XCOM 2
Diverse Aliens By Force Level WOTC
578 Comments
Rtma Eros Paragon 9 Aug @ 1:05am 
Thanks for clarifying.
Dragon32 8 Aug @ 7:12am 
@Rtma Eros Paragon
I believe each one of those lines is resolved separately for each pod, so they will stack.
Rtma Eros Paragon 8 Aug @ 5:39am 
Also is their a way to affect The Hive feral team reinforcements? cause it does not right now.
Rtma Eros Paragon 8 Aug @ 5:38am 
I need to know, does adding this ...

+AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=67, iNumToAdd=5, iForceLevelOffset=5)

and this ...

+AlienPodSizeRules=(iMinForceLevel=11, iMaxForceLevel=20, iChance=34, iNumToAdd=10, iForceLevelOffset=10)

can stack on any pod or apply separately?
Schnitzel Brother 6 Aug @ 7:01pm 
@Dragon32

I thought the XComDABFL.ini file was primarily there to explain how to make the changes, not simultaneously also be the location where I made the changes. I was searching for a separate folder to make the changes because I was under the notion that the explaining was kept a part from the actual file.

In that case the green text would've been helpful, though I doubt I'd have stumbled upon that unless I encountered a similar issue. Thank you Dragon, and also you @Soul
Dragon32 6 Aug @ 4:14pm 
@Schnitzel Brother
If you open .ini files in Notepad++ they're automatically formatted so comments are in green. It's a great program but you don't need it. Windows' own Notepad is prefectly usable.

Anyway, an .ini file is a text file, you read it and make the changes inside it. So that bAffectReinforcements=true becomes bAffectReinforcements=false

Honestly? I wouldn't. Just play the game and see how it goes.
Soul 6 Aug @ 4:01pm 
Thats where tho,in the ini file,so idk what your "where" after dragon explainded what the inis are for
Also there is a lot of green text,its the ones starting with ";",its commented lines saying what code lines do,that you can modify to change how the mod work. Not sure what you want if its not that,gotta explain a bit more
Schnitzel Brother 6 Aug @ 1:01pm 
Unless this is a configuration issue again, there is no green text in the XComDABFL.ini file, only white text.

Also the question wasn't how, it was where. I don't know where.
Soul 6 Aug @ 12:30pm 
Well if you Read the ini,it have green text telling you what the lines do,read those.
Schnitzel Brother 6 Aug @ 11:46am 
@Dragon32
Noted. I found the way to show the ini.

I am still stuck at the "where" because the XComDABFL.ini tells me the how but....not the where.
Dragon32 6 Aug @ 11:10am 
@Schnitzel Brother
Those are all .ini files, you just have Windows configured to "hide extensions for known file types", or whatever the Norwegian equivalent is, I really don't recommend that for reasons like this.

I'd say keep with the mod's defaults and look at editing files if and when you feel the need. Any .ini changes you make would take a mission or two to appear.
Schnitzel Brother 6 Aug @ 10:30am 
@Dragon32

Only thing I'm worried about is if default is good when your starting squad size is 5.

Also, I don't see any .Ini file in the configs. At least not any that is labelled as such...I might not be up to date on lingo. ( https://prnt.sc/6Ele6zAzfQWe )
Dragon32 6 Aug @ 8:04am 
@Schnitzel Brother
You need to edit this mod's .ini file, in the folder you've highlighted, as per the Description.

Or, honestly, leave it as the defaults are good, imo.
Schnitzel Brother 6 Aug @ 5:09am 
I'm new to this whole modding business so bear with me, but I'm not specifically understanding where to change things?

I fouind the descriptions of how to change things( https://prnt.sc/val9BrxwH9dT ) but not where to actually alter anything. I'm fairly confused by this.
Soul 30 Jul @ 2:07pm 
Been using this for a good 100h with like 9 raider factions and that never happened to me,you prob have a conflict in another mod changing some pods configuration.
Tally 30 Jul @ 4:46am 
This mod randomly adds Raider units from other mods to Advent pods, is there any way to stop this from happening?
Daddy Kaneki 5 May @ 5:49am 
Thank you not only for a config file, but one that is also easy to understand. I have squad size mods so being able to both have enemies scale with me properly *and* have full control over how many spawn is a godsend.
Dragon32 30 Apr @ 8:32am 
Both will be OK, if this mod didn't work with them there'd have been a lot of comments.
Flameducky 30 Apr @ 6:32am 
Also want to know about better advent and campaign plus
General Anakin Skywalker 26 Apr @ 7:10pm 
And can we use this with Better Advent and Better Campaign Plus?
General Anakin Skywalker 26 Apr @ 6:36pm 
Hello ! I'm at broadcast tower now and I want this mod now to play with maximum soldiers to give them a real ending !
The pods are automatic when we DL this or do we have to change things ?
Tortus 25 Apr @ 4:14pm 
It'd be awesome if there was a way to make the pod size increase multiplicative instead of additive, i.e. fMultiplyBy=2.0 instead of iNumToAdd=x
Dragon32 16 Apr @ 7:55am 
@Prysak 𒉭
As the Description says, it's disabled in Chosen chambers
Prysak 𒉭 16 Apr @ 7:19am 
would this work with Populated Chosen Chambers or A Requiem For Man: Strongholds Standalone?
h4ilst0rm  [author] 14 Apr @ 11:12am 
there are so many ways to set up an xcom2 modlist I really can't answer that
h4ilst0rm  [author] 14 Apr @ 10:43am 
defaults are sensible and a lot can be customized
h4ilst0rm  [author] 14 Apr @ 12:38am 
FL 20 is where the game normally ends. I'm not sure if you can command it higher to refresh the mission so I recommend setting it to 19 and back to 20 after
Dragon32 13 Apr @ 11:18am 
@Anakin
Waterworld is the final mission
h4ilst0rm  [author] 13 Apr @ 6:30am 
Enabling the mod right before might not work because the mission exists for a long while but hidden, Console command to change forcelevel i.e. to 19, preview shadowchamber, command back to 20 should make it refresh.

