XCOM 2
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Broad Pod Activation [WOTC]
   
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15 May, 2020 @ 3:22pm
15 May, 2020 @ 3:24pm
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Broad Pod Activation [WOTC]

Description
Enemies will activate from further away and out-of-sight.
This is an alternative to Anisotropic's mod "Dynamic Pod Activation" and the original "All Pods Active" mod.

Before I explain what this mod does, I should go over a few things. In the base game, all enemies are constantly in 1 of 3 states:

1) Green Alert
Enemies are completely unaware of your presence and in a relaxed mindset.

2) Yellow Alert
Enemies have detected suspicious activity nearby - but haven't seen XCOM yet. This can happen if they hear gunshots or explosions. Sometimes enemies will move towards the noise to investigate.

3) Red Alert
Enemies have spotted XCOM and are actively engaging.


This mod makes a few changes to the "Dynamic Pod Activation" mod, so that any enemies that are in Yellow Alert status - AND are within 60 tiles of XCOM, have a chance to activate at the start of Advent's turn (but they won't get any actions other than moving into cover "scamper").

The % chance is based on how many enemies are currently in Red Alert status (attacking XCOM).

--- % chance a nearby (60 tiles) group will activate - ONLY if they are on Yellow Alert ---
100% -- with 0 enemies engaged
42% -- if only 1 enemy is engaged
0% -- if 2 or more enemies engaged

This means that, after XCOM fights a group of enemies, the next group will activate and come towards XCOM (if they are within 60 tiles) - BUT enemies will not aggro when XCOM is already fighting a group of 2 or more - so you don't have to worry about all of the groups aggro-ing all at once. The final result is that it will save you from having to "hunt down" the last group of enemies on a map to finish a mission - because they will self-activate and start coming to you.

100% safe to enable or disable at any time.
19 Comments
Alex Nares  [author] 16 Nov, 2023 @ 3:56pm 
Probably
Rui 16 Nov, 2023 @ 1:30am 
LWOTC has it's own Yellow Alert system so im guessing it could replace Dynamic Pod Activation's functions right? Because that mod doesnt play well with LWOTC
Alex Nares  [author] 16 Jul, 2020 @ 2:18am 
There is usually a huge performance drop between "High" and "Ultra/Maximum" settings in most games, with not much visual difference. I usually don't go higher than "High".
aegis 15 Jul, 2020 @ 7:25am 
makes sense, well the the good news is that the high texture settings to my untrained eye dont look much different to the max settings but there does seem to be a definat improvment
Alex Nares  [author] 15 Jul, 2020 @ 5:02am 
I think there were some engine changes between WOTC and Vanilla. But also it could be that, because there is new content, the game has to pull texture packs for more objects at once. For example, if there are 10 enemies on the screen and they are all copies of the same enemy, the game only needs to pull 1 texture pack and copy it onto all 10 of them, rather than if they were all 10 different enemy types - the game would have to pull texture packs for 10 different enemies.
aegis 15 Jul, 2020 @ 4:47am 
nvm
i haven't tested it with the UFO defence mission. but i had similar problems with other mission intros and it seems to have been fixed by turning down the texture settings from max down to high, i guess the maximum textures caused the game to take to long loading them at the begining of missions hence causing lag which fucks up the cutscenes.

its really weird since non of these problems occured in vanila. did graphics get upgraded between the two or something?
Alex Nares  [author] 15 Jul, 2020 @ 3:59am 
Oh I see. Even so, enemies should not be activating and causing cutscene problems because, this mod will activate enemies at the end of Advent turns. The cutscene happens during Turn 0, so this mod cannot fire off until after that time. But thanks for reporting, I will have to see if I (or anyone else) is having the same problem.
aegis 14 Jul, 2020 @ 11:54pm 
which definatly happens in the tactical layer
aegis 14 Jul, 2020 @ 8:56pm 
im talking about the cutscen at the begining of the mission when the squad climbs down the ramp
Alex Nares  [author] 14 Jul, 2020 @ 12:57pm 
This mod cannot cause that. The cutscene happens in the Strategic Layer (Geoscape) whereas this mod can only affect the Tactical Layer (missions). The game runs two different engines for in/out of a mission.