Allies Unknown
1.9.2 – Allies Unknown species will now work with LW2’s Not Created Equally again.
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Humanity isn’t the only species willing to fight against the long reign of terror and servitude the Ethereal Collective has brought to wherever they went, XCOM just needs to spend time (and supplies) finding them.
In order to actually utilize this mod, click on the Allies Unknown tag and download one of the species mods you can find with it.
Allies Unknown is a meta mod that enables players to recruit non-human resistance fighters with other mods made for this mod. They can be gained through scanning sites, mission rewards, black market, etc.
Each species will have its own recruitment cost, along with potential time requirements (ie requiring that the resistance be active for x amount of time, or for the aliens to have gained enough force level). Otherwise, they will integrate with however the mod maker has defined them. If they’re designed to be like humans and access both vanilla and mod classes, they will do so. If they’re designed to have their own class ala Playable Aliens, that is also a choosable goal.
It will also try to follow character pool rules if a mod maker chooses to support its usage.
This mod’s .ini files can be located at (wherever XCOM 2 is installed)steamappsworkshopcontent268500759381732Config
Make an .ini in your config folder of your mod called XComAlliesUnknown.ini.
Add a [AlliesUnknown.AU_X2SpeciesTuple] section, and type in:
+SpeciesNames=*InsertModNameHere*
This tells the mod to make a new template with that name.
Then type in:
[*InsertModNameHere* AU_X2SpeciesTuple_Template]
TemplateName=
RecruitCost=
MonthsRequired=
ForceLevelRequired=
CanBeReward=
CanBeMarket=
MarketCost=
NoRecruit=
TemplateName is for the actual character template of your species (for humans, this is Soldier, for the linked proof of concept mod, this is TurianSoldier), this is required for the mod to generate a soldier.
RecruitCost is how much supplies it costs for your soldier to be recruited (they can be recruited through a screen that appears when you click the new button that appears, on the normal recruit soldiers screen.)
MonthsRequired is how many months need to pass for the template to be used. Use 0 (or leave it blank) if you want it to be available from start of the game.
ForceLevelRequired is how strong the aliens need to be for the template to be used. This is affected by the difficulty level as aliens take longer to gain a force level on Legend, but for all difficulties, they cap out at 20.
CanBeReward decides whether or not a species can be used for both mission rewards and scanning site rewards. (NOTE: Mission rewards are unavailable with LW2 installed)
CanBeMarket decides whether or not a species can be used for Resistance HQ and Black Market equivalent screens. (These appear when you go to black market or resistance HQ, and click on the new button that appears there.)
MarketCost decides how much intel a species costs to buy outright. (RecruitCost influences supply cost for the Resistance HQ equivalent screen)
NoRecruit decides whether a species can even be recruited through the Avenger, or if it has to go through one of the means above or an alternative one provided by the mod itself.
These mods will cause cosmetic issues, please use this.
LW2 has some additional balancing adjustments, that Allies Unknown automatically detects.
However, since I can’t implement all of LW2’s changes without breaking it for vanilla players, please download Three Utility slots For All, found here: https://steamcommunity.com/sharedfiles/filedetails/?id=931168573, if you’re using LW2.
Thanks to Thunderbeast for making the Korean localization
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RealityMachina's XComGameState_Unit Override — Steam Workshop
