Imperial Surplus: Buildable AT-ST (WOTC)

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Author: roland3710

Last revision: 4 May, 2021 at 20:22 UTC (1)

File size: 4.77 MB

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Description:

DESCRIPTION
AT-STs are lightly armored (compared to AT-ATs) walkers that tower over the battlefield and rain fire down upon it. Buildable in the Proving Ground after researching the Sectopod Autopsy.

AT-STs rank up with experience and may choose from a limited selection of abilities (mostly vanilla abilities with some substitutes where original vanilla abilities didn’t work). They lack many of the context-sensitive abilities of your regular troops (they cannot knock out/rescue VIPs, hack objective computers, carry wounded or plant X-4 charges, for instance) so keep that in mind when deploying for missions where objective completion requires using context-specific abilities.

The AT-ST’s bulk makes it tough for it to navigate certain terrain obstacles, like cliffs. It therefore has the ability to call in the Skyranger to pick it up via tractor beam and drop it off at another location but this ends the turn and incurs a significant cooldown penalty, so use it sparingly.

The quality of equipment for these units improves with Soldier Armor and Cannon upgrades.

This mod should work with pre-existing saves.

There are Imperial and Rebel Walker variants selectable via config (not in-game). See the customization section for details.

REQUIREMENTS
DLC
WOTC
Shen’s Last Gift
Alien Hunters

Mods
Advent2Empire Content
Community Highlander

CUSTOMIZATION
This mod does not support in-game customization, apart from renaming. With that being said there are multiple archetypes to choose from, but only one archetype may be active at a time.

Go to the XComBU_ATSTOptions.ini file in this mod’s config folder. If you don’t know where to find this file, the easiest way is to use the Alternative Mod Launcher (https://github.com/X2CommunityCore/xcom2-launcher/releases). Just right-click the entry for this mod and select Show in Explorer.

The default AT-ST archetype is the standard grey Imperial Walker. To choose an alternative, put a semicolon ; in front of the line that reads as below

BU_ATSTCustomPawn = "AT_ST.Archetypes.ARC_ATST_MecBase_Standard" ;Generic Imperial Pilot voice

and remove the ; from the line representing your preferred AT-ST.

Build costs, schematics and tech prerequisites can be adjusted in this file as well. If you want access to AT-STs earlier, for instance, you can change the tech prerequisite to HybridMaterials, which you will generally research early on in your campaign. See this post for other alternative tech prerequisites: https://www.reddit.com/r/Xcom/comments/44ioyc/xcom_2_console_commands/

Please note that, even if you zero out the requirements for Sectopod Corpses and Elerium Cores, the game will not let you build an AT-ST unless you have one of each. You can use console commands to add these items. The console commands in the post linked above will work for corpses but not for cores, use "additem eleriumcore X" instead, where X is the number of cores to be added.

I recommend keeping notes of any changes you make to config files. Any time I make updates to this mod, it will reset the config files to their default settings (so I will try to do so rarely).

CREDITS
Cavily for porting the AT-ST model to XCOM 2.

Kiruka’s buildable units mod, from which I liberally borrowed code.
https://steamcommunity.com/sharedfiles/filedetails/?id=2210732936

Iridar’s jetpack Mod, from which I got the code used to enable the tech project on pre-existing saves.
https://steamcommunity.com/sharedfiles/filedetails/?id=1576958692

FREQUENTLY ASKED QUESTIONS

Do I need Advent to Galactic Empire to use this?

No. You need the Advent to Galactic Empire CONTENT mods Volume 1 and Volume 2.

What is the difference?

The Advent to Galactic Empire Content mods contain the art assets used in the Advent to Galactic Empire mod. The Advent to Galactic Empire mod itself is what replaces vanilla Advent units with Imperial units.

An additional difference is that the Advent to Galactic Empire Content mods are linked requirements of this mod (check Required Items) The Advent to Galactic Empire mod is not.

Will you do vehicle XYZ next?

I’ll read suggestions but I’m not prepared to make promises. These buildable unit implementations are tedious and time consuming to make.

The textures are glitchy/models are missing.

Make sure all requirements are installed and enabled.

Do I really need the Advent2Empire Content Mod? It’s huge.

Yes. That mod contains art assets utilized in this one.

But I want to have Rebel and Imperial AT-STs in the same campaign!

Not currently possible. Only one archetype may be active at a time. If, at some point, I figure out how to implement in-game customization I will.

Will this work with LWOTC?

No idea.

Vanilla Version?

No. I do not have the vanilla SDK or the drive space for it and have no idea what would be involved in making this compatible with vanilla.

DISCLAIMER
Certain assets in this mod originated from Star Wars Battlefront 2 and Star Wars: Empire at War. Star Wars is rightfully owned by Disney. The assets here are for non-commercial uses. No payment or donations will be accepted. I do not have a patreon.

KNOWN ISSUES
The AT-ST’s Grenade Launcher (Secondary Weapon Slot) and Twin Heavy Blaster Cannons (Heavy Weapon Slot) sometimes are not correctly assigned when the AT-ST is generated in the armory. They can be manually assigned.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.