XCOM 2
[WOTC] Increase Pod Size By Force Level
250 条留言
F23 10 月 30 日 上午 2:25 
I tested and put all 4 rules to 100% and tested a mission and I do see increase. Accidentally its the first mission with "difficult" difficulty as displayed in mission description.

Any chance the mod doesnt affect "easy" and "medium" mission difficulties? Ive only had pods of 3 so far, and maximum of 3 pods, and i play on legend game difficutly.
F23 10 月 30 日 上午 2:18 
I have a feeling that at this playthrought this mod doesnt work for me but AML doesnt show conflicts. I am at FL 7 and 2 rules should kick in: 80% at FL1, and 80% at FL5. I should see increase in pod size for a while now. But biggest I have seen is still 3.

I used this mod a few years ago and worked perfectly.

This is an 'ehnanced vanilla' mods setup so UI QoL Fixes plus making base game harder (more pods, better avatar, chosen and rulers).

Im editing settings through MCM.

Any ideas?
HIMN 9 月 15 日 上午 6:40 
Hello, this is a great mod, I've played this for many campaigns.

I wanted to exclude the pod size increased from the mission that rescue captured soldier with this configs in the file XComIncreasePodSizeByforceLevel.ini:

[DiverseAlienPodsWOTC.X2DownloadableContentInfo_DiverseAlienPodsWOTC]
+BarredMissionNames="CompoundRescueOperative"

But the mission still has a lot of enemy. Am i doing that right?
hectorzx  [作者] 9 月 7 日 上午 2:03 
Yes, that is correct huntersorce20
huntersorce20 9 月 6 日 上午 6:48 
so if i understand the math of the independent rules correctly, then if i set the 2 independent rules to :

StarForceLevel: 11
Percentage increase: 10
and
StarForceLevel: 16
Percentage increase: 20
then these rules should mean that at force level 15 each pod will have a 50% chance to have +1 pod size (11 through 15 is 5 levels *10% per) and at force level 20 each pod will have guaranteed +2 pod size (11 through 20 is 10 levels *10 for +1, then for second rule 16-20 is 5 levels *20% for another +1)

is this correct?
Conefed 1 月 19 日 上午 6:09 
Do more = more loot?
Tian Jun 2024 年 10 月 15 日 下午 4:33 
Does this also work on The Lost?
Lesten 2024 年 10 月 2 日 上午 12:10 
If a rule triggers, will it increase the size of all pods or does every pod get a separate check to see if it increases? I assume the latter, but just had an insane mission with three or four huge pods, and the likelihood of that happening should be really low.
Daddy Takeda 2024 年 7 月 20 日 上午 10:47 
Ok I made the mistake here. Probably not the first nor the last. I got confused with another mod that has a very similar thumbnail and functionality : [WOTC] Larger Enemy Pods
Daddy Takeda 2024 年 7 月 20 日 上午 9:02 
I'm only at FL 6 and already get huge pods of aliens of 5 and 6. The settings are the default ones. Now I'm fighting 3 of these pods at once. Definitely not working as intended, regardless of the MCM settings.
hectorzx  [作者] 2024 年 1 月 19 日 下午 4:36 
It keeps the number of groups of enemies, but increases the amount of enemies for each group, increasing the overall number of enemies in the map
CmdrEmily 2024 年 1 月 14 日 下午 4:08 
Does this increase the number of enemies on the map? Or does it simply redistributed enemies into larger (but fewer) pods?
VS-lockon 2023 年 11 月 6 日 上午 10:57 
lwotc?
zin 2023 年 4 月 21 日 下午 5:36 
Incompatible with A Better Campaign: PLUS, I assume?
Ruggedgolem 2023 年 2 月 8 日 下午 9:43 
Anyone know if this works with LWOC?
modifieda4 2022 年 12 月 9 日 下午 2:51 
i think mod doesn't play well with factions. it seemed to work fine, but i've noticed on a new start without this mod many more factions seem to join the fight on missions, which is tons of fun.
Scarsa 2022 年 8 月 5 日 下午 2:25 
Oh, for another example that didn't work:
All basic rules were set at level 1, 100%. Expecting guaranteed +4 for each pod.
Then I also added the independent scaling, tested and the pod sizes were same as vanilla numbers. Hopefully that's helpful in some way, but it just might be something else conflicting with the mod
Scarsa 2022 年 8 月 5 日 下午 2:20 
Well, the config file in the mod folder with the default values actually sets them at force lvl 1, 0%? But nontheless, the basic scaling worked when independent scaling was Lvl 1, 0%, but stopped working if i tried using basic + independent, for example:
basic1: level 5, 75%
basic2,3,4: disabled at 23
independent1: level 6, 15%(or even 30% for testing).
independent2: disabled at 23
I am not sure what is going on, but I can just confirm that the same settings started working as inteded right after the fix.
hectorzx  [作者] 2022 年 8 月 5 日 下午 1:36 
Hello. I read the post about the fix:

