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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
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.
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.
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
-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.
+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...)
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.
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)?
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.