XCOM 2
Derelict MECs (Enemy Variety) - WOTC
31 Comments
Alex Nares  [author] 3 May, 2024 @ 5:26pm 
Sorry but I am retired from XCOM modding. Anyone may pick this up and adjust it as they like.
Corrosion 29 Apr, 2024 @ 9:50pm 
Can you make it so it's an ally to the lost
EvilBob22 29 Sep, 2022 @ 5:18pm 
Right now? no, although you can get at least 90 - 95% there with SPARKs. (Off the top of my head, the only thing that's missing is the rust pattern cosmetics.) Try looking for some SPARK cosmetic mods.
Proxy 29 Sep, 2022 @ 3:03pm 
Alright, i was also thinking, could we make them playable like to have in the avenger like as a class or something
EvilBob22 29 Sep, 2022 @ 8:55am 
Sure, you just have to edit the settings in XComEncounterLists.ini, specifically the MaxForceLevel=x settings. Take a look at my example in the discussions.
Proxy 29 Sep, 2022 @ 7:56am 
can we edit them to appear in force level 11 and higher
EvilBob22 13 Mar, 2022 @ 10:33am 
The fix for Derelict MECs only showing in pods of one suggested in the comments of the Neonate Vipers did not work. I did manage to get it working (and Neonate Vipers) with some .ini changes though. It is too much to go into in a comment, but I'll post a discussion with the full version. The short version is that there is a list of what enemy types are allowed to group together in pods in the file XComGameData_CharacterStats.ini and the original version didn't have it set.
Alex Nares  [author] 12 Apr, 2021 @ 10:38pm 
Already done! Check the bottom of this mod's description :)
Goose 12 Apr, 2021 @ 11:57am 
Can you make a mod for the young vipers as well?
Alex Nares  [author] 29 Aug, 2020 @ 10:30pm 
I looked at the AI and it looks like they prefer to self-destruct instead of shoot - but only if they can reach XCOM within their movement range. Try reducing their movement range to limit the range at which they activate suicide; this should make them use their guns more until they get close enough before blowing up.
Moonsteel1 29 Aug, 2020 @ 4:11pm 
Anyway to make it so they shoot more? Everytime I engage one it just instantly suicide bombs at me.
Alex Nares  [author] 3 May, 2020 @ 8:37am 
Yes WOTC compatible. I will add that to the description.
Medicman 3 May, 2020 @ 12:11am 
Now does THIS one work with WOTC? lol
Zen 2 May, 2020 @ 12:07am 
Good work!!!
GrimRose0w0[TTV] 1 May, 2020 @ 2:37pm 
I think you should make this a faction mod tbh. It feels like these are Rouge Mecs rather then actual Advent Mecs. A souly AI run faction would be kinda cool. None the less, thx for the mod.
Deadput 1 May, 2020 @ 6:39am 
Indeed, this mod itself is good and I'll likely use it on one of my Xcom 2 story/lore runs which is focused on the story and less on challenge.


So thank you for making the mod.
Alex Nares  [author] 1 May, 2020 @ 6:23am 
Ok, I see now. I misunderstood before. I thought you were implying that I was taking credit for making the enemy - and that the effort put into it was worth less than other enemy mods. I think we are on the same page now.
Deadput 30 Apr, 2020 @ 10:30pm 
@Alex Nares

I completely understand what the mod does I literally ported an enemy from ABA that is similar regarding the Rust Mecs from Shen's Last Gift and this mod is fine and I have no problem with it at all, I think this is a good mod to have around actually since other versions simply had upgraded versions of these enemies rather then exactly like they were in the DLC mission.

I'm picking at your statement that just because the enemy unit was used once that it was a waste of resources, specifically your statement that it's unacceptable which is silly because this enemy is literally just a Reskin of the Sparks that we get thus their assets are elsewhere in the game for players to use whenever they want.

"This is a waste of game assets, and is unacceptable"

That's why I quoted that part of the description in my comment.

