XCOM 2
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[WOTC] Dynamic Pod Activation
   
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9 sep 2017 om 16:35
17 sep 2017 om 14:48
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[WOTC] Dynamic Pod Activation

Omschrijving
Sick of carefully moving one tile away from pod activation zones? Tired of how you can lob grenades everywhere, and blow up fuel tanks, while the aliens behind a nearby wall keep talking about the weather?

This tweaks pod activation to make missions messier and more exciting. Think of this as a 'lite' version of the original All Pods Active mod. Nearby pods of enemies can now activate proactively if they know XCom is around.
Pods get alerted by hearing sounds (explosions, gunfire, ...), seeing a dead ally, or seeing other allies in combat. For those who played Long War 2, think of Yellow Alert mechanics.

Don't worry, you will always have a full turn to react to whatever happens - these reactions will only happen on the alien turn.

Mod is very configurable and can also be used as a WOTC-compatible All Pods Active mod (just set ActivateEverything=true in the INI).

Compatibility
Overrides XComGameState_AIUnitData.
Can be safely added to (or removed from) any saved game that's not currently in a mission.
Populaire discussies Alles weergeven (1)
1
13 mei 2019 om 17:37
Recommended other mods and settings?
Galdred
132 opmerkingen
Syndrome Of A Down 18 feb om 20:11 
To this day this is still my favorite xcom 2 mod its just so... reasonable lol
Starfoth The Burgundy Silk Rug 28 jun 2024 om 15:22 
For some reason the activated pods are able to attack the same turn they go on full alert leading to A TON of free turns for the aliens
Am I misreading the description or is that unintended?
Freelancer MAD DOg 2 dec 2021 om 16:24 
depend on map ,sometimes this mod well weak 3 pod same time ,and you doom···
aegis 14 jul 2020 om 8:16 
iv been having the UFO defence missions intro get interupted and skipped, im wondering if its due to an enamy pod being activated prematurly interupting the cutscene, is this issue happening to anyone else using this mod?
neIVIesis 23 jun 2020 om 13:10 
Oftentimes pods remain in place, not patrolling with this mod on. Has anyone else noticed?
Tim_ 7 mei 2020 om 11:23 
@//..Kintaro Oe - When you also add the mod Dystopian Turn Order to this one, and play with ABA Mods plus Hive plus Hive More, all with increased pod sizes ... it's far more insane at times!!!!

However, it makes things fun if you tilt other things in your favour as well, such as taking RPGO, boosting the XP rates (and ability point gain rates) and gathering huge numbers of RPGO abilities, plus letting all your team become psionics as well as normal troops. Build up those sentinel skills especially, and that unstopable mass wave of alien attackers is met by your immovable super-powered heroes who fire multiple overwatches per turn.

The combination gets really interesting. :steamhappy:
Video Games Exist 6 mei 2020 om 23:18 
I dont know why you'd use this mod on LWOTC since it includes yellow alert
Kintaro 26 apr 2020 om 2:41 
Updated: 17 Sep, 2017 @ 11:48pm
abadoned

this is not working as written. you will get rekt sometimes by aliens having 2 turns it seems. and yes, multiple pods.
Kamikaze 24 jan 2020 om 17:35 
Quick look into the mod, I found the config to change
AlertOnSight = false
This is normally set to true, so if you change it to false, this will make it so the Aliens activate on the Aliens turn instead.
Kamikaze 24 jan 2020 om 9:51 
I've been trying this on LWOTC and I'm finding myself agreeing with several recent posters here. Aliens getting activated on your turn rather than there's is getting annoying since they get a free turn to wreck you come Archer Meks+. I'm also seeing the Patrols not moving (for a few turns), but it seems like after a few turns being visible, they do actually move again.

I still love the idea of this mod since I think it's silly that Advent wouldn't have radios to call for help, but the issues of Advent getting a free turn to relate and not patrolling properly makes me want to revert back to letting LWOTC's yellow alert deal with activation.