XCOM 2
[WOTC] Even More Robots
171 Comments
Dragon32 26 May @ 4:44pm 
@Rukifish
Try clearing your user config. files. Or you didn't edit things right.
Rukifish 26 May @ 3:53pm 
Hi, how can I change configs to make sure the drones don't spawn at all ? I tried putting min and max force level stuff in the encounter lists to 99 but it doesn't seems to be enough, thanks :)
Ehlookatthat! (She/Her) 9 May @ 10:03am 
Fun but could be problematic with ABA's Anti-Riot MEC... unless somethin' like a companion mod to rename them as Marshal MECs or something as they are a fun fight in pairs.
HolyRedEye 17 Mar @ 4:37pm 
cant seem to hack them since the options are just blanked with it at 100%
chainmoon 26 Feb @ 7:08pm 
@Dragon32
ok thank you
Dragon32 26 Feb @ 3:57pm 
@chainmoon
If you set an enemy's Min and MaxForceLevel to 99 then they won't appear, unless you're running a mod that let's FL get that high
chainmoon 26 Feb @ 7:18am 
I want to make only Sectopod Annihilator appear. Is this possible by modifying the ini?
Dragon32 28 Jan @ 1:48pm 
@Bawkdragon
Edit a mod's XComEncounterLists.ini, change MinForceLevel and (if you want) MaxForceLevel. I tend to just set the SpawnWeight value to 80% of what a mod's author does.

Also see this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2820842366
Bawkdragon 28 Jan @ 12:43pm 
How easy is it to tweak Fl for this mod. I notice a lot of enemy add mods can use a fl increase if you not really powerful..
zett 30 Sep, 2024 @ 5:59am 
bro Riot Control Mec shouldn't be available at FL1, I struggled so much when I had to fought 3 of them in a single mission whilst my entire squad is just squaddie
Dragon32 30 Dec, 2023 @ 10:15am 
@blakevanwyk99
How? It's always worked well for me.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Greedy Goblin 24 Dec, 2023 @ 10:37am 
it is not working
Old Man Jenkins 5 Sep, 2023 @ 7:59pm 
Found this just when plated/mag was giving me a power spike that made missions a little too easy. SCORE!
Har0brin 29 Jun, 2023 @ 12:46am 
what are the ids for the wreaks, playing long war and i didn't get the wreck from the mission
Phaedrus 27 Mar, 2023 @ 4:11pm 
I like the mod more in theory than in practice. It seems to suffer from some serious balance issues.
Gamerino 17 Mar, 2023 @ 11:23am 
bro wtf are yall smoking creating these broken ass mods lmao, how am i ment to kill this fucking thing even with magnetic weapons
lava 8 Mar, 2023 @ 6:20pm 
it looks like this mod can spawn a reinforcement consisting of 3 Sectopod Hunters, Fun
Kinsect 28 Feb, 2023 @ 2:53pm 
also does this work with Covert infiltration overhaul modpack?
4rrakis 27 Feb, 2023 @ 1:50pm 
Similar name, different units. This mod does not have any robotic unit in common with ABA.
Kinsect 27 Feb, 2023 @ 1:47pm 
Wait does all of them appear in A Better Advent?
I know the riot mec does
Dragon32 23 Feb, 2023 @ 10:19am 
@PorkChopsFam
Yep, XComEncounterLists.ini
PorkChopsFam 23 Feb, 2023 @ 9:35am 
Taking a look now, so to stop sectopod hunters from spawning, everywhere where i see a "SectopodMini" i should set the min and max force levels to 99, correct?
Dragon32 23 Feb, 2023 @ 6:49am 
@PorkChopsFam
See my previous posts. If you set both MinForceLevel and MaxForceLevel to 99 a unit won't spawn. Unless there's a mod that make Force Level go up that far and you play for, like, six in game years
PorkChopsFam 23 Feb, 2023 @ 5:13am 
Hey man, I would love to play with your mod but i had one mission which really felt unfair against me, the sectopod hunters are a little too strong when im playing with yellow alert i think, as they can attack with whiplash and then a normal attack on the turn they reveal themselves so i had to turn this mod off. Is there a way for me to only add the riot control mech, advanced repair bit and the sectopod annihilator without the hunter from the mod's code, similar with how you can disable some of the missions?
Beijeo 7 Nov, 2022 @ 6:45pm 
@Spamton NEO - with Mod jam it works, but be weary its not officially integrated into the mod jam experience so i've found that in the mid game every mission has like 2-3 Sectopod Hunters (which makes artificially boosts the difficulty of completing missions) -- make sure you invest quite abit into bluescreen rounds and anything that kills robotic units quickly or else you'll have a bad time.
crackingcorn 29 Sep, 2022 @ 4:58pm 
Anyone knows if this works with LWOTC?
KeybladeWXV 4 Sep, 2022 @ 6:12pm 
I love it when the reinforcements get to attack on the same turn they arrive.
Hot Wet Nobel Laureates 12 Aug, 2022 @ 1:13am 
Is it normal for Gatecrasher to sometimes not have the extra bits? I don't know if this mod is conflicting with Golden Path Missions Revamp or not.
Hot Wet Nobel Laureates 26 Jul, 2022 @ 7:41pm 
@dragon32 thanks!
Dragon32 26 Jul, 2022 @ 4:43pm 
@Hot Wet Nobel Laureates
Yes it does, and all other enemy-adding mods I've tried do as well.
Hot Wet Nobel Laureates 26 Jul, 2022 @ 4:21pm 
Sorry if this has already been answered, but does this mod work with Diverse Aliens By Force Level WOTC?
Dragon32 19 Apr, 2022 @ 2:17am 
@Nitsah
See my previous posts. If you set both MinForceLevel and MaxForceLevel to 99 a unit won't spawn. Unless there's a mod that make Force Level go up that far and you play for, like, six in game years
Nitsah 18 Apr, 2022 @ 5:00pm 
Can I disable units? I'm sick and tired of fighting more than one of hunter in every map with like so many enemy mods.
Dragon32 29 Mar, 2022 @ 6:19am 
@Lyra Hamstrings
Each Steam game has a Workshop folder named after its game ID and each mod has a folder named after its mod ID. The ID is in the mod's Workshop page URL

