XCOM 2
[WOTC] Dynamic Encounter Zones
70 Comments
Dragon32 30 Jan @ 2:12pm 
@Bantichai
Seems to, I've never had any problems.
Bantichai 30 Jan @ 1:42pm 
Hi just wanted to ask, does this work fine with modded maps/parcels?
Koohan 6 Nov, 2023 @ 3:30pm 
ty
RedDobe  [author] 6 Nov, 2023 @ 10:10am 
You dont have to change anything. Just subscribe and play. The config edits are there only if you want to change the default values.
Koohan 6 Nov, 2023 @ 9:03am 
I dont understand how to use this mod. I want to use yellow alert but people are saying the enemies are grouping around the objective. And yellow alert creator said that this mod will help with that but I dont understand how to use this. I dont want spend time moving enemies around and punching numbers? Is it better to drop yellow alert if not a modder?
Dęąth Viper 19 Oct, 2022 @ 11:39am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
RedDobe  [author] 13 Mar, 2022 @ 1:53am 
@BigHillsBigLegs
Try changing that number to 0. You will see a noticeable difference.
BigHillsBigLegs 10 Mar, 2022 @ 11:27pm 
@Dragon32

Thank you for the suggestion, however after multiple missions, the problem still persists. Well, out of five missions, I only had one mission where pods weren't hanging out together at the back of the map and right on top of the objective.
Dragon32 10 Mar, 2022 @ 5:55am 
@BigHillsBigLegs
Try reducing SubtractOffsetAlongLOP

Try 10
BigHillsBigLegs 9 Mar, 2022 @ 9:24pm 
so all the pods are spawning in the back of the map
RedDobe  [author] 11 Feb, 2022 @ 7:22am 
Probably by not using this mod. This increased the encounter zones, causing overlaps, which sometimes can cause pods to spawn near each other. The default encounter zones don’t really overlap, but are much smaller and don’t cover the entire map.
Smersh 10 Feb, 2022 @ 5:12pm 
Is there no way of keeping pods from spawning on top of each other?Some mission types are unplayable because of this
RedDobe  [author] 17 Nov, 2021 @ 1:06pm 
That’s correct.
Иваныч 16 Nov, 2021 @ 11:11pm 
So that the parameter does not change anything, you need to enter the value = 0?
RedDobe  [author] 28 Jul, 2021 @ 10:50pm 
You really can't change the placements with this mod. All these does is increase the size of the patrol areas, which theoretically should create further distance between pods, because they can now patrol more parts of the map. You could start by increasing all of the numbers by 10.
TheProtofire 28 Jul, 2021 @ 9:58pm 
What settings can I change to make the pods farther apart? E.g one pod in each corner, one in the middle, and one towards the start. Even with this mod, many missions especially council missions will just have every pod right next to each other and if you add yellow alert or something it's unplayable.
Dragon32 19 Jul, 2021 @ 3:59pm 
@RedDobe
Thinking about it I think I got that value from a comment of yours earlier in this Discussion :)

Just a thought, but maybe it'd be worth making that the default?
RedDobe  [author] 19 Jul, 2021 @ 12:58pm 
Yep, Dragon is right, I believe that I use the same setting that he recommended in my gameplay. The lower that you make that number the closer they are to Xcom’s spawn point.
Dragon32 19 Jul, 2021 @ 5:50am 
@Internet Kraken
Try
SubtractOffsetAlongLOP = 10

That seems to work for me, it is random though.
Very Strange Thing 18 Jul, 2021 @ 11:35pm 
@RedDobe Oh thank you for the quick response! That worked perfectly.

