Rebellious MOCX
Lets MOCX squads have a chance of spawning into a mission on their own team, instead onto the aliens. This team is not shared with the raider factions, so you can have a five way firefight if the dice rolls right!
Does not affect the story missions since mission kismet logic has a lot of assumptions about what teams to care about when calculating when the area is cleared, and what not. Also has the same catch as the raider faction mods: a mission can still end when they’re active.
By default, the rebellion chance is 25%, rolled when they’re selected to spawn on a non-story mission. This value can be altered by going to the mod’s config folder ( (wherever XCOM 2 is installed)(steamappsworkshopcontent2685001368992836Config) ) and editing XComDarkXCom.ini. Set the value to 100 if you want a rogue XCOM feeling for most missions MOCX is on.
Uses eTeam_One in order to work. For future mods that may use this, I recommend giving me a heads up so I can set the MOCX sitrep to ignore the tactical gameplay tags you’ll be using.
Required items:
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[WotC] The MOCX Initiative — Steam Workshop
X2WOTCCommunityHighlander — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.