Excluding all other missions but the last one is a bit silly, but should work too.
Dragon32 13 Apr @ 4:57am 
@Anakin
I'd try just enabling it before you load into waterworld. Otherwise it'd be a right faff to edit the .ini to exclude every other mission type.
General Anakin Skywalker 12 Apr @ 8:42pm 
can we use this mod only in the final mission?
I want a hard difficulty because i want to bring almost all my soldiers (12 in total)
whats your recommandation?
andrews94 7 Apr @ 10:48pm 
OK thanks have done that now. I have been using this mod for years, cannot imagine playing without it.
h4ilst0rm  [author] 7 Apr @ 8:24am 
Default setup only goes to 20 where it normally ends. Easy to change if you go read through the configuration file.
andrews94 6 Apr @ 11:06pm 
If the force level goes above 20 will that affect this mod?
I was in the the late game of LWOTC and the FL went to 21 and pod sizes reverted to vanilla.
fifteenspades 29 Mar @ 11:24am 
I just wanted to say the comments in your XComDABFL.ini are well documented and easy to comprehend. Thank you!
Arkenor 1 Jan @ 1:47am 
Aha. Thankyou.
h4ilst0rm  [author] 1 Jan @ 1:09am 
by "more thematic" you mean more duplicates? anything above 1. it is used as a multiplier so for example if it set at 2 first advent trooper might get picked with a spawn weight of 20, but once that happens its weight is multiplied by 2 i.e. becomes 40 which makes it twice as likely to be selected again
Arkenor 31 Dec, 2024 @ 8:17am 
What number would I want to use for fDuplicateUnitFavourFactor to get things more thematic? I've no idea what would count as a large or moderate change.
Soul 22 Dec, 2024 @ 11:32pm 
hmm just to be sure,if I just want the more diverse pods without them increasing,do I disable those 4 lines and thats it? or should I just change the numtoadd to 0 or chance to 0

+AlienPodSizeRules=(iMinForceLevel=5, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
+AlienPodSizeRules=(iMinForceLevel=10, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
+AlienPodSizeRules=(iMinForceLevel=15, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
+AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=20, iChance=50, iNumToAdd=1)
The_Illusive_Man22 10 Nov, 2024 @ 6:03pm 
I will cheat this crap, but it is a nice addition and good work!
akoskosos 22 Oct, 2024 @ 9:27am 
I like it but it really makes things hard. I doN't know if it happened because of this mod but during a retaliation mission civilians took around 2 more shot per turn than usual (while also having a Chosen on the map).
If it's related to the mod I'd suggest rechecking it, it really speeds up the mission (had to run out of cover with my soldiers for the last pod in the hopes that they target me).
Melan 22 Oct, 2024 @ 7:46am 
Does the specific setting for the Advanced sitrep in the configs, set the max number of enemies in those pods? For example, if I change the number to 3 that´s the number of enemies in each pod with that sitrep.
lifeman99 28 Aug, 2024 @ 2:36pm 
@Styrium I mean its an interesting test fr
Styrium 26 Aug, 2024 @ 5:09am 
oh bother okay, guess i 'll try to kill a gatekeeper with a squad of rookies and see how badly it goes! thank you both
h4ilst0rm  [author] 25 Aug, 2024 @ 10:34am 
correct. this mod only ever alters pod followers
Dragon32 25 Aug, 2024 @ 9:12am 
@Styrium
'iForceLevelOffset' is used to adjust the force level of followers
So looks like pod leaders aren't affected, Sectopods and Gatekeepers are pod leaders in the base game. I guess Primes are set-up that way too.
Styrium 25 Aug, 2024 @ 8:24am 
I'm having issues with configuration for specific sitreps. I have the Low Profile Sitrep set up like this:

+SitRepModifiers=(TargetName="LowProfile", bExclusion=false, iMaxEnemiesInPod=3, iForceLevelOffset=-6, iEnemyCountOffset=-3) - My unit count rules are kind of op

But the issue is the force level offset doesn't seem to be applying. When the game rolls for encounters for the mission it's rolling for enemies like Gatekeepers or Primes, that shouldn't be able to be spawned in FL 14 (20 with the -6 offset) , even with the defaut +1 -2 offset from this mod.

I'm unsure if it's a compatibility issue, but I don't have any other mods that modify enemy spawning on guerilla ops to my knowledge.
Selmo 6 Jul, 2024 @ 7:05pm 
@ArnNied: nothing because the roll is hardcoded to 100, so everything above 99 is an automatic success. If you want 2 or more rules at the same force level, you can do it, see the duplicate rules section. For example your 120% would look like this at FL 6:

.AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=100, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=6, iMaxForceLevel=20, iChance=20, iNumToAdd=1)
ArnNied 29 Jun, 2024 @ 7:14am 
what's the effect when seeting iChance above 100? one of the old (might be deprecated) incease pod mod has an interesting implementation. I forgot which mod it was, it's been a long time.

so:
80 = 80% chance of adding an enemy to a pod
100 = Guaranteed of adding an enemy to a pod
120 = Guaranteed of adding an enemy to a pod, but make another roll so 20% will add an additional enemy (so total 2, 1 from guranteed, another 1 from 20% roll)
h4ilst0rm  [author] 4 Jun, 2024 @ 12:13pm 
If memory serves me right Muton Brigade has an "Increase pod size by 2" effect in addition to making em all mutons