<Steam>\SteamApps\workshop\content\268500\1779437601
Lyra Hamstrings 28 Mar, 2022 @ 5:13pm 
Cool, thank you! Where would I find the ini file though?
Dragon32 28 Mar, 2022 @ 3:16pm 
@Lyra Hamstrings
Edit this mod's XComEncounterLists.ini and change MinForceLevel and MaxForceLevel; also MaxCharactersPerGroup sets maximum number that can appear in a pod.

Force Level goes up to 20 so setting minimum and maximum to that will ensure they only spawn in the late game.
Lyra Hamstrings 28 Mar, 2022 @ 2:03pm 
Is there a way to change the massive sectopods so they only appear way in the late game? I've had like 3 spawn in missions where I still only have magnetic weapons and it's complete bullshit.
Dragon32 11 Feb, 2022 @ 7:26am 
@ironboy32
No, they just drop Alloys I think. That's one of the problems with using mods that add enemies.
ironboy32 11 Feb, 2022 @ 1:40am 
@ObelixDk I dont think the Riot mecs are dropping ADVENT MEC wrecks. I can't do advent MEC breakdowns because i have no MEC corpses.
uberjammer 7 Feb, 2022 @ 9:41pm 
I'm not 100% about this, but I am suspicious of the Hunter's vision - it seems like it spotted me on the second floor... but I'm pretty sure it shouldn't have been able to, because it's shorter than the other sectopods. You guys did remember to change the origin of its sightline so it doesn't spot things on the upper levels as if it was a regular, tall sectopod? I know it's probably just xcom being xcom, or me not understanding modding, but it's the kind of thing one might forget and not notice.
CommanderShepard153 3 Feb, 2022 @ 6:58am 
@ObelixDk Do we need to do anything to make this play nice with A Better Advent? I heard some enemy mods need to make Ini changes to have them spawn
uberjammer 2 Feb, 2022 @ 9:37pm 
NO. DO NOT compliment the flying sectopod! That will only end up with us having a tunnelling sectopod, or something equally horrible.
Speaking of which... tunnelling sectopod anyone?
ObelixDk  [author] 1 Feb, 2022 @ 4:33am 
Thank you :)
Shadow_Volkamon 1 Feb, 2022 @ 4:04am 
The flying Sectopod is the scariest abomination I have ever seen in my entire life.
Kris 22 Jan, 2022 @ 3:16pm 
This mod is the source of my new nightmares; it caused one of the hardest missions i've ever dealt with.

A combination of A sectopod hunter, sectopod, and a sectopod annihilator where it'll summon ANOTHER hunter on a mission where i'm restricted to three people and forced to defend a relay... it was nearly bloody impossible; thank god for EMP grenades shuting them down... for one turn.
Cameron Parris 10 Jan, 2022 @ 5:01pm 
Can we take possession of these new adversaries through hacking like regualr ADVENT MECs?
SilentSam7 1 Dec, 2021 @ 11:38am 
Has anyone tested this with the Covert Infiltration mod?
Иваныч 13 Nov, 2021 @ 10:09pm 
Robots from this mod are cool!

But I don't need pods limited to 1 or 2 units.
Please tell me how best to disable all such changes and all Sitreps added by the mod?
I'm creating an assembly with enemies from different mods - manually editing XComEncounterLists.ini. So I only need robots with no other gameplay changes.
Иваныч 3 Nov, 2021 @ 11:43pm 
Should the Bit detect the Reaper in the shadow or not? In my game, the Bit scans the Reaper, but the detection does not occur.
SutiituS 30 Aug, 2021 @ 5:51pm 
I missed seeing the Sectopod Annihiliator when downloading this. Watching the thing drop after chasing away the behemoth boss almost made me faint. 10/10 best experience