[WOTC] Yellow Alert Gameplay

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Author: RedDobe

Last revision: 11 Aug, 2019 at 15:43 UTC (13)

File size: 260.1 KB

On Steam Workshop

Description:

This mod creates a more challenging and realistic gameplay using the yellow alert mechanics in XCom 2 and Long War 2. The following causes trigger yellow alert for enemy pods:

DetectedNewCorpse
DetectedAllyTakingDamage
DetectedSound
AlertedByYell (Caused by Civilians)
SeesExplosion – actually works by hearing explosion
SeesAlertedAllies

This mod removes the line of play and movement cheats that you see in vanilla and instead uses yellow alerts for units that are out of sight but close to the action.

Once in yellow alert, pods are aware of Xcom’s presence and use both action points to run around while performing its assigned job or running towards the area of the alert (usually within sight of XCom). No more pods walking around one tile away out of sight, they will respond to alerts within range and investigate them immediately.

AI TO AI Activation outside Xcom’s vision
By Default AI to AI can trigger reveal when they take fire or damage from each other. This is useful on retaliation missions when a friendly militia soldier fires at advent, they activate immediately and fight back rather than stand there and take the damage. This can be disabled in the YellowAlert.ini.

Another option is to enable AI to AI sight activation. This activates any AI units that see other enemy AI units, excluding civilians. By default this is disabled.

Green and yellow reflex actions
During the alien turn, enemy units now have a chance to gain an extra action point once revealed.
Pods on green alert that are not aware of any enemy presence by default have a 20% chance to gain a reflex action.
Pods in yellow alert, who are suspicious, and aware of a threat, have a 40% chance to gain a reflex action, only if they had not used both actions to move. There is a 5% chance reduction with each successful reaction in a pod. This feature can be disabled and the chances configured in the config file.

NEW!! Rapid Reinforcements
Aliens now act on the turn after they reinforce
Can be configured in the YellowAlert.ini
bRapidReinforcements = false by default, set to true and reinforcements will be able to attack when they spawn
ExtraReinforcementDelay = 0 ; You can increase the number of turns to delay the reinforcement once a flare is placed
Credit goes out to Beagle and GrimyBunyip for the original rapid reinforcements mod

MOD CONFLICTS
Dynamic Pod Activation
Random Enemy Movement – Incorporated into this mod, no need to subscribe to it, fully configurable
Rapid Reinforcements
Hero Rebalance – Skirmisher – Is compatible, but you have to do some work
Follow the instructions on that mods description to disable the class override XComGameState_AIReinforcementSpawner
https://steamcommunity.com/sharedfiles/filedetails/?id=1557499446

Many Configuration options in this mods config/XcomYellowAlert.ini.
Upthrottling and downthrottling can be enabled in config/XcomAI.ini by adding semicolins or deleting to the last six lines.

Because of the added difficulty I recommend using Yellow Alert Spawning to spread out the pods on the map. https://steamcommunity.com/sharedfiles/filedetails/?id=1535703793

Thanks to the long war mod I was able to borrow most of the code from them.

Safe to add or remove mid campaign, but not during tactical.

CLASS OVERRIDES
XComGameState_AIUnitData
XGAIBehavior
XGAIBehavior_Civilian
XGAIPlayer
XComGameState_AIGroup
XComGameState_AIReinforcementSpawner