XCOM 2
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[WOTC] Yellow Alert Spawning
   
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10 Oct, 2018 @ 3:54pm
22 Dec, 2018 @ 2:03pm
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[WOTC] Yellow Alert Spawning

Description
The newer version of this mod is called Dynamic Encounter Zones and gives you much more control. Link here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1854949514

This mod increases the width and depth of the area that units spawn/patrol in, thus creating a larger area of map used and less predictable enemy location. It works for all units, including civilians and bosses.

My math is simple, I added 43 to the default width and depth of the encounter zone, while subtracting 27 from the default encounter offset along line of play. In other words, the possible spawn/patrol area for each pod is shifted back 27 tiles but increased in depth/width by 43 tiles, covering 1,849 more area than default.

The picture used for this mod shows an example on a small map of the difference between before and after. For larger maps an encounter area might not cover the entire map.

This differs from Random Enemy Formations in the following:
1. REF uses a standard 48x80 patrol/spawn zone no matter what the default schedule calls for. By adding 43 to the default, this mod can have patrol/width zones up to 83x103 for large maps such as blacksite, or as small as 37x53 for the smallest maps
2. REF does not decrease the offset to compensate for the deeper patrol/spawn areas. This results in increased depth toward the Xcom spawn zone and causes units to spawn/patrol toward the front 1/3 of the map, barely giving you a chance to move before encountering an enemy.

This is meant to be used alongside my other mod Yellow Alert Gameplay for balanced difficulty.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1492899729

Conflicts with Random Enemy Formations

Can be safely added or removed anytime
Modifies the schedule.ini
39 Comments
RedDobe  [author] 5 Sep, 2019 @ 3:48pm 
For everyone having problems with this mod, I have replaced it with a better version, Dynamic Encounter Zones. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1854949514
Mirahael 22 Aug, 2019 @ 2:50pm 
Just gonna say it right here and there: I literally can't use this mod.

Firstly it seems the units just get spawned way into the corners, and secondly it actually spawned the Resistance Fighters and Civillians in a Haven Retallion ALL OVER THE MAP - resulting in the entire mission I played with this on a complete failure because my own Units had to run all over the map, getting killed and trying to save the Civillians.
Ganches 21 Jun, 2019 @ 7:46pm 
It's strange, but this does the opposite for me as far as spawns are concerned. While patrol patterns do appear to be working, the spawns do not. In fact, activating this mod seems to just make the enemies spawn very close to each other most of the time. Some missions are bad enough that they spawn almost exactly ontop of each other and I've never seen that without this mod.
RedDobe  [author] 18 Mar, 2019 @ 4:32pm 
@sAiNtgOtEn - To answer your ?, this mod nor Yellow Alert Gameplay alter any of the enemy ai behavior once a pod is active. That being said it wouldn't interfere with ABAI.
initium 17 Mar, 2019 @ 9:14pm 
@sAiNtgOtEn

I've been running partial campaigns to test out mods (first 4 missions). I have YA and ABAI in my play-through having completed a campaign with just YA. I also noticed a difference too. I guessed it was down to ABAI prioritising high cover so the units moved with more caution.

It worked fine. By fine I mean my Rookies can't hit the side of a barn while stood in front of it, so ADVENT in full cover is... great! :D

It would be interesting to know if the AI behaviour is being altered from what is expected in YA by ABA/ABAI.
sAiNtgOtEn 8 Mar, 2019 @ 3:08am 
also @rudolfdfrench - im running ABA with both yellow alerts and no conflicts so far. However I do notice that enemies are less responsive with ABA on (i.e. they don't run towards the action until you see them) but it could be my own imagination
sAiNtgOtEn 8 Mar, 2019 @ 3:05am 
hey, I've modified your file to add more pods. Please don't update your mod :D

but if you can add more pods too that would be awesome, happy to provide you with my schedules.ini.
Astral Descend 4 Feb, 2019 @ 11:42pm 
I've completed a campaign with ABE and both yellow alert mods - both work fine
rudolfdfrench 4 Feb, 2019 @ 10:12pm 
Posting this message to DerBk's & RedDobe's respective pages:

I'm running DerBk's A Better Everything collection as my base modlist. On Twitch DerBk is currently running "WOTC Yellow Alert Gameplay" but not "WOTC Yellow Alert Spawning". Is this a compatibility issue or just a play preference? I subscribed to the gameplay mod but am interested in the spawning mod as well since it was recommended in the gameplay mod's description. Thanks!
RedDobe  [author] 17 Jan, 2019 @ 7:10pm 
Yeah it's just the schedule.ini. There are definitions at the beginning of the file for what each field does.