XCOM 2
Double Pod Count
52 Comments
GameAcc 14 Sep, 2024 @ 3:43pm 
It spawns faction but very limited (1 pod) for me.
Shadowbeaver 30 Jun, 2024 @ 11:08am 
I have the same problem as Deathraven13, no raider faction is spawning
Boyrdee 11 Jun, 2024 @ 2:37pm 
lwotc?
Kinsect 15 May, 2024 @ 1:14pm 
Say does this work with the Plus versions of a Better Mission and a better Campaign?
Tacoaloto 9 May, 2024 @ 5:48am 
Actually, if I want just a few extra pods I probably could just set it to whitelist and include just like basic encounters x2 or something like that, right?
Tacoaloto 6 May, 2024 @ 8:15am 
Would it be possible to add a % chance to trigger an extra pod? Like Instead of it being Double pods, it's 50% chance for an extra pod for each pod on the map?
ress139 26 Apr, 2024 @ 8:34pm 
Sadly this doesn't work as I hoped b/c the pods spawn too close together, effectively doubling pod size with 2 leaders. In the retaliation missions there are twice the casualities. I unsubscribed after I just triggered 4 pods on 1 tile. Going for bigger pod sizes now.
alexo2008 4 Apr, 2024 @ 5:58pm 
so laggy with this mod. game is almost unplayable in the later game because the map can't handle it.
ARTHUR 17 Mar, 2024 @ 10:44am 
Hi,
super mod, thank you. But is there a way to manage the avent's number, accurately or as a percentage of the basic number planned for a mission and how ?
Thank you for your answer
SlapDickMcRunFast 12 Mar, 2024 @ 11:05pm 
Using [WOTC] Overwhelming Enemy Pods & Double Pod Count
First mission had 27 enemies, no conflicts that my Mod Manager can see.
Looking forward to running this on Legend
Deathraven13 27 Feb, 2024 @ 10:46am 
I think this prevent SCP raiders from spawning, any solution ?
Deathraven13 23 Feb, 2024 @ 4:11pm 
@BAG the mod does that, it doesn't double the count of ennemies in the pod it make more pods and you can configure in the ini how far these pods spawn.

If you want just 1 2 3 4 ennemies randomly then maybe you'll need another mod that do that because I didn't check if this one does that, using LWOTC I do have pods that are alone (only Advent robot scout), in a group of 2,3 or 4 but that's from LWOTC I believe.
Hope that help.
BAG 23 Feb, 2024 @ 3:49pm 
A question please:
Would it be possible to make a mod, which instead of doubling the pods, would add random enemies anywhere on the map.

I imagine having, for example, 6 or 8 isolated enemies, of random difficulty, scattered across the map, and regular pods.

And maybe an editable parameter in the menu
example:
Regular Pods: +1 +2 +3 enemy
Random enemies +1 +2 +3 +4 +X on the map

Or is it possible to add manual settings to this mod, to choose how many pods we would like to add, instead of doubling by default?
Deathraven13 21 Feb, 2024 @ 2:45am 
It doesn't work for raiders, I think you'll have to copy paste their templates and adjust it in the double pod count ini.
Nara 20 Feb, 2024 @ 8:27pm 
Does this apply to raider factions? If not, how would I implement that myself for say, the SCP raiders?
vinistrifezza 7 Feb, 2024 @ 6:01am 
Could you ask me a question then?
How to increase the pod sizes of these mod aliens?
I have a lot of alien mods, like requiem for a man, muton harrier, hive, ethereal etc... but I can't make these aliens' pods bigger
This mod (double pod) apparently works... I think, however, that mods that increase pod sizes don't work, and in fact, make modded enemies not even appear
I tried to change the encounter list files of these enemy mods, however, I don't have enough knowledge in mods
I changed the maximum spawn number of modded aliens, however, apparently it doesn't change anything

Thank you very much for your attention :D
10,- 2 Feb, 2024 @ 2:50pm 
@vinistrifezza

Xcom uses Presets to determine how many Packs spawn per Mission Type and which packs.
You can manually edit the probability of a specific monster to spawn in the spawntables ; that alone should amplify aliens spawning.
However if you are still unsatisfied you need to rewrite the group compositions. Alot of missions spawn with 2-4 Packs of only Advent Packs.
Its a tedious task but it works. I did it aswell so that the various monsters that i added via mods actually spawn in my campaign and i manually edited them to also spawn in missions where i get corpses.
vinistrifezza 1 Feb, 2024 @ 2:14am 
Hey guys
Does anyone know how to add more aliens to the mod?
because I have mods that add more aliens, like requiem for a man, hive, etc... But, apparently these mods with new aliens don't work with the pod increase mods (this mod, and the configurable pod size, at least, These are the ones I know don't work)

Does anybody know how to solve this? Thank you very much for your attention
Waves 7 Jan, 2024 @ 6:03pm 
Does this also double the number of raider faction pods?
Nero 24 Nov, 2023 @ 5:01am 
crashed a chryssalid mission cause there's 115 enemies lmao
VS-lockon 4 Nov, 2023 @ 3:57pm 
Holy CRAP now lwotc be even harder lol
HazardHawk 28 Oct, 2023 @ 8:42am 
Holy CRAP! Thank you! I just lost my first game in years with my now new mod combo. Gatecrasher starting the game and I had 24 enemies and they were no slouches! Let the Blacksite sit a while, and that is where I lost! 72 high level enemies plus a chosen against my poor six soldiers! I did not make it to the vial, so no idea how many would have spawned in!
C7 6 Oct, 2023 @ 1:24am 
How about (is it possible?) adding a duplication probability parameter to control if a pod copy will be generated? In this way, only several extra pods will be generated, and only in worst case it will be double pod count.
oceansoul 7 Sep, 2023 @ 1:34pm 
Well I've dumped one of the other difficulty mods I'm using, instead it's time for this one. Given my pod settings for Diverse Aliens by Force Level this is likely to be challenging, maybe even painful. An additional 2-4 enemies per pod per 5FL (starting from Fl 0) means even the easiest missions will be seeing up to 42 enemies (not including lost/raiders/hive). Will probably have to adjust things at the high end due to the game choking at 200 or more things on the field.
jat11241976 5 Aug, 2023 @ 10:28am 
This mod is just amazing Mitzuti! It definitely encourages more scouting, careful movements, and careful considerations. It definitely make Gatecrasher harder (more sectoids?!)
Ultra4kill 3 Aug, 2023 @ 3:23pm 
This mod makes me want to cry. LWOTC is hard now. I LOVE IT
Phantasmagoria 1 Aug, 2023 @ 5:30pm 
This makes LWOTC damn near impossible. Advent regional base on Commander difficulty and it has 77 aliens lol I love it
WerewolfMike 31 Jul, 2023 @ 2:32am 
24 enemies in Gatecrasher. 5 dead. Brutal mate. Love it
RedX 28 Jul, 2023 @ 8:23am 
"but what kind of madman would use that?"

THIS ONE *points thumbs to self*
DommyMothy 27 Jul, 2023 @ 8:18pm 
Works great so far!

