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SakuraKoi

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48 comments

  1. Renescette
    Renescette
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    This mod is giving me awful trouble, I installed it and used it for several campaigns and it worked fine, but now it only works half the time. 10 missions in from the start and all pods are 3 except for the reinforcement pods (the dropship ones). Any idea why this is happening? Any way to bump it up on the load queue?
    1. Renescette
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      How do I edit the XComMissions.ini so that every single pod is 4 enemies?
    2. HazeyInDaHead
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      Hi,

      Im having the same issue.

      All pods seem to be 3... :-/
  2. akisvar
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    Hi.
    I enjoyed a similar mode in previous XCOM and could not play without it.
    ON xcom 2 it does raise the difficulty on Veteran (Legendary is a bit hilarious with 2-3 pods adding when you have finished 1 pod ,Without mod)
    But the unpredictability of the game especially when in Ironman mode makes it a little unfair even if i am careful.
    Like 3 stun lancers on 1st mission after Gatecrasher with an Officer as reinforcements right at the sniper's butt.Cry me a river ..

    Or fire at the cell door of the VIP i am going to save then he is free even if i am not prepared and 4 man reinforcements again.
    Thats all.
    But again thank you for the mod.
    I just posted my expreiences with it..Overall makes Veteran more interesting than it actually as vanilla is.
  3. kato42
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    I like the idea of the mod, but I was wondering if there is any way to scale it? The mod I'm using starts at the normal 4 and the lets you scale up to 8 through purchases over the course of the game. So is there any way to scale this as well, or should I just start over with base 6 going to 8 mod?

    Also have to add the time limit increase, extra loot, and grenade size mod, maybe the AI tweak because right now it is really unforgiving.

    Thanks.
    1. obiyer
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      Here's a tech tree so you can plan ahead. The pdf version is there but the mod version is on Nexus too:
      https://drive.google.com/folderview?id=0Bze24YskmJNeZHJRSEZGcXBKd0E&usp=drive_web

      The following is a legendary Ironman Guide but I find it can apply to this mod too:
      https://www.reddit.com/r/XCOM2/comments/45fanh/xcom2_legendary_ironman_guide_work_in_progress/

      On the squad size issue, yeah set it to 6 and scale it up to 8. You have to change the ini file I think if it's the mod I'm thinking. Are you using the graphical mod so you can see the seventh slot?

      I hope this helps.

      Even with six in the beginning I found it difficult too.
  4. kato42
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    I think the jury may still be out on whether the Ai mod is an improvement or not. I've seen the AI *not* go for flank shots they should have, even ignoring a flank shot to either go on overwatch or shoot at someone else entirely. And when a group has taken a bit of a beating the enemy is prone to just sitting, on at least one occasion not even going on overwatch, just doing nothing on its turn.

    So, you might want to look at the scripting some more.
  5. tkh1600
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    question do this mod works with Double Enemy Counts?

    http://steamcommunity.com/sharedfiles/filedetails/?id=619895445
    1. SakuraKoi
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      No, most likely not since it should also change the EncounterIDs.
  6. Takamiki
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    ah this mod along with enemy loot mod was great and all until i get that one Advent retaliation mission and i got spotted and all of a sudden 13 Berserkers appears rushing my squad along with some Vipers... let me tell you it did not go well and i lost alot of top rank men xD
    1. SakuraKoi
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      and that's why I'll always have a high mobility Stealth Ranger to scout ahead as well as at least one flashbang for the possibly most dangerous turn in the mission.

      (not that it may be the case that one may pop three pods in a mission by mind-controlling one enemy through hacking and facing a variety of enemies that luckily were far away but still I lost my very first Psi-Operative, through a more or less lucky shot and a Stun Lancer dashing across the half map.)
    2. Takamiki
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      but seriously what do you do against 13 Berserkers? 24 HP each for a grand total of 312 HP rushing at you the only reason why i didn't lose everyone is due to 3 rangers 1 with reaper and other 2 decent melee, a sharpshooter with faceoff, and a grendiar with gaudian extra skill for multiple shots on overwatch xD but out of my 6 men only 1 survived
    3. NooSun
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      I've maked this mission with berserkers, thanks for prepairing. So cool to see a lot of meat coming on you, just pioson and flashbang them. Nice mod, but you need to have 8squard in a team.
  7. gamefever
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    Early Game timed missions are brutal with this mod.

    Not really a good thing.

    Getting a double Pull is very hard to deal with when facing off with 2 4 alien pods.
    Not to mention that most of the Pods seem to be mostly aliens before long. Not used to seeing 1 Muton, 3 Viper Pods.
    Also noticed that when the Advent Pods are showing up they are mostly Stun Lancers.

    Then the real issue, before the change over to Mag Riffles there is a period of time in Commander Level Difficulty where I'm just facing off against very difficult targets as they will more often have high hit points.

    So the issue faced is that its hard to kill them off.
    1. tizznyres
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      I'm not the mod author, but I've done quite a few missions with this mod on Commander and Legend at very early campaign, and also late campaign on each.