Overall I have been using this mod with yellow alert and mostly pleased with the results. However, it does seem like enemies are often far back on the map and very rarely closer to spawn. Is there a setting i can tweak to make the spawn zone extend a little bit closer to spawn?
RedDobe  [author] 17 Jul, 2021 @ 9:54pm 
@internet kraken - yes it does affect civilians and militia. But I have set an exclusion for the chosen retaliation mission so that this mod leaves that mission alone. That’s the mission where you have to rescuer both civilians and militia. You can exclude any mission that you want in the config file.
Very Strange Thing 17 Jul, 2021 @ 8:14pm 
Hey, does this control the placement of civilians and resistance operatives? I keep getting maps where they are all bunched up towards the back and I'm wondering if its due to some settings caused by this.
Dragon32 21 Mar, 2021 @ 3:39pm 
@TheProtofire
This console command can help with debugging maps
X2DebugMap
Enter it then click "show map" and it should give the name (which starts with Plot_).
Dragon32 21 Mar, 2021 @ 3:36pm 
@TheProtofire
The maps your missions happen on are procedurally generated.

A map's Plot defines the general layout and specifies where certain significant features / buildings (i.e. Parcels) are located, the gaps in a Plot between the Parcels are covered by PCPs (Plot-Covering Parcels).

Which Parcels and what PCPs are used is random.

WotC added a number of new biomes, including the Subway one.
TheProtofire 21 Mar, 2021 @ 2:35pm 
It's the subway map with two buildings in the front and back and a tunnel with a train in the middle. That was added by WOTC. I never had this problem in vanilla or without this mod, though.
Dragon32 21 Mar, 2021 @ 3:44am 
@TheProtofire
If it's the one I think it is that's a TLP plot and I've had the Chosen spawn there too. I don't think it's this mod causing it. I think the plot needs to be edited and some kind of spawning exclusion zone added (if that's even a thing).
TheProtofire 21 Mar, 2021 @ 12:47am 
Does anyone have an issue on subway/sewer maps where a pod spawns in an inaccessible platform in the back of the map behind the objective? There's no bridge to connect them to the rest of the map, so they're just stuck there and don't do anything. I've had this issue 3 times in my current playthrough. This is the only mod I have that touches spawning. I run no map mods.
Valvatorez(Cox Cable = awful ISP 13 Mar, 2021 @ 12:19pm 
I have the same problem as BTAxis and TheProtofire. Pods bunching up on the objective instead of spreading out and patrolling.
TheProtofire 7 Mar, 2021 @ 8:34pm 
Can someone give me a setting for this mod so 4-5 pods don't all crowd around the objective?
BTAxis 4 May, 2020 @ 5:15am 
It does seem this mod causes enemies to bunch up on some missions, such as "protect the device", because pods wlll all converge on the objective.
adampcloth 22 Feb, 2020 @ 11:42am 
Hi All, I’m using this mod straight out of the box (with yellow alert) but finding most pods activating at once or just patrolling straight into the firefight.
Has anyone changed the valuse and if so to what?

Thanks for the help.

Adampcloth
RedDobe  [author] 6 Feb, 2020 @ 8:35pm 
@Latis, this mod makes the encounter areas larger than default. This creates an overlap and can sometimes stack pods on top of each other. And at other times they can be further from each other. It just depends on chance really.
Latis 6 Feb, 2020 @ 8:38am 
This isn't working for me :( Enemy pods appears closer to each other :(
CptnHappyTimePie 23 Jan, 2020 @ 5:51am 
"the log messages in the corner are a remnant of using the X2CommunityHighlander BETA, it helps with ease of access for debugging the features in the BETA to have an on-screen readout of what is being presented to the log :)"

It's ok I got an answer and that's a-ok with me now that I know it's not a mod mishap
CptnHappyTimePie 23 Jan, 2020 @ 2:14am 
Apologies, BETA's are Yellow & CommunityHighlander, not this mod. No offense intended, copy pasta error just
CptnHappyTimePie 23 Jan, 2020 @ 2:12am 
Games fine, no crashes, just started new campaign using this BETA and the Yellow BETA too (loving the pod jobs - Pod Managements!!!) config folder cleaned, using AML and generally hand check each mod (ini stuff only Im no coder).

