Diverse Aliens By Force Level WOTC
To combine the best of both worlds, and more!
This mod was originally a combination of the amazing Diverse Alien Pods WOTC and [WOTC] Increase Pod Size By Force Level.
Said mods used to be incompatible, but the incompatibility has since been fixed.
Additionally I was never a fan of the clunky rules IPSBFL implemented, so I created my own system to add more enemies. I wanted to make it as simple as possible while also keeping it powerful to suit a wide variety of setups.
This mod recreates enemy pods with a configurable number of extra enemies while at the same time allowing for more variety than what the base game offers.
By default, extra enemies start to appear starting from force level 5 and by the end there is a chance for up to +4 enemies per pod (with an average of +2).
DAP and IPSBF stop at recreating the vanilla spawning behaviour while this mod goes beyond that by adding several options to possibly increase enemy numbers and diversity even further (for better or worse!).
All of the configurable options are documented in the XComDABFL.ini config file, read the comments carefully!
The default rules for more enemies are as follows:
Obviously adding more enemies to every pod is quite bad for balancing in a couple of situations.
Thats why I also made system to limit some aspects of the pod creation process depending on current mission and any active SitReps.
By default:
- Disabled on Covert Escape missions.
- Disabled in the Chosen chambers. (still affects the fortress part of the mission)
- The ADVENT Network Tower mission cant have pods bigger than 4 enemies each. (you only get to send 3 soldiers)
- On Fireteam, pods are capped at 2 enemies and followers are rolled from 4 FL lower. (you only get to send 2 soldiers)
- On Surgical, pods are capped at 3 enemies. (you only get to send 3 soldiers)
- On LowProfile, 1 less enemy is rolled for each pod. (you only get to send Sergeants or lower)
- On Advanced, pods are capped at 2 enemies. (FL increased by 6)
Note: These are my personal preferences; You can reconfigure them in the config!
- The Highlander is required for this mod to have any effect! (without it, nothing happens)
- Should be compatible with anything that doesn’t do similar changes. (leave a message if you find something odd)
- Can be de/activated mid campaign, though any mission that has already been generated wont be affected.
- Can be disabled on any specific Mission or SitRep using the modifiers described in the configuration file.
- Not compatible with DAP, IPSBFL or Surgical SitRep Fix. (their functionality in included and having them might cause odd behaviour)
- This mod uses the same configuration values as the base game for the follower selection; If some enemies seem too rare / common its most likely not caused by this mod.
- If something seems broken, please leave a message with a Launch.log file from when the issue appeared.
general troubleshooting: Mod not working? Mods still have their effects after you disable them?
This mod functions by "post processing" any generated pods using a hook provided by the highlander. Most mods that change the pod generation process do so by tweaking the configuration files the base game uses to create the pods.
This means if you have a mod that makes the base game generate bigger pods using config edits, this mod will assume that pod to be of "original" size and will in turn add to it. Any mods that use the PostEncounterCreation highlander hook may or may not conflict depending on what they do with it.
(default values)
More in-depth descriptions in the actual config file!
Required items:
Click the title to search on this site.
X2WOTCCommunityHighlander v1.24.0 — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.