      I would agree that the early game can be very unforgiving, and multiple pod activations are a very bad thing. Now you don't specify, but are you running this with Vanilla squad size, grenade radius, etc? Any mod such as this which directly increases difficulty really necessitates additional mods to help the player out. Much like the mod author suggests in the description, this mod really works best accompanied by a +2 person Player Squad, and I'd highly recommend +1 Grenade Radius as well, especially early game.

      Just my 2c, as I've been loving the mod, especially considering it's in a very early stage.
  8. vulchor
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    Does the increased grenade radius work as a standalone mod or does it require IESS?
    1. SakuraKoi
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      It is a stand-alone. Currently there are no XCOM 2 Mods which actually require another (though for the x10 I still recommend another UI but that''s a different story)
  9. tizznyres
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    Having done about 10+ missions on Legend/Honestman I'm loving this mod combined with 2-person player squad increase.

    You mention many lines are changed for the main file so I'm hesitant to edit it myself, but do you have any plans for optional versions that add an additional enemy per pod or more?

    1 - 3 added enemies per pod, with an average of 2 seems like a good point for a strong challenge with an 8 person squad. The 3-person enemy squads end up getting steamrolled on single-pod encounters, and anything over ~6 per pod seems too difficult. Thanks, and looking forward to more features on this mod!
    1. SakuraKoi
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      I plan to improve IESS after I personally experienced it more but currently all seems fine and well to me, especially since most encounters are variable anyway. However I could still make a IESS+ Version if there is indeed demand. I'll take into consideration to eliminate any pods with only three enemies then.

      If you like to do it yourself you do not need to be afraid since there are only a few things to keep in mind, first and foremost when you are done, backup the .ini I provided and which you modified, I do not intend to update unless it is really necessary but if I do the update will overwrite it.

      Now then... in the XComMissions.ini I provide you can see the EncounterIDs, those which have a "-" in front of them not only can but must be ignored. You have to modify those with a "+". Upping the MaxSpawnCount=x to MaxSpawnCount=x+1;2;Whatever is easy enough and some lines do not need to be modified further, namely those which have FollowerInclusionExclusionCharacterTypes= which pulls from predefined pools.

      If a line does not have this but ForceSpawnTemplateNames[0:1;2;42]= then you need to copy whatever type of enemy you would like to add, be aware that those ForceSpawnTemplateNames[x]= and other keys need to be separated by a "," and that you count the [X] up .
    2. tizznyres
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      Great thanks, I'll do my own little edit until you expand this mod further. It really is only the 3 enemy squads that still seem way too easy to me, so that should be an easy edit.

      I'll be keeping my eye on this, because it sounds like you have a lot of features planned.
    3. SakuraKoi
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      Well, I just ended up making a Plus Version since I encountered quite some AoE and Multi-Target Skills, Abilities &c so yeah, there you go and indeed your suggestions regarding the adjustments are quite fair ones. I targeted the still small squads and left already big squads alone. Additionally those with 4 got another member, sometimes handpicked by yours truly for variety.
    4. tizznyres
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      Yay! I'll try it out now. I was just about to edit my post and specify that I had been mostly testing on a Legend campaign that was a few months in, and had very limited Psionics and 1 or 2 experimental grenades, which help tremendously.

      Currently playing a brand-new Legend campaign, and I'll add the Plus Version to see if it's still manageable with nothing but Frag grenades + 1 tile Grenade increase.
  10. svogtos
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    Hi ! I've already started enjoying Xcom 2 and your mod is exactly what I'm looking for to make the game even better than it already is.
    But I'm a bit cautious with my save game... do you know if your mod works with ongoing save or will I have to wait for my second playthrough ?
    Thanks in advance for your answer !
    1. SakuraKoi
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      The Mod works with existing save games completely since that information, about EncounterIDs and AI, is not saved in a save unlike e.g your Solider's Health. (I just tried tripling my soldiers health and multiplying the enemy health by 10 but in an already existing save game it only gave enemies that.)
    2. svogtos
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      It does work indeed ! I've had the "pleasure" to meet an andromedon and his three codex friends while merily scouting. The result was bloody. So it's perfect with bigger squad mod. I would skip the 10 times healthier enemies though... That's a tiny bit too harsh for me :p
      I have an other question, I've tried to replicate the "double loot" mod in my .ini but it doesn't seems to work. Is there more than one line to change ? (something something "maxloot=2" instead of 1)
    3. SakuraKoi
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      Mind you that the x10 multiplier also affect damage values well, all but four rare types, so the balance is only changed slightly and in the first place I just uploaded it here because I do not find it worthy enough to have an own page yet. About the loot (and AI), let me turn them into NMM ready files quickly, so you can also see that only one value needs to be changed, namely TimedLootPerMission= in XComGameData

      Edit: Done
    4. svogtos
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      Thanks, that's what it was and it's working fine now. Everything is perfectly in order !
      Again, thank you for your answers and for your awesome mod, vote and endorsed !