XCOM 2
Expanded Enemy Reinforcements(no longer supported)
119 opmerkingen
MrShadow  [auteur] 8 apr 2018 om 5:46 
None yet no.
Commander-LVJ 8 apr 2018 om 0:21 
I'm wodering; especially considering the type of mod this is, does anybody know if there is a modification that adds xcom enemy unknown\within aliens like the cyberdisc or the floater or seeker etc. to xcom 2?
a.v.scaletta 3 apr 2018 om 9:53 
thanks :) i will try it
MrShadow  [auteur] 3 apr 2018 om 9:53 
This is an issue with vanilla ABA not this mod.
a.v.scaletta 3 apr 2018 om 9:48 
i have som problems with this mod, after instalation i have broken Reinforcements .. enemy ship with Reinforcements is always empty :((
Mind Goblin 2 jan 2018 om 7:59 
Again sorr, I found it. My bad man
MrShadow  [auteur] 2 jan 2018 om 7:21 
Look for Expanded Enemies Plus for WOTC. It's this mod and 2 others rolled into 1
Mind Goblin 2 jan 2018 om 7:14 
Will a WOTC version be made?
MrShadow  [auteur] 1 sep 2017 om 14:58 
Not yet but most of what's in this mod is already incorporated into WOTC. Some is not and I'll make sure to add it ASAP.
Spiner909 1 sep 2017 om 14:44 
WOTC?

Nor Dogroth 5 aug 2017 om 16:02 
Yeah, the mod is a good thing in my opinion. I like the idea of mixed reinforcements with aliens, but for my current LW mission I have to disable the mod because multiple (elite) mutons, archons and so one every turn are not that easy to kill while you have to gather your people who are spread over the entire map^^
MrShadow  [auteur] 5 aug 2017 om 15:51 
well with mods like LW, yes this mod can and will make the game much much more harder. So its all up to the player if they like that or not. All this mod does it open up the reinforcment pool to allow for more veriance on mixed reinforcment pods. Keep in mind that LW already does this to an extent but this mod takes it a bit farther. The normal game ONLY has Adavnt reinfocements come in. You never get Aliens mixed in or even full Alien reinforcement pods.
Nor Dogroth 5 aug 2017 om 15:41 
Depends on what you want. I just think you should know that. In some LW missions when every turn new reinforcements arrive it makes a big difference I think. I don't know if the original game sends a normal ADVENT unit instead of a elite muton or if the elite muton replaces multiple normal soldiers.
MrShadow  [auteur] 5 aug 2017 om 15:37 
@Nor Dogroth... is that a bad thing? Or is the challenge worth it?
Nor Dogroth 5 aug 2017 om 8:31 
and it makes the game much harder
MrShadow  [auteur] 16 jul 2017 om 19:39 
just as it says... Expanded Enemy Reinforcements. Even says in the discription that this mod adds more reinforcement types that can come in besides all advent all the time
Lux Manifestus 16 jul 2017 om 18:47 
The description is obscure. What does this mod do?
MrShadow  [auteur] 10 jul 2017 om 5:29 
@jack o Neil if you are asking if that other mod is redundant for LW2, yes as all those units already come in as reinforcements in LW2. I'm sure you know that already tho. As for vanilla, with the way hat mod is set up and this mod, one of them will override each other so that mod and this one couldn't be used together sorry.
=[NK]= Col. Jack O'Neil 10 jul 2017 om 3:21 
Does your mod make this mod redundant???

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=770169637
Handoverphist 9 jul 2017 om 22:20 
It's a good mod. Always was annoyed with how Advent were more common then aliens after the innital attacks because they only reinforce with advent and mecs.
MrShadow  [auteur] 9 jul 2017 om 20:38 
I got you. Well I hope you are enjoying this mod otherwise?
Handoverphist 9 jul 2017 om 18:44 
Seemed simple to me. I thought it made little sense, you showed that it did. Plus, the thinmen in XCOM: enemy unknown were just infiltration too, but they got dropped into combat zones, and they weren't even that effective. If they can be dropped in, Faceless make about as much sense.
MrShadow  [auteur] 8 jul 2017 om 16:48 
ok just didnt want to come off as an ass. I re-read how i replied and even to me it sounded a bit rude and that was not my intention. Everything i make and or the CX team makes is out of fun, things we would love to be in the game and things others have given us feedback on.
Handoverphist 8 jul 2017 om 16:40 
No dude. You told me good. I ain't gonna argue with it.
MrShadow  [auteur] 8 jul 2017 om 16:22 
@Handoverphist, wasent trying to be a smart ass if thats how you took it. Just stating why I added them as I did. IMO its alwasy fun to have more enemies to fight and having Faceless that can also act as soldier types instead if always infiltators, just makes them that much more deadly IMO. You may not agree, and if you dont, thats fine bud. You can always remove them in the mod files.
Handoverphist 8 jul 2017 om 15:55 
Well, you told me.
MrShadow  [auteur] 8 jul 2017 om 7:32 
@Handoverphist... have you tried it yet? It makes sense for sure. Just because Advent uses them as infiltrators, doesnt mean they always have to be used that way. They dont come in on a dropship either. Also, you would never know that they have ther reveal animations if you only seen them in human form before transforming. The base Faceless (non human) has its own reveal animations that we NEVER get to see otherwise. ALSO, in the new official Expansion coming in August, youll also be seeing Faceless used in the same way we have here ;)
Handoverphist 8 jul 2017 om 5:49 
Doesn't make much sense to drop Faceless. They're infiltrators. They don't need a dropship.
Thanantos 31 mrt 2017 om 14:56 
Kwel!!!
