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This way you play entire game as 6 squad by default, and reserves are only for rare tricky situations such as Chosen + modded boss enemy/mocx.
[CovertInfiltration.X2StrategyElement_InfiltrationActions]
-InfiltrationMaxSquadSize=6
+InfiltrationMaxSquadSize=16
[XComGame.X2StrategyGameRulesetDataStructures]
-m_iMaxSoldiersOnMission=6
+m_iMaxSoldiersOnMission=16
(The code that I altered)
Fun Context: The solo in question is John Wick, and the high amount of squad size is for a Chimera Squad dedicated team (13 agents, plus Whisper and Jane Kelly), and other larger squads such as a Team Fortress 2 squad (9 + Miss Pauling). Lara Croft is also another solo using akimbo, and the Armor of Two are duos/Bishops, which is why I'm trying to figure out how to make the second through 16th slots options to allow tiny squads.
Fully aware of other balance requirements needing editted such as enemy spawning and CI squad size penalities abd living space, but I've figured out how to edit those. (Or at least I think I can, that's not the issue now)
Relevant Mod context: Allow Larger Squads, RoboJumper's Squad Select, and RPGO and various specializtion mods linked to it
If I make config changes on DABFL regarding the coin flip to be less of a coin flip but more of a dice roll, would I need to account for your own DABFL modifications? If I'm reading your mod description and config files right, all that you're doing is guaranteeing +1 enemy to pod size from the get go, with the opportunity to do a coin flip to get up to at max 3 additional enemies per pod right? So If I reduce that coin flip aspect to be more like a dice roll (anywhere from between 0 - 50% chance at rolling for an additional enemy) on DABFL, but don't touch anything on your mod, that means there's still your 50% coinflip tacked onto the 0-50% chance that I have set for DABFL?
I saw your comment below stating that yours works in ADDITION the changes i make on DABFL, so I just wanted to be sure i'm reading and understanding the code correctly
You'll need to edit the +AlienPodSizeRules. I'm not entirely sure what you're going for, but you'll need to change the minimum force levels at the least. If you just want ALL of it to kick in at FL20, then you can replace that section with:
+AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=100, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
.AlienPodSizeRules=(iMinForceLevel=20, iMaxForceLevel=99, iChance=50, iNumToAdd=1)
The reason for periods instead of +s is because those rules become duplicates of each other if they all start at the same force level, and for duplicate rules you use . instead of +. Hope that helps!