However, the modder typed in "FORCE_LEVEL_START_1>=ForceLevel" - which tells the game to run the rule only if the force level is higher than the current level, not lower.

This is intended and it is how the mod works.

By default all independent rules are set to 23 to avoid to be triggered. If you want to enable them you have to set them to level 1, and they will work.
Scarsa 2022 年 8 月 5 日 下午 1:25 
Hey hectorzx, I tried using the independent rules and it never seemed to work, I tested all combinations. Even the default rules stopped working after enabling Independent ones.
I searched up a bit and came upon a post titled 'Increase Pod Size By Force Level has two bugs that prevents the Independent Force Level option from working' with a fix. After applying the hex edit, it now works perfectly. Both Independent scaling and Independent + regular scaling together work now.
Just giving you a heads up if you haven't seen it(though it's pretty old, so you probably did). Would be awesome if you could post the fixed version here! Thanks for the great mod
hectorzx  [作者] 2022 年 8 月 4 日 上午 8:38 
Vanilla squad size.
Beat 2022 年 8 月 3 日 下午 10:06 
What is the recommended squad size with this mod?
hectorzx  [作者] 2022 年 1 月 4 日 上午 7:57 
Yes, that is how it is supposed to work. Maybe it is colliding with another mod.
Charlemagne 2022 年 1 月 3 日 下午 1:50 
I'm not sure if this mod is working. I have the following rules:
-The regular rules canceled by setting them all to level 23.
-Independent rule 1 start at level 8 and increase by 10. Independent rule 2 canceled.
Supposedly at FL 20 I should get +1 for sure, and 20% of getting an additional enemy (+2). However I still see a lot of two-unit pods which by this rule should be impossible (all should be at least 3 units I think). And most of the rest are 3-unit pods. I very rarely if ever see a 4-unit pod.
Boyrdee 2021 年 12 月 16 日 上午 11:33 
Lwotc ??
Nemo Jr. 2021 年 11 月 23 日 下午 12:10 
I may be wrong, but I believe the network tower mission is set in stone once you have access to it (finished the project); and the last mission is set in stone once you finish the tower mission. If all else fails, you may want to look for ways to cheese / cheat the tower mission. Good luck :)
Sinapus 2021 年 11 月 21 日 上午 8:35 
I think that's the first stage of the actual fortress assault through the PsiGate and the Destroy Avatar Project is the 2nd stage of that assault. I did have that active in one test, but I still got a bunch of enemies noted in the Shadow Chamber. Unless it's counting *ALL* the enemies both at the network tower and the actual fortress. Does the mission get generated/enemies set when the Avatar Autopsy is completed. Because I have a save from before that. I don't have a save from before I initiated that project so I may not have a way out of this.
Nemo Jr. 2021 年 11 月 21 日 上午 2:08 
I mean uncomment that line so it's also "barred".
Nemo Jr. 2021 年 11 月 21 日 上午 2:06 
@Sinapus - "AssaultFortressLeadup" sounds like a pretty good candidate for that mission's name; I would try disabling that too.
Sinapus 2021 年 11 月 20 日 下午 6:48 
Specifically, I have these three lines set in XcomIncreasePodSizeByforceLevel.ini:
+BarredMissionNames="CentralNetworkBroadcast"
;+BarredMissionNames="AssaultFortressLeadup"
;+BarredMissionNames="DestroyAvatarProject"

Should I uncomment the other two? (Or just set the Increase Squad Size for Leviathan to my usual squad size if the game wants to throw 50+ enemies at me...)
Sinapus 2021 年 11 月 20 日 下午 6:30 
What's the name of the mission for the Network Tower Assault? I thought it was the one with Network in the name, so set it to exclude it, but I'm getting 50+ enemies on it.
Sinapus 2021 年 8 月 15 日 下午 6:30 
@Nemo Jr - Well, it definitely worked. Saw a definite increase in pod size.
Nemo Jr. 2021 年 7 月 26 日 下午 4:25 
You're welcome, but I just copy/pasted MrShadowCX's post to bump it up. This is a great mod for some balanced difficulty adjusting so I'd like to see it fixed someday. Otherwise you go "give me moar enemies!" and early game becomes hell, while late game becomes XP farm x)

