XCOM 2
[WOTC] Increase Pod Size By Force Level
245 Comments
Conefed 19 Jan @ 6:09am 
Do more = more loot?
Praesentia Innominatam 15 Oct, 2024 @ 4:33pm 
Does this also work on The Lost?
Lesten 2 Oct, 2024 @ 12:10am 
If a rule triggers, will it increase the size of all pods or does every pod get a separate check to see if it increases? I assume the latter, but just had an insane mission with three or four huge pods, and the likelihood of that happening should be really low.
Daddy Takeda 20 Jul, 2024 @ 10:47am 
Ok I made the mistake here. Probably not the first nor the last. I got confused with another mod that has a very similar thumbnail and functionality : [WOTC] Larger Enemy Pods
Daddy Takeda 20 Jul, 2024 @ 9:02am 
I'm only at FL 6 and already get huge pods of aliens of 5 and 6. The settings are the default ones. Now I'm fighting 3 of these pods at once. Definitely not working as intended, regardless of the MCM settings.
hectorzx  [author] 19 Jan, 2024 @ 4:36pm 
It keeps the number of groups of enemies, but increases the amount of enemies for each group, increasing the overall number of enemies in the map
CmdrEmily 14 Jan, 2024 @ 4:08pm 
Does this increase the number of enemies on the map? Or does it simply redistributed enemies into larger (but fewer) pods?
VS-lockon 6 Nov, 2023 @ 10:57am 
lwotc?
zin 21 Apr, 2023 @ 5:36pm 
Incompatible with A Better Campaign: PLUS, I assume?
Ruggedgolem 8 Feb, 2023 @ 9:43pm 
Anyone know if this works with LWOC?
modifieda4 9 Dec, 2022 @ 2:51pm 
i think mod doesn't play well with factions. it seemed to work fine, but i've noticed on a new start without this mod many more factions seem to join the fight on missions, which is tons of fun.
Scarsa 5 Aug, 2022 @ 2:25pm 
Oh, for another example that didn't work:
All basic rules were set at level 1, 100%. Expecting guaranteed +4 for each pod.
Then I also added the independent scaling, tested and the pod sizes were same as vanilla numbers. Hopefully that's helpful in some way, but it just might be something else conflicting with the mod
Scarsa 5 Aug, 2022 @ 2:20pm 
Well, the config file in the mod folder with the default values actually sets them at force lvl 1, 0%? But nontheless, the basic scaling worked when independent scaling was Lvl 1, 0%, but stopped working if i tried using basic + independent, for example:
basic1: level 5, 75%
basic2,3,4: disabled at 23
independent1: level 6, 15%(or even 30% for testing).
independent2: disabled at 23
I am not sure what is going on, but I can just confirm that the same settings started working as inteded right after the fix.
hectorzx  [author] 5 Aug, 2022 @ 1:36pm 
Hello. I read the post about the fix:

However, the modder typed in "FORCE_LEVEL_START_1>=ForceLevel" - which tells the game to run the rule only if the force level is higher than the current level, not lower.

This is intended and it is how the mod works.

