XCOM: Enemy Unknown
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Akimb0

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61 comments

  1. pepoluan
    pepoluan
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    • 22 kudos
    I had planned on stop using this mod... but the others' comments are spot on:

    1. They got a free movement point -- we don't.

    2. There *is* such a thing as an ambush in real life.

    Plus they alread "cheated" on more difficult levels: Bonuses on aim and crit%. The kind that allows Sectoids to mop the field with the blood of your soldiers. (Don't even get me started with highly accurate Elite Mutons -- while on our side we have Heavies with you-know-how aim...)

    The only 'problem' with this mod is that it totally suppresses aliens' action point upon discovery, rendering the Second Wave option "Itchy Trigger Tentacles" to be ineffectual: They neither hide nor fire back.

    In real life, ambushed soldiers do not get a "free run-and-hide" chance, but they *do* sometimes "shoot first ask questions later". So *if* this mod can be somehow improved to not allow alien movement *except* firing back (and not a certainty, but say with a probability of 25-50%), this mod would be IMO perfect.

    Such a change will make rushing forward to do an ambush to be more risky instead of a milk run, as the rusher could get wounded (or if the RNG wants to rape you, even dead). But the flip side: if carried out perfectly, oh the rewards -- especially with an ITZ Sniper -- to be so very sweet
    1. barame3526
      barame3526
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      • 5 kudos
      Exactly my thoughts. Free movement upon discovery felt like a cheat for enemy, especially when I discovered them at the end of my turn - so they would spread out around my positions for free and then attack me.
    2. skyrimee
      skyrimee
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      • 0 kudos
      This behavior has always been a bit weird for me. In a general fight, or more like when seen from far away, the alien scamper feels right where you see them and they get into position then you position your soldiers and a firefight ensues. When you discover them close however, thats when this mechanic feels like BS.

      I remember back on my first run of this game, this mechanic didn't quite settle into my mind yet so when I managed to spot a group of aliens without activating the pod somehow, I was just thinking "Ooooh perfect ambush!!!" So I moved in for a close ranged kill and then the aliens just moved into full cover where my squad coulden't get a good shot and surrounded my close ranged guy instead which just didn't feel right.

      I know better now (sort of) but there are still many times where I get a general idea of where the aliens are through battle scanners or the sound pointers so I sneak my entire squad hiding behind walls ready to ambush for some close ranged shots but as soon as the aliens get revealed, they all get into really good cover while my squad ends up in a terrible position for getting shots or going into cover because they are all bunched up.

      Not letting them move at all might be fun but would be nice if we atleast get one free shot with the revealing soldier before they all break into cover, though that might of been the idea behind the concealment breaking in Xcom 2
  2. biggieboy82
    biggieboy82
    • member
    • 1 kudos
    Enemy within version.
     
    Today i try with PatcherGUI v 7_3-448-7-3. Its say Patch done good, but when i play, its not work, the aliens run and hide.
     
    Need new game, or?
    1. emenokay
      emenokay
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      • 0 kudos
      same
  3. DragosDrakkar
    DragosDrakkar
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    • 4 kudos
    Very handy mod. I love the benefit of being able to catch the aliens off guard. It even makes Seekers less of a threat early on since it even prevents their stealth mode when first spotted, allowing an early kill on them if the player can get troops into position within the same turn.
  4. Grimreepr
    Grimreepr
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    • 0 kudos
    Tried to install this mod on the present day steam version.  It appears to crash the game and make the exe unlaunchable.  I checked the log files and there are none.  There are a couple from launching EW, but nothing from EU.  Not sure if the UPKPatcher is at fault (possibly out of date) or the mod is.  Seeing as it is just a text file, I am leaning more towards the UPKPatcher no longer being effective. 

    Ok, I ran across a liitle blip on a post on a different forum.  In the UPKPatcher, you have to go to "tools" and "Disable Hash check" and "phone home" then it worked like a top.  Appears Firaxis is NOT a mod friendly company, it's more "play our way or don't play at all" type of thing
  5. Proyecto117
    Proyecto117
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    • 0 kudos
    I can confirm that you CAN use this mod for XCOM Enemy Unkown. Just be sure to set the path for the main folder of EU in PatcherGUI. I also changed the name from EW to EU in the ini file of the mod. although I'm unsure if that serves for any purpouse hahaha.
  6. TehSong
    TehSong
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    • 0 kudos
    Is there a version of this that doesn't require the DLC?
  7. Lengey
    Lengey
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    • 0 kudos
    Works like a charm! Thanks!

    Now I can ambush those fellas!
  8. harimau93
    harimau93
    • member
    • 19 kudos
    it wasn't a cheat if you could reverse engineer aliens Ai to be similar to the original 1994 XCOM where upon reveal they either shoot you based on their reaction fire chance or if soldier shoot them and miss the aliens could return fire also based on reaction fire chance, similar to original XCOM.
  9. sarjus
    sarjus
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    • 0 kudos
    In the downloaded archive is only txt files. How can i install this mod ? pls help
  10. Spunky23
    Spunky23
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    • 0 kudos
    This is a great idea, though I believe using this will make the game very easy at times, this is more problem with the AI rather than this mods oversight.
    If there was a AI mod that made the pods go into cover even when out of combat that would be great. You would sometimes get shots at uncovered enemies of and sometimes you couldn't because everyone would be in cover already.
    A combination of this mod and an AI overhaul would fix the stupid extra move problem while not making the game really easy.