For now, I've settled on a setup with both Configurable Pod Sizes and Pyrrhic Victories which should result in tough hit-and-run guerrilla warfare early game, and proper steamroll warfare late game. Sounds great in theory, but I haven't had a chance to test it.
Sinapus 2021 年 7 月 26 日 下午 1:32 
@Nemo Jr. Wow, didn't know there was an issue with that. Thanks for the link.
Nemo Jr. 2021 年 7 月 5 日 下午 8:32 
MrShadowCX 17 Jan, 2020 @ 4:12pm
https://www.reddit.com/r/xcom2mods/comments/epug2f/psafix_wotc_increase_pod_size_by_force_level_has/

Did you ever get a chance to check this out / would you be willing to fix this bug? It should be super easy from your end, assuming you still have the SDK installed of course...

Alternatively, would it be okay if I were to use your code and publish a mod with just the (fixed) independent rules (if/when I create it)?
Sinapus 2021 年 6 月 4 日 上午 12:13 
At default settings there should be about 2-3 units per pod at Force Level 19 or higher. I guess if you wanted a few all the time you could set the default settings to above 20 then use one of the independent rules to a small percentage (say, 10% at force level 1 or maybe 11) and that would only had 1-2 enemies per pod by Force Level 20. (Setting it at FL1 would make it two by FL20, but by 11 it would be only 1.) With an increasing percentage per FL above the starting point.
Deathjester 2021 年 5 月 6 日 下午 3:36 
I don't understand the instructions, how do i increase the enemy spawns just a little bit? My last mission i had crazy amount of enemies.
Иваныч 2021 年 4 月 10 日 下午 6:38 
The mod is cool!
Note to the author: if there are a lot of questions in the comments about setting up the mod, then the description of these settings is bad. We need more detailed and clear instructions.
hectorzx  [作者] 2021 年 3 月 19 日 下午 3:31 
Sure
Pencey 2021 年 3 月 19 日 上午 11:50 
I use a modified version of your code that reduces pod size by force level, to balance the campaign around starting with both squad size upgrades. Would you mind if I published that version, crediting you and linking back here?
Biggus Dickus 2021 年 1 月 30 日 上午 10:43 
I'm definitely late to the party here, but I recently added this to a game and noticed something: on the monster hunter DLC's added mission, the pod sizes are in fact increased.... but instead of the vipers from the mission, it just added random advent units. Maybe it's because I only set it up recently and I don't entirely know how to change the options, but figured I'd point it out.
Sinapus 2021 年 1 月 25 日 上午 12:33 
Just finished a Surgical Mission w/this set to "False" for surgical sitreps and only got 6 opponents, so I'm guessing it's working.
Sinapus 2021 年 1 月 15 日 下午 3:01 
Thank you! I'll correct that in my current game (haven't gotten a surgical sitrep yet) and see how it goes.
hectorzx  [作者] 2021 年 1 月 15 日 上午 8:37 
Unchecked(false)
Sinapus 2021 年 1 月 5 日 上午 7:13 
Okay, real dumb question: If I don't want increased pod size for Surgical Sitrep and/or Ambush missions, do I set the flag to "true" or "false" in MCM? The default is true, but I didn't see anything in the ini files or mod description that said which was which. Thanks in advance.
yuribarone1982 2020 年 12 月 6 日 上午 10:41 
Can I ignore independent rules? Or does it conflict with the the basic rules?
BlazinHothead 2020 年 11 月 28 日 下午 8:32 
Is there a way to remove enemy pods from the mod "[WoTC] Custodian Pack" from getting a size increase? Too many Custodians, too wimpy squad, much pain.
Spacepup 2020 年 10 月 9 日 下午 3:11 
Are there any recommended settings anywhere? I assume the default settings are a slight increase to pod size over time, but what if I wanted to do long war style squads of 6-8?
Haybusa 2020 年 10 月 6 日 下午 9:16 
@deathjester it can, its a toggle in the mod settings. MCM
Deathjester 2020 年 10 月 6 日 下午 2:15 
Does this affect the lost as well? I want to increase the amount of lost in the maps, without touching the other unit spawns.