By default all independent rules are set to 23 to avoid to be triggered. If you want to enable them you have to set them to level 1, and they will work.
Scarsa 5 Aug, 2022 @ 1:25pm 
Hey hectorzx, I tried using the independent rules and it never seemed to work, I tested all combinations. Even the default rules stopped working after enabling Independent ones.
I searched up a bit and came upon a post titled 'Increase Pod Size By Force Level has two bugs that prevents the Independent Force Level option from working' with a fix. After applying the hex edit, it now works perfectly. Both Independent scaling and Independent + regular scaling together work now.
Just giving you a heads up if you haven't seen it(though it's pretty old, so you probably did). Would be awesome if you could post the fixed version here! Thanks for the great mod
hectorzx  [author] 4 Aug, 2022 @ 8:38am 
Vanilla squad size.
Beat 3 Aug, 2022 @ 10:06pm 
What is the recommended squad size with this mod?
hectorzx  [author] 4 Jan, 2022 @ 7:57am 
Yes, that is how it is supposed to work. Maybe it is colliding with another mod.
Charlemagne 3 Jan, 2022 @ 1:50pm 
I'm not sure if this mod is working. I have the following rules:
-The regular rules canceled by setting them all to level 23.
-Independent rule 1 start at level 8 and increase by 10. Independent rule 2 canceled.
Supposedly at FL 20 I should get +1 for sure, and 20% of getting an additional enemy (+2). However I still see a lot of two-unit pods which by this rule should be impossible (all should be at least 3 units I think). And most of the rest are 3-unit pods. I very rarely if ever see a 4-unit pod.
Boyrdee 16 Dec, 2021 @ 11:33am 
Lwotc ??
Nemo Jr. 23 Nov, 2021 @ 12:10pm 
I may be wrong, but I believe the network tower mission is set in stone once you have access to it (finished the project); and the last mission is set in stone once you finish the tower mission. If all else fails, you may want to look for ways to cheese / cheat the tower mission. Good luck :)
Sinapus 21 Nov, 2021 @ 8:35am 
I think that's the first stage of the actual fortress assault through the PsiGate and the Destroy Avatar Project is the 2nd stage of that assault. I did have that active in one test, but I still got a bunch of enemies noted in the Shadow Chamber. Unless it's counting *ALL* the enemies both at the network tower and the actual fortress. Does the mission get generated/enemies set when the Avatar Autopsy is completed. Because I have a save from before that. I don't have a save from before I initiated that project so I may not have a way out of this.
Nemo Jr. 21 Nov, 2021 @ 2:08am 
I mean uncomment that line so it's also "barred".
Nemo Jr. 21 Nov, 2021 @ 2:06am 
@Sinapus - "AssaultFortressLeadup" sounds like a pretty good candidate for that mission's name; I would try disabling that too.
Sinapus 20 Nov, 2021 @ 6:48pm 
Specifically, I have these three lines set in XcomIncreasePodSizeByforceLevel.ini:
+BarredMissionNames="CentralNetworkBroadcast"
;+BarredMissionNames="AssaultFortressLeadup"
;+BarredMissionNames="DestroyAvatarProject"

Should I uncomment the other two? (Or just set the Increase Squad Size for Leviathan to my usual squad size if the game wants to throw 50+ enemies at me...)
Sinapus 20 Nov, 2021 @ 6:30pm 
What's the name of the mission for the Network Tower Assault? I thought it was the one with Network in the name, so set it to exclude it, but I'm getting 50+ enemies on it.
Sinapus 15 Aug, 2021 @ 6:30pm 
@Nemo Jr - Well, it definitely worked. Saw a definite increase in pod size.
Nemo Jr. 26 Jul, 2021 @ 4:25pm 
You're welcome, but I just copy/pasted MrShadowCX's post to bump it up. This is a great mod for some balanced difficulty adjusting so I'd like to see it fixed someday. Otherwise you go "give me moar enemies!" and early game becomes hell, while late game becomes XP farm x)

For now, I've settled on a setup with both Configurable Pod Sizes and Pyrrhic Victories which should result in tough hit-and-run guerrilla warfare early game, and proper steamroll warfare late game. Sounds great in theory, but I haven't had a chance to test it.
Sinapus 26 Jul, 2021 @ 1:32pm 
@Nemo Jr. Wow, didn't know there was an issue with that. Thanks for the link.
Nemo Jr. 5 Jul, 2021 @ 8:32pm 
MrShadowCX 17 Jan, 2020 @ 4:12pm
https://www.reddit.com/r/xcom2mods/comments/epug2f/psafix_wotc_increase_pod_size_by_force_level_has/

Did you ever get a chance to check this out / would you be willing to fix this bug? It should be super easy from your end, assuming you still have the SDK installed of course...

