at 1 HP, although this is only relevant if...

If you use Extract Corpses, you can instead use the fulton balloon to extract bleeding out or otherwise stunned MOCX units. The HP factor when it comes to capturing will be more relevant however: a healthy MOCX unit is more liable to take a permanent way out before XCOM can properly secure them.

Known Issues
The alternate mod launcher will say there will be conflicts if Genji Redux, A Better Advent WotC, or World War L is installed. This is a false positive.

Credits
Thanks to CMDBob for Total Advent Weaponry, which this mod uses for custom weapons.

Thanks to Pavonis Interactive, for the Coil tier of weapons this mod uses.

Thanks to robojumper for overhauling the backend and adding in the MOCX Photobooth functionality, and making it possible for reinforcement drops to work.
热门讨论 查看全部(43)
27
10 月 6 日 上午 11:11
Lore justification?
Zigg Price
11
11 月 12 日 下午 9:58
5/5/2022 upgrade=unable to run missions
contino4
12
2021 年 11 月 20 日 上午 4:00
WOTC MOCX Mod Memory Leak/Crash Issue?
Apple Juice for the Merry
1,524 条留言
MaXISerg 11 月 20 日 上午 10:52 
Is it possible to change the recruitment chance of captured fighters to 100%? I'm just tired of trying to reload missions dozens of times trying to catch them in the late stages of the game. What needs to be changed in the mod files?
Homeinvasion 11 月 20 日 上午 2:03 
hated this so much, they were appearing every single mission. Iwas still on assault rifles and they were spawning in like 15 moc X with lasers, 15-20 health, lightning reflexes, auto kill from accross the map and all kimd of squad wipe ♥♥♥♥♥♥♥♥. Try making somethign decent. azzhole.
EvilBob22 10 月 26 日 上午 11:25 
@Soul The problem is that eTeam_One and eTeam_Two were created to be used by players in multiplayer matches. So, the code that the Advent team uses to (mostly) ignore civilians is not there. (If I'm remembering correctly, it's part of the native code, so unchangeable by modders.) Raiders and rebellious MOCX see them as part of a hostile team. And then they see that the civilian has no defense and low health making them easy kills.
Soul 10 月 25 日 下午 3:27 
Kinda wondering if theres a way to make them target civilians less,like sometime if my team is next to them,they would STILL rather hit civilians than me,or when they sometime are vs advent via rebel mocx,they also would rather shoot civilian than fight them or me.
ClutchHisso 10 月 9 日 下午 8:43 
I've been having a ton of fun with this mod, however I have one issue where MOCX *NEVER* spawn where their reinforcement flare is. They're always a few tiles off, which makes it really frustrating when they spawn inside a building instead of where they're intended to go.

Does anybody know how this might be fixed?
Dragon32 10 月 2 日 下午 1:06 
@khumak
You can edit a SitRep in a mod's XComGameData.ini and use the ExcludeGameplayTags to exclude other SitReps

I do that to prevent Alien Rulers from the Renegade Rulers mod spawning with feral Chryssalids from The Hive mod.
khumak 10 月 2 日 下午 12:41 
Loving this mod so far. I just wish there was a way to make it so you can't get both a raider sitrep AND a MOCX sitrep in the same mission if you're also using one or more of the raider mods. Those are brutal, especially if they both target XCOM.

My last mission was a smash and grab with both a raider and MOCX sitrep. Moved up and killed the first pod on turn 1. Turn 2 MOCX dropped on top of me and the raider group also found me and activated everything else on the map. So turn 2 I have 12 enemies to fight, all of whom decided to target XCOM. Managed to win and even capture a few MOCX but took some heavy damage.
oldman22 10 月 1 日 上午 9:44 
is it just me or are the mocx guys ignoring cover when shooting my guys? they almost always hit their shots even when its from very far away behind high cover and hunkered down
khumak 9 月 21 日 下午 7:08 
FWIW I'm using this with LWOTC, A Better Advent, and SCP Raider factions and have had no issues. Capturing works for them as well with LWOTC although most of the time you kill them outright. They have to be bleeding out for you to be able to capture and sometimes they still die.
SDS-PAGE 9 月 17 日 上午 1:44 
My mind controller is a sectoid, not a psi unit btw.