MrShadow  [auteur] 23 feb 2017 om 9:25 
Once i release the new Archons mod we have been working on, I'll be adding them to the reinforcements list here as well. Those that have that mod and this will see them come in as reinforcements too.
dmc32 23 feb 2017 om 9:01 
thanks for making this LW2 compatible, I'm a little late but I can add this to my limited list of enemies I don't have too many LW2 AI is pretty sharp.
MrShadow  [auteur] 23 feb 2017 om 7:03 
To be honest, I'm not 100% sure as I don't know exactly everything ABA2 changes and or doesn't allow.
steelwarrior77 23 feb 2017 om 6:36 
Compatible with ABA2?
Nor Dogroth 10 feb 2017 om 15:10 
that's good^^
MrShadow  [auteur] 10 feb 2017 om 9:28 
yes
Nor Dogroth 10 feb 2017 om 9:10 
Is this mod compatible with Long War 2?
MrShadow  [auteur] 28 jan 2017 om 11:40 
well this mod doesnt add new pods or large groups of enemies. all it does is allow whatever enemies you add to the Advent Global list (in the mod) to come in as reinforcments at thier force level. If you are looking for larger pods sizes and more enemies, there are other mods that do this. ALso, make sure to download (All Enemies In All Missions) as that mod allows Faceless, Berserkers and Chysslids to pop up in all mission types and plays VERY well with my mods.
MrShadow  [auteur] 28 jan 2017 om 9:41 
@Dark, I thank you for the confermation of it working with All pads Active :). Hope you enjoy this mod and my others and soon future mods from myself and or the Creative Xenos Team. Much more to come :)
MrShadow  [auteur] 27 jan 2017 om 18:37 
only Expanded Enemy Reinforcements. Dont mess with anything in ADERP
MrShadow  [auteur] 27 jan 2017 om 18:09 
You can also look at the characters.ini file in mods that add new enemies. Thier names are there as well.
MrShadow  [auteur] 27 jan 2017 om 17:59 
Not sure if it is compatible with all pods active as I have not tested it with that mod. As for this mod are you trying it with a saved game as in the middle of a already started game or did you start it with a new game? A lot of times, mods such as rhesenwil not take unless you start a new game and make sure to clear your config file as well. Another note, this mod will only add reinforcements of the added enimies as they become available at their force level. So with a new game you may not start seeing aliens and other added enemies show up as reinforcements until their force level is available. On some rare occasions you might see a Sectoid or Faceless show up early as a reinforcement (Faceless is you also have all the enemies on all missions mod) installed too. You'll know if Aliens are coming in as reinforcements as they will show up through a purple psi gate, not the Advent dropships.
MrShadow  [auteur] 27 jan 2017 om 17:15 
@ Dark. You want to go into the missions ini file and for the the Advent global list that has the + in front of it not the old vanilla game list with the - in front of it. Once you find the list with the + in front of it, it should have my Bio Troops in it as well. add a new line to that list just as you see the other lines. Then make sure your enemy you want to add is in the "...." and spelled exactly like it is in whatever mod you have installed that it's coming from. Make sure to also change the number in the [..] so that it's in order with the other numbers. Also look at the last enemy in the list. You'll see it ends with a ) Make sure the last enemy on the list ends wth that ) and no other have that.
MrShadow  [auteur] 26 jan 2017 om 17:34 
Lol yeah sorry. Meant Dark.
MrShadow  [auteur] 26 jan 2017 om 17:26 
@ Dam... can you explain that a bit better for me bud? What exactly is the issue you are having? Maybe I can help.
MrShadow  [auteur] 26 jan 2017 om 17:23 
@ Dark... not compatible with ABA as those mods have their own set reinforcement lists and alter things that would create conflicts. This mod will work with any newly created enemy, provided they do not have their own Advent global list and or not part of a highlander mod and that you download the enemy mods and than this mod after them.
MrShadow  [auteur] 26 jan 2017 om 17:19 
@Sacimaphone... yes those 2 do already spawn from dropships like that but if you want those two to also spawn with enemies in reinforcement pods, you should add them to the Advent global list in this mod. Otherwise if you have this mod but have subbed to one of those 2 mods that add those to their own Advent global list, those mods will overwrite the list in this mod. You can sub to those mods, but need to sub to this mod after so the mod order makes this mod your primary mod that calls reinforcements from the Advent global list.
saximaphone 26 jan 2017 om 14:58 
There is a discussion on this page that provides instructions for adding them, provided the mod doesn't already do it itself.
For example, advent snipers and priests have code already to spawn them in dropships
MrShadow  [auteur] 26 jan 2017 om 3:20 
Yes
Omni-Gawker 26 jan 2017 om 0:15 
So it's compatible with long war 2 yes?
MrShadow  [auteur] 3 okt 2016 om 19:15 
@Mokona... I did not change anything as far as how the game spawn in what enemies in what pods. All this mod does is make it so that these inital 7 alien types can come in as reinfoircments. Farce level of the game and Difficulty level will still be taken into account as if you was plsying a normal game. So you should not see pods of just Berserkers. At least not on easier levels and or early in game. This mod still has these aliens only come in once their force level is reached. As an Example... I just played a Defense Mission with this mod and ran into 3 Berserkers. But 1 was in a pre set ground pod I ran into and the other 2 came in as reinforcments. But were in different pods but not together. Not saying a pod of 2 Berserkers and a Muton or a Berserker and 3 mutons might not happen. Its all random. But even on the hardest Diff level and highest force level, i have yet to see any reinfocment pods come in with more than 2 Berserkers.