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Well i remember back in the old days when Xcom2 was first announced and we found out we LOST the base defense, there was a fan theory that Exalt was actually an attempt to restart the Xcom program and were used as a test of the commander while under their control.
So while you were destroying Exalt with Xcom soldiers...or so you thought...you were really doing it with aliens. So these guys are survivors who hate Bradford for abandoning them while on his road trip and don't believe the commander is completely free of the alien's control.
It is a fun concept and something I wished they'd thought of officially.
[828.44] Warning: Redscreen: No delegate defined for Action: SetDestinationNextToRogueInTroubleTeammate (or has invalid parameter)
https://steamproxy.com/sharedfiles/filedetails/?id=1626184587&searchtext=mec+ew
I want them to be allied factions.
Friendly Neighbors Old-X-Com!
https://ibb.co/qkY6sYG
Thanks for all your great mods, man!
Actually, I think having rogue XCOM makes sense. While the Commander's the hero of the game, it'd be reasonable to think not everyone feels that way. This is the guy who was put in charge of Earth's overall defense twenty years ago and failed at it. The way the rest of XCOM almost idolizes him would no doubt make some people resentful and maybe even rebellious.
Thanks for this cool mod! I made a translation into Russian. Please add it!
Русский перевод
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\1434693497\Localization)
https://drive.google.com/open?id=19QcWEjHp4dszq_4grgSI8HiDqPj3D7CG&authuser=axaaaid%40gmail.com&usp=drive_fs
So this mod is awesome for immersion for me.
thx for the new boss
IF i change that to another value (eTeam_One) or whatever will they side with me?
I opened AI ini but surely i didnt understand anything on how to change this.
I kinda see these guys as PTSD-ridden military that essentially see ANYONE who lives under ADVENT (which is pretty much everyone in Megacities or towns they have a presence in) as having betrayed them, and Earth as a whole.
Course, due to this, I personally tend to try and take these guys down via non-lethal means (Arc Throwers, Stun Mines, etc. then Fultoning them off the field), but that goes out the window if they start firing on Civvies, or severely injure or kill someone in the XCOM Squad.
Warning: Redscreen: No delegate defined for Action: SetDestinationNextToRogueInTroubleTeammate (or has invalid parameter)
Also any way to turn off their Bleed out timer? I don't wanna recruit them I just wanna shoot them.