XCOM 2
[WOTC] Increase Pod Size By Force Level
248 kommentarer
HIMN 15. sep. kl. 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  [ophavsmand] 7. sep. kl. 2:03 
Yes, that is correct huntersorce20
huntersorce20 6. sep. kl. 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 19. jan. kl. 6:09 
Do more = more loot?
Tian Jun 15. okt. 2024 kl. 16:33 
Does this also work on The Lost?
Lesten 2. okt. 2024 kl. 0:10 
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 20. juli 2024 kl. 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 20. juli 2024 kl. 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  [ophavsmand] 19. jan. 2024 kl. 16:36 
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 14. jan. 2024 kl. 16:08 
Does this increase the number of enemies on the map? Or does it simply redistributed enemies into larger (but fewer) pods?
VS-lockon 6. nov. 2023 kl. 10:57 
lwotc?
zin 21. apr. 2023 kl. 17:36 
Incompatible with A Better Campaign: PLUS, I assume?
Ruggedgolem 8. feb. 2023 kl. 21:43 
Anyone know if this works with LWOC?
modifieda4 9. dec. 2022 kl. 14:51 
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 5. aug. 2022 kl. 14:25 
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 5. aug. 2022 kl. 14:20 
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  [ophavsmand] 5. aug. 2022 kl. 13:36 
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 5. aug. 2022 kl. 13:25 
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  [ophavsmand] 4. aug. 2022 kl. 8:38 
Vanilla squad size.
Beat 3. aug. 2022 kl. 22:06 
What is the recommended squad size with this mod?
hectorzx  [ophavsmand] 4. jan. 2022 kl. 7:57 
Yes, that is how it is supposed to work. Maybe it is colliding with another mod.
Charlemagne 3. jan. 2022 kl. 13:50 
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 16. dec. 2021 kl. 11:33 
Lwotc ??
Nemo Jr. 23. nov. 2021 kl. 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 21. nov. 2021 kl. 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. 21. nov. 2021 kl. 2:08 
I mean uncomment that line so it's also "barred".
Nemo Jr. 21. nov. 2021 kl. 2:06 
@Sinapus - "AssaultFortressLeadup" sounds like a pretty good candidate for that mission's name; I would try disabling that too.
Sinapus 20. nov. 2021 kl. 18:48 
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 20. nov. 2021 kl. 18:30 
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 15. aug. 2021 kl. 18:30 
@Nemo Jr - Well, it definitely worked. Saw a definite increase in pod size.
Nemo Jr. 26. juli 2021 kl. 16:25 
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 26. juli 2021 kl. 13:32 
@Nemo Jr. Wow, didn't know there was an issue with that. Thanks for the link.
Nemo Jr. 5. juli 2021 kl. 20:32 
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 4. juni 2021 kl. 0:13 
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 6. maj 2021 kl. 15:36 
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 10. apr. 2021 kl. 18:38 
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  [ophavsmand] 19. mar. 2021 kl. 15:31 
Sure
Pencey 19. mar. 2021 kl. 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 30. jan. 2021 kl. 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 25. jan. 2021 kl. 0:33 
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 15. jan. 2021 kl. 15:01 
Thank you! I'll correct that in my current game (haven't gotten a surgical sitrep yet) and see how it goes.
hectorzx  [ophavsmand] 15. jan. 2021 kl. 8:37 
Unchecked(false)
Sinapus 5. jan. 2021 kl. 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 6. dec. 2020 kl. 10:41 
Can I ignore independent rules? Or does it conflict with the the basic rules?
BlazinHothead 28. nov. 2020 kl. 20:32 
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 9. okt. 2020 kl. 15:11 
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 6. okt. 2020 kl. 21:16 
@deathjester it can, its a toggle in the mod settings. MCM
Deathjester 6. okt. 2020 kl. 14:15 
Does this affect the lost as well? I want to increase the amount of lost in the maps, without touching the other unit spawns.
Charlemagne 27. aug. 2020 kl. 15:56 
After unsubscribing, it seems that pods are still being reinforced even after starting a new game. Do I need to delete some config files to clean it up? Meanwhile, my stopgap solution was to resubscribe and set everything to zero.
Charlemagne 15. aug. 2020 kl. 9:23 
I don't know if the Highlander update already happened, but I can confirm that reinforcements do get the increase.