Only started yesterday and I'm commenting on the mods I've updated since then. Any help would be appreciated please.
CptnHappyTimePie 23 Jan, 2020 @ 2:12am 
<<<< Mission Startup Block >>>>
X : Pulling global ini values
X : Pulling gatecrasher ini values
X : Updating values based on SitRep overrides
<< Processing XCom Unit List >>
8 : Units registered to XCOM Squad list
X : Updating XCOM list counts
8 : XCOM squad units in play
0 : XCOM squad units killed
0 : XCOM squad units extracted
4 : Set XCom Heavy Losses threshold
X : TacIntro Camera to Vector : pan->mark->viewer->return
Mission Difficulty set to LEGEND
X; Exec LOS Camera to Vector: pan->mark->VO->return

<< XCOM : Concealment Broken >>
(...yup no s**t I chucked a 'nade to see what you'd say game o.O)

That's all I managed to screen grab I'm afraid. Always after ALIEN ACTIVITY and just before My Turn, it's like the games telling me engine or script or something stuff?
CptnHappyTimePie 23 Jan, 2020 @ 2:12am 
Can anyone shed some light on what might be the cause of 'log' type messages appearing in the lower left corner of the screen when in game (only during misions not Avenger or GeoScape)

<<<< Processing Start of XCom Turn >>>>
<<<< Processing Turn Timer : UMS Basic Timer >>>>
X : Timer is not engaged
Ganches 17 Jan, 2020 @ 12:09pm 
This mod is no doubt an improvement over vanilla, but I personally find the default settings to not be all that good. In my experience the enemies still end up too close to one another, often forcing me to fight most of the map all at once. I know I can adjust this myself to my liking, but I think the default should be a bit better than this for people trying this out.
RedDobe  [author] 11 Jan, 2020 @ 6:43am 
@Rover I am happy to hear that other people are enjoying this mod as well.
Rover 11 Jan, 2020 @ 3:52am 
I am so tired of fighting all the enemy pods near the starting zone. Thank you for this. Makes my playthroughs SO much more fun.
Joe Marotta 2 Dec, 2019 @ 3:25pm 
Small inconvenience. Thanks for the confirmation. Keep up the good work!
RedDobe  [author] 2 Dec, 2019 @ 9:55am 
Have seen that myself, but I was able to fight them across the way. It is something that we are going to have to live with.
xor 2 Dec, 2019 @ 4:30am 
Yeah, I know what you mean. I think the map is from the TLP. There are two areas at the end that aren't accessible (without teleporting). Was a bit awkward to fight and one enemy even dropped loot, but in the end it worked out. Still weird.
But I actually think that it may not be possible to fix for this mod. So... just something we have to live with, happens rarely anyway.
Joe Marotta 2 Dec, 2019 @ 2:59am 
Great mod. I think I am experiencing one issue which I believe is from this mod. In a tunnel mission, sometimes a pod gets spawned to small island in the back where they can't move to regular map location. It is awkward to find them and more so to kill them. The missions have been neutralize which means they must be killed. Anyone else experiencing this?
RedDobe  [author] 15 Nov, 2019 @ 8:14am 
@xor - Yeah this mod using a hook from highlander and doesn't change the schedules.
xor 15 Nov, 2019 @ 8:09am 
I mean yes, it doesn't do exactly the same, but basically the same, right? I used that one before and think about switching to this one here, because I want to make edits to the schedules ini.
RedDobe  [author] 15 Nov, 2019 @ 8:06am 
@nor - It's similar but not exactly the same. That mod only changed the default width and depth of the zones.
xor 15 Nov, 2019 @ 7:47am 
Do I understand it correctly that this mod does basically the same as Randomized Enemy Pod Formations but without overwriting XComSchedules.ini?
Star¤Dagger 31 Oct, 2019 @ 6:28pm 
Probably the most important difficulty and realism mod, period.