XCOM 2
[WOTC] Dynamic Pod Activation
132 Comments
⚕Swinburne 18 Feb @ 8:11pm 
To this day this is still my favorite xcom 2 mod its just so... reasonable lol
Starfoth The Burgundy Silk Rug 28 Jun, 2024 @ 3:22pm 
For some reason the activated pods are able to attack the same turn they go on full alert leading to A TON of free turns for the aliens
Am I misreading the description or is that unintended?
Freelancer MAD DOg 2 Dec, 2021 @ 4:24pm 
depend on map ,sometimes this mod well weak 3 pod same time ,and you doom···
aegis 14 Jul, 2020 @ 8:16am 
iv been having the UFO defence missions intro get interupted and skipped, im wondering if its due to an enamy pod being activated prematurly interupting the cutscene, is this issue happening to anyone else using this mod?
neIVIesis 23 Jun, 2020 @ 1:10pm 
Oftentimes pods remain in place, not patrolling with this mod on. Has anyone else noticed?
Tim_ 7 May, 2020 @ 11:23am 
@//..Kintaro Oe - When you also add the mod Dystopian Turn Order to this one, and play with ABA Mods plus Hive plus Hive More, all with increased pod sizes ... it's far more insane at times!!!!

However, it makes things fun if you tilt other things in your favour as well, such as taking RPGO, boosting the XP rates (and ability point gain rates) and gathering huge numbers of RPGO abilities, plus letting all your team become psionics as well as normal troops. Build up those sentinel skills especially, and that unstopable mass wave of alien attackers is met by your immovable super-powered heroes who fire multiple overwatches per turn.

The combination gets really interesting. :steamhappy:
Video Games Exist 6 May, 2020 @ 11:18pm 
I dont know why you'd use this mod on LWOTC since it includes yellow alert
Kintaro 26 Apr, 2020 @ 2:41am 
Updated: 17 Sep, 2017 @ 11:48pm
abadoned

this is not working as written. you will get rekt sometimes by aliens having 2 turns it seems. and yes, multiple pods.
Kamikaze 24 Jan, 2020 @ 5:35pm 
Quick look into the mod, I found the config to change
AlertOnSight = false
This is normally set to true, so if you change it to false, this will make it so the Aliens activate on the Aliens turn instead.
Kamikaze 24 Jan, 2020 @ 9:51am 
I've been trying this on LWOTC and I'm finding myself agreeing with several recent posters here. Aliens getting activated on your turn rather than there's is getting annoying since they get a free turn to wreck you come Archer Meks+. I'm also seeing the Patrols not moving (for a few turns), but it seems like after a few turns being visible, they do actually move again.

I still love the idea of this mod since I think it's silly that Advent wouldn't have radios to call for help, but the issues of Advent getting a free turn to relate and not patrolling properly makes me want to revert back to letting LWOTC's yellow alert deal with activation.
Vortex ♀ Pixalation 2 Dec, 2019 @ 10:04pm 
It really shouldn't be used with LWOTC
gus 2 Dec, 2019 @ 3:24pm 
@Dragon32 if this mod should not work with lwotc, why did it work well before the beta 2 update :c?
gus 2 Dec, 2019 @ 3:21pm 
i dont know why, but ever since lwotc release the beta 2 it seems to kinda break the activation with this mod, making the aliens have a free action after being revealed through the yellow alert like if the reflex feature from LWOTC looks like is always activated to all pods
Nate of Scooba 30 Nov, 2019 @ 6:00pm 
"Pods don't patrol for me either. I tested it on the Gatecrasher mission with no other mods enabled. using the command to show all units. They just stand still"

I got the same issue
Dragon32 24 Oct, 2019 @ 9:16am 
@Timbermaw:
Why are you using this mod with LWotC? That already implements a Yellow Alert mechanic.
Timbermaw 24 Oct, 2019 @ 7:50am 
Playing this with LWOTC, aliens are activating at the end of my turn and then proceed to have full actions at the alien turn.
Is this intended? Makes it quite hard to manage as they are getting a free turn now.
Tim_ 8 Oct, 2019 @ 7:18pm 
I just completed a WOTC campaign with 104 mods including this one. This is a good mod, I like it.
jweller12 29 Sep, 2019 @ 2:51am 
if i set the ini to ActivateEverything=true will Advent and the aliens fight the lost out of line of sight? i like the ai fighting each other while im in concealment so i can mop up.
Sergeant Stutters 13 May, 2019 @ 5:35pm 
I just came by to tell you, Mod Author, that this here mod combined with the Dystopian Turn Order mod makes Advent a fucking beast. Especially if you increase their pod sizes just a little bit as well as your squad size. It's amazing, most fun I had with this game yet
SuspiciousSeal 6 Apr, 2019 @ 8:08am 
@Hasefrexx right, thats how I made the edits I said I did. The other changes I want to know how to do, if possible, are not in the .ini files unless im missunderstanding what he wrote sevearly.
Incitatus 5 Apr, 2019 @ 4:06pm 
Yellow alert behaviour is located in the AI file (with combat AI).
SuspiciousSeal 5 Apr, 2019 @ 3:35pm 
When all pods active mod is on, their seems to be about a 50% chance for all the pods to activate when the mission starts, as for some reason my soldier technically start out unstealthed and then stealth. Is there a way to delay the all pods activating a turn, or someplace I can edit how man pods can get activated by the yellow alert per turn? Ether one would fix this, as I can just pump up the yellow alert activation area to stupid sizes.
Xeven Shimizu 4 Nov, 2018 @ 9:14pm 
@❂Jamie❂ I just encountered the same issue. Engaged a pod, then two pods came in and activated at the end of my turn and proceeded to take a full turn and wipe half my squad.
❂Jamie❂ 2 Nov, 2018 @ 6:33am 
Doesn't feel dynamic when a pod thats about 1-8 tiles out my soldier's view can activate, run toward my soldiers, then the game goes into Alien's turn, giving them two more action points.

Either this is intentional, or this is an issue.
Dragon32 11 Oct, 2018 @ 10:32am 
@Ailuropoda Melanoleuca:
Give Yellow Alert Gameplay a go instead.
Ailuropoda ebrius est 10 Oct, 2018 @ 8:31pm 
pods just stay in one position they wont be active at all
Vaeringjar 30 Aug, 2018 @ 11:54pm 
@RedDobe @Faleap
I've had none of those issues in my ~200 mod setup
tmonahan23 27 Aug, 2018 @ 1:22pm 
Does this mod work with A Better Advent mod? If it does, should your mod be before or after the A better advent mod in the mod order?
Faleap 26 Aug, 2018 @ 12:46pm 
Hey, pods are shooting me after activating on the same turn- I never saw them, therefore I should have a turn to react, instead they activate on the end of my turn and execute my units.
RedDobe 16 Aug, 2018 @ 6:38am 
Pods don't patrol for me either. I tested it on the Gatecrasher mission with no other mods enabled. using the command to show all units. They just stand still.
Dragon32 14 Aug, 2018 @ 2:20pm 
@ObelixDK:
Little late but pods not patrolling was for me, I think , being caused for me by running Patrol When Revealed with this.
Faleap 13 Aug, 2018 @ 11:16pm 
Was looking for a way to improve the threat to myself after downloading a few gameplay tweaks... this now allows me to go through my games not feeling guilty because the ayys are waiting for me now.
Drifter 12 Jul, 2018 @ 5:23am 
Whatever the cause, the chosen did not function properly.

The base game should have been balanced around this mechanism. The guys who made Xcom probably had two major issues they needed to attempt to address in the expansion - the lack of competitive aliens against third tier equipment, and the pod metagaming whereby players intentionally avoid advancing.

Both weren't considered priorities - clearly because they don't understand their own game as well as we might think they do.

I can understand the difficulties in balancing recursive pod activation, but late game variants is a no brainer to improve.
jweller12 22 Jun, 2018 @ 5:04am 
does this affect lost? i love ai vs ai battles.
IOException 21 Jun, 2018 @ 12:53pm 
Loving this mod! And runs fine with Ginger's Randomized Pod Patrols, which I recommend for spacing out the pods.
Vaeringjar 1 May, 2018 @ 9:35am 
@ObelixDk

just you

patrols are working with my 200 mod setup
ObelixDk 30 Apr, 2018 @ 11:48pm 
is it just me or does this break enemy patroling?
[XDT] SunRunner 15 Apr, 2018 @ 1:07pm 
is this mod compatible with "A better Advent"?
Mice 15 Apr, 2018 @ 1:13am 
ohhh gotcha, thanks!
Vortex ♀ Pixalation 14 Apr, 2018 @ 1:58pm 
Princess Fluffy Whiskers, this mod doesn't show where all the enemies when they activate
Vaeringjar 14 Apr, 2018 @ 1:00pm 
@dylantb1234

quite sure the AI retardedness you're referring to is present in vanilla, for example, you can sniper cheese everything

I haven't noticed any issue with the chosen though
Mice 13 Apr, 2018 @ 4:06pm 
is there a difference between having All Pods Active mod vs turning on the Activate Everything in the .ini?
Blazing Camel Gaming 21 Mar, 2018 @ 12:49pm 
Hello, thanks for this great mod. I really like the idea of this mod, so I wanted to give you some feedback.

I've gotten pretty bored of the meta-tactics that the vanilla pod system necessitates, so I was very excited when I found this mod. One thing that I have noticed though, is that when off-screen enemies are activated, they tend to dive into non-sensible cover, such that when I move into sight range they already are flanked, or are easily are flanked. I am wondering if there is some way to change this behavior as it tends to make some missions a lot easier than I would like.

Second, the chosen sometimes seem to be quite bugged when this mod is installed. It's interesting because this wasnt an issue when I used Dynamic Pod Activation with other mods (a better Advent, etc.)

I hope that you are able to continue to support and improve this mod because I am a big fan of it and very excited about its potential.

Good luck, commander!
Vortex ♀ Pixalation 6 Feb, 2018 @ 6:41pm 
just mess with the configs
pauloel7 6 Feb, 2018 @ 5:51pm 
I've played with this mod for a while. Love the intro and the idea. However, feel it overwhelmingly overrides the alert system and results in every enemy up to two screens away being activated. It's too much. Wish you'd consider some middleground with the alert system for the next version.
Marshall 7 Jan, 2018 @ 10:19am 
Is there a version of this for Vanilla Xcom or does this work even without WOTC?
albanshqiptar 20 Dec, 2017 @ 11:27pm 
Are there settings I can change that changes the enemies response time in noticing me? Right now it's usally after 1 turn nearby pods will get activated after engagment. I would like to change it to 2 or 3 so I'm not always fighting 8 enemies at once.
Blaze 12 Nov, 2017 @ 1:00am 
Well, unless I'm misunderstanding something, this raises hell with "Protect the Relay" type missions; I got close, and suddenly I'm pretty sure three pods activated off of each other's shooting, yipes. As if these missions weren't hard enough already :/
Vortex ♀ Pixalation 6 Nov, 2017 @ 9:32am 
You can, this mod doesn't affect AI
Cpt_Chaos 6 Nov, 2017 @ 6:43am 
So I am confused. Can I use this mod woth The Wrath of the Chosen AI pack (or even vanilla) or not? Conflicting reports on that...