XCOM 2
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Yellow Alert Gameplay More Fair Pod Jobs Distribution
   
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21 Sep, 2024 @ 6:57pm
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Yellow Alert Gameplay More Fair Pod Jobs Distribution

Description
This is a config replace of "XComLW_PodManager.ini" from Yellow Alert Gameplay 2.0, mainly intended for people playing on legendary with increased pod sizes and a lot of enemy mods. This should prevent a whole map from converging on your position after a few turns, after you had engaged your first pod on the map.

Why not just use the lite version? Because I hate down throttling as the solution. Knowing that I am 100% safe for as long as I am fighting a specific number of enemies is boring.
Instead, XComLW_PodManager.ini has much more interesting options.

You can see my changes on the screenshot, but here's a quick breakdown :

Both Intercept and Flank jobs were set as Unlimited and even Guard Pod had a 25% chance of rolling Intercept, meaning that sometimes you could have literally a whole map coming at you.

- I deleted the Intercept job from Guard Pod, meaning that they will always stay on the objective by default, but also have 25% chance of rolling Block job. Block Job is when pod tries to position themselves between your last known position and the objective, but they aren't actively running towards you to join the fight like Intercept does.

- Set both Intercept and Flank jobs as Unlimited=False. This means that after you had engaged your first pod, you will only have 1 pod at the same time on the Intercept job, running towards you. Other non guard pods will have 15% of rolling Defend, Block or Flank. So at worst, you can have 2 pods hunting you, but the one on Flank Job always takes longer to arrive vs Intercept who's just running straight towards the fight.


Note that those changes are a bit experimental. I don't mean that it can break your game, but it might simply not work as intended. There's not many modders who dealt with this pod stuff apparently. From my testing it appears to be working. When I had a vision on 3 nearby pods and engaged 1, on the next turn 2nd pod joined the fight, because they ran towards me as a part of Intercept job, while 3rd pod ran back into fog of war and out of my vision because they either got Defend or Block Job. Still, report any weird behavior you encounter.




7 Comments
clw6 16 Apr @ 10:54am 
Terrific mod. It's pretty essential when playing with multiple mods that change up AI and spawn difficulty in addition to Yellow Alert. I was finding Yellow Alert in combination with A Better Advent, Sniper Defence Fix, Civilians Revamped to be damn near unplayable lol. Still get occasions when a pod will patrol into my flank and immediately get, what feels like, a full turn to flank and crit kill already engaged soldiers. Problem I have is that they are ALREADY using their turn to patrol/move. A Sectoid for example will spot a corpse, resurrect it and STILL get a full turn to move, flank and crit/mind control. That's two turns in one enemy turn. Maybe something can be tweaked in ini but I'm wary of messing with that. For now I've never used hunker down so much haha.
Ace 20 Nov, 2024 @ 2:31pm 
Amazing mod, thank you !
Coley 23 Sep, 2024 @ 8:01am 
This seems to work pretty well. Like OnyxLock, I've been dealing with map wide swarms. This eases the pressure somewhat. Of course, it doesn't protect you from bad plays, but at least you're not slogging it out from to get go. It's a nice compromise for those who want to use Yellow Alert but don't want to be too overwhelmed.

I appreciate this SeveN, thanks
Tedster 21 Sep, 2024 @ 9:01pm 
Yeah, those should be good then.
SeveN  [author] 21 Sep, 2024 @ 9:01pm 
@Tedster
I left Defend and Block as Unlimited=True, so it shouldn't run out I think?
Tedster 21 Sep, 2024 @ 8:49pm 
I am curious what happens if it runs out of jobs to apply
OnyxLock 21 Sep, 2024 @ 8:37pm 
Publisher of the lite version here, I'm halfway through a campaign using Rain's 8-man squad rebalance for CI, which considerably increases enemy counts on later missions. After more than a few missions of us getting overwhelmed (including a near squad wipe), I'm eager to try this configuration out. I'm going to try running both this and the lite config and see how it turns out :steamthumbsup: