XCOM 2
Less Enemy Spacing [WOTC]
34 Komentar
XpanD 29 Sep 2024 @ 3:33am 
(and yes, this mod is still cool)
XpanD 29 Sep 2024 @ 3:29am 
...wait, just noticed that comment. Bots? lol what

I posted that message to a bunch of mods on my mod list originally, figured it'd be nice to tell people that those mods had been stable in what was a pretty heavily-modded setup at the time. Viper apparently copied the message later on, and I'm guessing the third guy joined in for the memes.

It's not a conspiracy.
A Raven Called Wayne 20 Agu 2024 @ 4:16pm 
I reported your bots. Should alter the text so it isn't copy and paste. Not mad about the bots, it was just sloppy.
Francis 27 Apr 2024 @ 3:06pm 
@Dęąth Viper and your 3000 hours. Get Help.
fat albert 19 Apr 2024 @ 7:52pm 
Just finished a campaign with about 963 mods, this one included, and had no major issues! Thanks for putting this up.
Dęąth Viper 19 Okt 2022 @ 10:47am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
XpanD 27 Agu 2021 @ 2:35pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
Dragon32 2 Des 2020 @ 7:35am 
@Theta
There're the Evac All mods for the base game and WotC. But if you mean evac wherever the trooper is on the map then I don't think there is one.
Theta-6 2 Des 2020 @ 7:06am 
Awsome! Also, Do you happen to Know of a Way to Make it so that if 1 Xcom Unit Extracts, EVERYONE does? so that You dont have to deal with Leaving anyone Behind?
Alex Nares  [pembuat] 2 Des 2020 @ 7:01am 
No, sorry. But I think it still might work without DLC. It is a base-game setting.

If it doesn't work, go into your DefaultAI.ini, change: DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER=0.2f
to
DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER=0.6f
Theta-6 2 Des 2020 @ 4:01am 
Is there a Legacy Version?
Alex Nares  [pembuat] 22 Agu 2020 @ 8:31pm 
Glad to hear that you guys are enjoying it! It just makes more sense.
ImLinkn 22 Agu 2020 @ 10:34am 
@Alex Nares Just wanted to shout-out that I've reintegrated this mod into my collection and it played very well with [WOTC] Yellow Alert Gameplay V2.0. Patrols aggro'ed as expected but smartly stayed in their fireteams, causing my squad a lot of box-in problems with increased pod counts.
GargakOfTheEast 24 Jul 2020 @ 3:23pm 
I really like this mod. It got very frustrating to get better AOE weapons, only to see the enemy AI was, almost always, space themselves out "1 tile too far" for them to hit more than 1 enemy, sometimes 2.
Alex Nares  [pembuat] 4 Jul 2020 @ 1:06pm 
This mod has no impact on enemy spacing when a group of enemies is spawned. It ONLY affects AI decision-making when it is the enemy turn and they are deciding where they should move to.

As far as enemies not patrolling. I found that the mod "Dynamic Encounter Zones" (or "Random Encounter Zones" whatever its called) will prevent patrolling. Also it can cause multiple groups to pile in the same area. (not sure if you have that one installed)
Dragon32 4 Jul 2020 @ 12:26pm 
@videogamerlink
But "Yellow Alert Gameplay 2.0" doesn't change DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER

Changing that value in XComAI.ini is the only change that this mod makes

So, even if changing the load order in AML did anything (which it doesn't) then it would have no effect on enemy unit spacing.
Let That Sink In 21 Mei 2020 @ 9:08pm 
Excellent work! This mod worked like a charm, and I found greater satisfaction using my grenades with the default edit change that you already made.
Alex Nares  [pembuat] 20 Mei 2020 @ 7:57pm 
This mod shouldn't conflict with anything. It modifies a single number in a base-game AI setting.
yes_commander 20 Mei 2020 @ 7:10pm 
Trying this out alongside Yellow Alert 2.0 and A Better ADVENT (which I've used together for a while, probably 100+ hours). I realize there could be some hidden conflicts or overwrites that the AML doesn't flag, but it seems to be working out great.
LooseNooseZeusMooseGooseJuice 20 Mei 2020 @ 9:54am 
I think youre doing quite well with these. Don't get overwhelmed man.
Space Tendies 18 Mei 2020 @ 11:19pm 
This feels so much better man thank you so much.
Alex Nares  [pembuat] 18 Mei 2020 @ 4:46pm 
Thanks guys, and as always please let me know if you have an idea or suggestion and I will see what I can do.
SableTwoSeven 18 Mei 2020 @ 4:45pm 
This is brilliant. Good work. :steamhappy:
Neon V 18 Mei 2020 @ 2:30pm 
interesting mod, thanks for creating, ill give it a go
jeb 18 Mei 2020 @ 11:47am 
Great idea for a mod, thanks!
Alex Nares  [pembuat] 17 Mei 2020 @ 10:02am 
Glad you guys are enjoying it. And thanks for confirming! (I actually did not test this one, but I knew it would work based on my understanding of the game code, hehe)
p6kocka 17 Mei 2020 @ 8:37am 
I can confirm that the advent soldiers are fighting closer together and even don´t change stupidly their high cover to low cover... thanks
Azure 16 Mei 2020 @ 9:43pm 
Advent have been using Ordnance formation
SolarNougat 16 Mei 2020 @ 9:39pm 
This mod should be reported, it violates social distancing rules. :P

Jokes aside, good job making little QOL mods like this man.
Dęąth Viper 16 Mei 2020 @ 9:31pm 
This is great for my run! I have well over 150+ mods and that includes triple enemies... I always wondered why there were so many of them and they moved to the dumbest spots
Alex Nares  [pembuat] 16 Mei 2020 @ 7:28pm 
1) It will be compatible with all AI mods. It just modifies a small setting in the default game's AI systems.

2) Advent will be *more likely* to stay together IF there is a good reason to - for example, if you have two columns of high cover next to each other and everything else is either low cover or no cover, then they will occupy those two columns rather than have one of them go into low cover just so they can stay apart. For the most past, you might not notice much difference unless specific tactical situations are present. Enemies will still consider the possibility of getting grenaded if they stay too close.

3) It affects all enemies - however some enemies are programmed by the devs to ignore certain AI profiles (for example, Lost don't care about tactics). It will mainly cover the more "intelligent" enemies.
p6kocka 16 Mei 2020 @ 4:52pm 
And last question. Does it affect all enemies or only Advent soldier?
Thank you
p6kocka 16 Mei 2020 @ 4:51pm 
And second question. Does it mean that the advent now sticking more together when fighting?
p6kocka 16 Mei 2020 @ 4:48pm 
How does it work with AI mods? Is it compatible with them pls?