Alex Nares  [author] 30 Apr, 2020 @ 7:59pm 
My thoughts exactly! More variety is always good.
Jestimac 30 Apr, 2020 @ 7:00pm 
@ Alex Nares. OK thank you for your explanation, it is clear. I think this is indeed a good idea, as it allows a "new" enemy to appear more frequently in the game. Thank you for this.
Franimus 30 Apr, 2020 @ 1:14pm 
I was thinking of just a slight delay. Seems like I always go "Oh %&#@(" the first time I see a MEC in a game, but usually I end up pulling through.
Alex Nares  [author] 30 Apr, 2020 @ 12:24pm 
That is a possibility, however I should point out that normal mecs already don't appear until Force Level 5 (then upgrade to advanced mecs around FL 10-12). These Derelict MECs are weaker than normal mecs and can start appearing immediately. So you will get Derelict MECs first, then later normal MECs will appear alongside the Derelict MECs. Once you reach FL 11, Derelict MECs go away (because they are too weak to keep up with XCOM by now), and you'll have advanced mecs.
Franimus 30 Apr, 2020 @ 12:18pm 
Is it possible to make them spawn in lieu of normal mecs early game, i.e. delay when normal mecs start showing up?
Alex Nares  [author] 30 Apr, 2020 @ 12:11pm 
@Goliath
It will be on Advent's team.
R0ADN3CK 30 Apr, 2020 @ 12:06pm 
The robot will be whit the advent troops or is like neutral ?
Alex Nares  [author] 30 Apr, 2020 @ 6:28am 
@Deadput
For clarification, I did not make the enemy, and do not take credit for making the enemy. This is a developer-made enemy from the Shen's Last Gift DLC. This mod merely takes an enemy (which only appears in one mission) from the DLC and adds it into the base game's spawn distribution lists, so that the enemy can appear in other missions, increasing game content by a slight amount. If you do not agree with the changes, simply do not subscribe and your game will remain unaffected.

@Jestimac
This is not SPARK customization. It a developer-made enemy that appears in the Lost Towers mission, but they only appear in *that one* mission. This mod adds the enemy to other missions, for variety. I will put more clarification in the description. To answer your question - yes, if you disable the Lost Towers mission while using this mod, you will still see this enemy in the main game. (In fact, you're getting more out of this mod, because you wouldn't have encountered this enemy otherwise)
Alex Nares  [author] 30 Apr, 2020 @ 6:25am 
@dmc32
You are exactly right! Glad you're enjoying it.
dmc32 30 Apr, 2020 @ 3:38am 
It recycles an asset that's it, works well so far, but I limit my mods so no loading issues, does add diversity to the enemy pool I will change the color scheme though, thanks for this.
Jestimac 30 Apr, 2020 @ 12:37am 
To Deadput and Alex Nares : Hello. You have me confused. Is this a Spark customization (in which case it is unlikely I'll use it because I generally don't use Sparks), or is it a new enemy ? I understood this would be a new enemy. If it adds diversity to the enemy pool, even if it just recycles an asset barely used, I would suggest it is interesting.
My main question is that I generally disable the Lost Towers mission in my campaigns : does this mean I will still see these Mecs appearing ?
Deadput 29 Apr, 2020 @ 8:37pm 
"This is a waste of game assets, and is unacceptable."

It's literally just the standard Spark customization that you could turn any of your Sparks into except it's rusty, the only original thing about them was their self destruct which has since been repurposed into Chimera Squad and their Androids.

I don't think you understand what actually counts as a waste of assets, I bet you that making this enemy unit took no longer then a week certainly less effort then some people put into their enemy unit mods.

You didn't "pay for" these enemies exclusively you payed for the Spark class which you got, these Rust Mecs were not the focus and were a hastily put together enemy just for the mission much like the Neonate Vipers from Alien hunters.
dmc32 29 Apr, 2020 @ 6:57pm 
Very cool, excellent idea, good enemy mod and much better usage, thanks.