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tracktwo and szmind

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szmind

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About this mod

Open up selectible options related to pod reveal e.g. get extra yellow move (only move, no shooting) for ALL soldiers to reposition whenever spotting a new enemy pod. Make revealed aliens call their friends (in line of sight) immediately on reveal or at the end of alien's turn. Works with Long War as well as with base Enemy Within.

Requirements
Permissions and credits
Changelogs
"The LORD bless thee, and keep thee; The LORD make his face shine upon thee, and be gracious unto thee."
(Nu 6, 24-25)


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LEGAL NOTE
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SHORT VERSION OF THE NOTE: NO COMERCIAL USE :)
Full version:
Code for this mod has been compiled with Unreal Development Kit v. 2011-09 by EpicGames.
By downloading, using and/or distributing  this mod you agree to do it in compliance with EULA available here:
https://www.unrealengine.com/en-US/previous-versions/udk-licensing-resources#eula 

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DESCRIPTION OF FEATURES
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You can turn ON/OFF any of the options separately in DefaultRevealMod.ini. Check ReadMe or comments inside .ini for more details.

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BAILOUT MOVE ON POD REVEAL (CALLED ALSO 'SCAMPER MOVE')
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That piece have been coded by tracktwo. Check out his other amazing mods on nexusmods like Loadout Manager or Line-of-Sight Indicators, or Campaign Summary and more. Check them out as well!

Whenever XCOM unit reveals a new pod all XCOM units that have already ended their turns are granted 1 yellow move to reposition.
It will not work for hunkered down, suppressing or overwatching units though. At least for the time being.

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CALL (ALIEN) FRIENDS ON POD REVEAL
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This one is by me (szmind). Following Sequential Overwatch or Squadron Unleashed. Check them out if not yet seen.

Whenever a new pod is revealed it will trigger/reveal all pod in its line of sight. There is no further chaining like A can see B who can see C (if C is not seen by A it is not revealed). The feature might lead to swarming pod reveal on small maps or with unlucky pod placement. On the other hand it makes you be sure that there are no more hidden pods in line of sight of just activated pod. Therefore you can quite safely cut distance to that pod without being surprised by unexpected pod reveal while approaching.

KNOWN ISSUES
Line of sight is checked at start of pod reveal, from the very initial position and it is checked alien-to-pod not alien-to-alien. Location of 'another' pod is probably (my guess) determined with location of its leader. So if the leader of another pod is not seen by members of 'just revealed' pod - the another pod will not be triggered. Despite the fact that other members of that 'other' pod might have been 'seen' by members of 'just activated' pods. That is hardly fixable. At least for the time being.

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CALL (ALIEN) FRIENDS AT END OF TURN
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Again my piece (szmind)

This is similar to Call Friends On Pod Reveal. At the end of each alien's turn all active aliens will trigger/reveal any other pod within its line of sight. The check for line of sight is performed alien-to-alien. So it is enough that active alien can see at least one member of another 'dormant' pod to trigger that other pod. The feature is supposed to bring on some realism, so that aliens who can see their commrades fighting XCOM do not sit like ducks. On the other hand - on swarming missions - this might lead to relatively quick mass-reveal.


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INSTALL INSTRUCTIONS - LONG WAR versions
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Instructions for PC/Windows are below. Instructions for other platforms are in ReadMe.

1. Copy RevealMod.u to CookedPCConsole directory (folder) of the game. Default path:
..\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole

2. Copy DefaultRevealMod.ini to Config directory (folder) of the game. Default path:
..\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\Config

3. Open DefaultMutatorLoader.ini in the directory above. Add this line at the end:
arrTacticalMutators="RevealMod.RevealModMutator"

4. Apply RevealMod_LW.txt with PatcherGUI.

5. Play the game!

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INSTALL INSTRUCTIONS - ENEMY WITHIN version
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The mod should work fine with basic Enemy Within version.
Install procedures are similar as those for Long War version - just you have one more .u file and one more .ini file to proceed with.
These are XComMutator.u and DefaultMutatorLoader.ini.

You must also use RevealMod_EW.txt with PatcherGUI INSTEAD OF RevealMod_LW.txt stated in instructions for LW.

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CREDITS
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Ucross - for filing in humble requests to me and tracktwo for that stuff, and for initial tests and bug hunting