There's a balance issue on UFO vs. Base defense mission. Turns until infinite reinforcements ends up too low when playing with Beta Strike enabled. Not sure how to delay those via config yet.
Mister Gruffle 27 Jul, 2023 @ 12:24pm 
Well, now I know what next campaign shall entail! Awesome man.
Charlton Heston 27 Jul, 2023 @ 2:42am 
@Morianthi Installed this mid-campaign and it functions just fine. No issues, and I'm running a boatload of mods. It's likely safe for you to install.
Serpentax 26 Jul, 2023 @ 9:11am 
this seems like a cool challenge mod, since it seems more lore accurate to the actual game, both for advent/aliens and the lost, it would make levelling up faster though due to the additional xp, but i guess that's just part of the trade-off, i'll have to try this out for a campaign
Jenny Chance 26 Jul, 2023 @ 7:43am 
It seems to work for LWoTC for those interested. Haven't played beyond Gatecrasher with it though.
Výn 25 Jul, 2023 @ 10:28am 
WotC?
o EEK o 25 Jul, 2023 @ 9:10am 
ooh shite. next game for sure
Aks 25 Jul, 2023 @ 7:25am 
For LWOTC?
IconOfEvi 25 Jul, 2023 @ 6:21am 
Just what I need! Just need to find a way to combine it with the already giant pods I have, prob some reconfiguring work to turn the pod numbers down a tad. Good work Mitzruti!
Morianthi 25 Jul, 2023 @ 2:16am 
Safe to install midgame? Any incompatibilities I should watch out for? I have more than 300+ mods.
Alecthelm 24 Jul, 2023 @ 10:15pm 
OK, did 3 Encounters, and gotta say, dont just try it with your already enhanced Advent, or youll regret it;) it really does what it says on the Tin, double/tripple/quadrupple your enemies per Mission with the modifications you already did setup before.
its was really fun, for sure.
Sidenot: it also fires at Kill General/ secure Civilian Missions, that are altered by an mods on my Side.
DERPKING1991 24 Jul, 2023 @ 4:34pm 
Would this work with any of theses or any other pod mods?

[WOTC] Overwhelming Enemy Pods
[WOTC] Dynamic Pod Activation
Configurable Pod Sizes
Alecthelm 24 Jul, 2023 @ 2:04pm 
Ai to AI is very interesting, when you just have to rescue an engineer , but the civillians ran into double pots of bandits and cultist, while ADvent got to deal with me and some HIve...65 Enemies FL 17, Lgendary. pure Fun!!!, dont know the Outcome, Game crashed as i had my 8 ppl all in L.nL so far ive got 38 down, and 2 bleeding out on my side:) really Fun! gotta need to tune some other mods, but the initial Thing is, you really gotta think new how to move and fight
Mitzruti  [author] 24 Jul, 2023 @ 1:07pm 
@Zigg Price
I think it's prolly a bit easier than double pod size, since you don't necessarily have to deal with so many enemies all at once. otoh... it also means more leaders.
Torblorone 24 Jul, 2023 @ 11:28am 
0/10 not enough enemies
jat11241976 24 Jul, 2023 @ 6:08am 
Oh shit, just did a retaliation mission with DABFL, Yellow Alert (with AI to AI activate).....those civilians never had a chance lol definitely need to turn off ai to ai, but this mod is otherwise damn near perfect!
Coley 24 Jul, 2023 @ 5:41am 
I think I'm going to regret adding this to my setup, but I'm going to anyway lol. May need some adjustments to my DABFL, otherwise i'm up against 40-50 per standard mission. Great stuff!
Kexx 23 Jul, 2023 @ 6:24pm 
Brilliant, mitz!! Simple and elegant. Can't wait to try this out on my next run!
Zigg Price 23 Jul, 2023 @ 5:50pm 
If I'm trying to figure out how things work, I THINK this has a great impact on "EASY" missions vs "VERY DIFFICULT". Reason that most of the normal pod size mods add 1-2 enemies. Standard pods are usually 3-5 enemies. So that means a normal pod ends up 4-6 enemies, and there's 3 pods. So EASY gives you roughly 12-18 enemies. With this, you end up with 18-30 enemies on an EASY mission, because it just doubles each 3-5 unit pod.

This seems a LITTLE nutty, but I don't think it's without precedence when you compare it to Overwhelming Pods or something like that.
Zigg Price 23 Jul, 2023 @ 5:47pm 
So what is the general balance of this vs the more popular methods of increasing enemy counts? For instance, default settings of DABFL seems to add 1-2 enemies to each pod, which then increases across the campaign. ABC+ adds 1-2 enemies to each pod as well.

THis would just double the number enemies on the map, though, right?
AgentGadget 23 Jul, 2023 @ 1:58pm 
I'mma run this with Overwhelming Enemy Pods... I think I buff my guys too much...