XCOM 2
Broad Pod Activation [WOTC]
19 Comments
Alex Nares  [author] 16 Nov, 2023 @ 3:56pm 
Probably
Rui 16 Nov, 2023 @ 1:30am 
LWOTC has it's own Yellow Alert system so im guessing it could replace Dynamic Pod Activation's functions right? Because that mod doesnt play well with LWOTC
Alex Nares  [author] 16 Jul, 2020 @ 2:18am 
There is usually a huge performance drop between "High" and "Ultra/Maximum" settings in most games, with not much visual difference. I usually don't go higher than "High".
aegis 15 Jul, 2020 @ 7:25am 
makes sense, well the the good news is that the high texture settings to my untrained eye dont look much different to the max settings but there does seem to be a definat improvment
Alex Nares  [author] 15 Jul, 2020 @ 5:02am 
I think there were some engine changes between WOTC and Vanilla. But also it could be that, because there is new content, the game has to pull texture packs for more objects at once. For example, if there are 10 enemies on the screen and they are all copies of the same enemy, the game only needs to pull 1 texture pack and copy it onto all 10 of them, rather than if they were all 10 different enemy types - the game would have to pull texture packs for 10 different enemies.
aegis 15 Jul, 2020 @ 4:47am 
nvm
i haven't tested it with the UFO defence mission. but i had similar problems with other mission intros and it seems to have been fixed by turning down the texture settings from max down to high, i guess the maximum textures caused the game to take to long loading them at the begining of missions hence causing lag which fucks up the cutscenes.

its really weird since non of these problems occured in vanila. did graphics get upgraded between the two or something?
Alex Nares  [author] 15 Jul, 2020 @ 3:59am 
Oh I see. Even so, enemies should not be activating and causing cutscene problems because, this mod will activate enemies at the end of Advent turns. The cutscene happens during Turn 0, so this mod cannot fire off until after that time. But thanks for reporting, I will have to see if I (or anyone else) is having the same problem.
aegis 14 Jul, 2020 @ 11:54pm 
which definatly happens in the tactical layer
aegis 14 Jul, 2020 @ 8:56pm 
im talking about the cutscen at the begining of the mission when the squad climbs down the ramp
Alex Nares  [author] 14 Jul, 2020 @ 12:57pm 
This mod cannot cause that. The cutscene happens in the Strategic Layer (Geoscape) whereas this mod can only affect the Tactical Layer (missions). The game runs two different engines for in/out of a mission.
aegis 14 Jul, 2020 @ 8:15am 
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?
Alex Nares  [author] 18 May, 2020 @ 8:03am 
@CDXarcana
Glad to hear that, enjoy!

@Beagle
Yes, you can. Open XComPodActiviation.ini and change +MaxActivateRange = 60 to however many tiles you want.

To configure the number of active aliens before triggering another group, change +ChanceReductionPerActiveAlien = 0.58 -- this one is a little tricky. The 0.58 means that 58% will be subtracted from a 100% chance for each active alien in play (resulting in the 42% mentioned before for 1 enemy active).

If you change it to, say, 0.25, then 25% will be subtracted from 100% for each active enemy. So 1 active enemy results in 75% chance, with 2 enemies it is 50%, with 3 enemies it is 25%, and with 4 active enemies it is 0%.
Beagle 18 May, 2020 @ 3:46am 
Can you config the number of enemies and % chance of activation, and the range?
CDXarcana 17 May, 2020 @ 9:10pm 
I really love your mods, man. Simple but quite in-depth. Thanks to you I keep on rebuilding my mod list instead of playing the damn game. 9/10, your mods have a little something for everyone.
Alex Nares  [author] 16 May, 2020 @ 11:56am 
It will definitely work with Randomized Enemy Pod Formations - as that mod merely adjusts the location of Encounter Zones, and does not determine whether or not an enemy group will activate (which is what Dynamic Pod Activation will do).

I haven't used Yellow Alert Gameplay so I am not 100% sure it will work with that one, but from looking at it, I think it would still work. Dynamic Pod Activation just triggers Yellow pods into Red Alert, whereas Yellow Alert Gameplay changes AI behavior while in Yellow Alert mode.
p6kocka 16 May, 2020 @ 11:50am 
So you have to sub also to Dynamic pod Activation, which isn´t compatible with the Yellow alert mod.

Conflict found for 'XComGameState_AIUnitData':
[WOTC] Dynamic Pod Activation
[WOTC] Yellow Alert Gameplay V2.0
Alex Nares  [author] 16 May, 2020 @ 10:31am 
Yes it will - ABAI only alters enemy behavior once XCOM has been spotted. This mod affects different things than other yellow alert mods. It merely triggers enemies to go into Red Alert when certain conditions are met.
VoidLight 16 May, 2020 @ 10:23am 
Does this work with the yellow alert mod(s) and better AI mod?