Alternatively, would it be okay if I were to use your code and publish a mod with just the (fixed) independent rules (if/when I create it)?
Sinapus 4 Jun, 2021 @ 12:13am 
At default settings there should be about 2-3 units per pod at Force Level 19 or higher. I guess if you wanted a few all the time you could set the default settings to above 20 then use one of the independent rules to a small percentage (say, 10% at force level 1 or maybe 11) and that would only had 1-2 enemies per pod by Force Level 20. (Setting it at FL1 would make it two by FL20, but by 11 it would be only 1.) With an increasing percentage per FL above the starting point.
Deathjester 6 May, 2021 @ 3:36pm 
I don't understand the instructions, how do i increase the enemy spawns just a little bit? My last mission i had crazy amount of enemies.
Иваныч 10 Apr, 2021 @ 6:38pm 
The mod is cool!
Note to the author: if there are a lot of questions in the comments about setting up the mod, then the description of these settings is bad. We need more detailed and clear instructions.
hectorzx  [author] 19 Mar, 2021 @ 3:31pm 
Sure
Pencey 19 Mar, 2021 @ 11:50am 
I use a modified version of your code that reduces pod size by force level, to balance the campaign around starting with both squad size upgrades. Would you mind if I published that version, crediting you and linking back here?
Biggus Dickus 30 Jan, 2021 @ 10:43am 
I'm definitely late to the party here, but I recently added this to a game and noticed something: on the monster hunter DLC's added mission, the pod sizes are in fact increased.... but instead of the vipers from the mission, it just added random advent units. Maybe it's because I only set it up recently and I don't entirely know how to change the options, but figured I'd point it out.
Sinapus 25 Jan, 2021 @ 12:33am 
Just finished a Surgical Mission w/this set to "False" for surgical sitreps and only got 6 opponents, so I'm guessing it's working.
Sinapus 15 Jan, 2021 @ 3:01pm 
Thank you! I'll correct that in my current game (haven't gotten a surgical sitrep yet) and see how it goes.
hectorzx  [author] 15 Jan, 2021 @ 8:37am 
Unchecked(false)
Sinapus 5 Jan, 2021 @ 7:13am 
Okay, real dumb question: If I don't want increased pod size for Surgical Sitrep and/or Ambush missions, do I set the flag to "true" or "false" in MCM? The default is true, but I didn't see anything in the ini files or mod description that said which was which. Thanks in advance.
yuribarone1982 6 Dec, 2020 @ 10:41am 
Can I ignore independent rules? Or does it conflict with the the basic rules?
BlazinHothead 28 Nov, 2020 @ 8:32pm 
Is there a way to remove enemy pods from the mod "[WoTC] Custodian Pack" from getting a size increase? Too many Custodians, too wimpy squad, much pain.
Spacepup 9 Oct, 2020 @ 3:11pm 
Are there any recommended settings anywhere? I assume the default settings are a slight increase to pod size over time, but what if I wanted to do long war style squads of 6-8?
Haybusa 6 Oct, 2020 @ 9:16pm 
@deathjester it can, its a toggle in the mod settings. MCM
Deathjester 6 Oct, 2020 @ 2:15pm 
Does this affect the lost as well? I want to increase the amount of lost in the maps, without touching the other unit spawns.
Charlemagne 27 Aug, 2020 @ 3:56pm 
After unsubscribing, it seems that pods are still being reinforced even after starting a new game. Do I need to delete some config files to clean it up? Meanwhile, my stopgap solution was to resubscribe and set everything to zero.
Charlemagne 15 Aug, 2020 @ 9:23am 
I don't know if the Highlander update already happened, but I can confirm that reinforcements do get the increase.
Ludwig, Shadow Protogen 13 Aug, 2020 @ 7:26am 
So I did a test in a late game by going past force level 20 to 21, and the number of enemies reduced dramatically, which concludes that this does not support Force Level Extender mod.
Charlemagne 12 Aug, 2020 @ 4:47pm 
Do the independent rules override the preset (rules 1-4) or do I need to set those to 0 so only the independent rules apply?
Queen Victoria's Top Guy 22 Jul, 2020 @ 7:23pm 
I'm guessing this will not play well with ABA Plus.