XCOM 2
Double Enemy Counts
108 Comments
SPEEDRUNNER - Z 11 Sep, 2018 @ 8:29am 
@Axio ill keep that in mind when i boot up again.
Spotter 10 Sep, 2018 @ 2:55pm 
Okie dokie
👍🥂
JonathanFly  [author] 9 Nov, 2017 @ 7:55pm 
@Spotter, @Spooky Z, I lke A Better Advent or A Better Advent 2 for WOTC. It adds more enemies by default and you can crank it up by editing some of the .INI files if you want even more.
SPEEDRUNNER - Z 5 Nov, 2017 @ 12:29pm 
YES YES SHARE
Spotter 3 Nov, 2017 @ 11:48pm 
@Axio, says " there are definiately better ways to add enemies now."

Care to share them with us?
JonathanFly  [author] 3 Nov, 2017 @ 8:33pm 
This does not work with WOTC. This was one of the first mods made, there are definiately better ways to add enemies now.
Spotter 25 Oct, 2017 @ 7:58am 
Will this work with WOTC?
DERPKING1991 19 Jan, 2017 @ 1:26pm 
Long war two already has a build in pod count
JonathanFly  [author] 19 Jan, 2017 @ 12:50am 
I have not updated this mod since game launch, I would not recommend it at this point. There are some other good mods that add a lot of enemies. And Long War 2 coming out soon!

I'm leaving the mod onlien here so I don't break anyone's game that happenes to have it installed.
Flik the Changeling 14 Jan, 2017 @ 2:37pm 
Well Im 95% sure this mod caused a minor problem with DLC missions like no enemies on levels except the ones summoned by script or event. Dosnt really brake the missions but makes them waaaaaaay to easy XD Beside that its an amazing mod :P
DERPKING1991 11 Jan, 2017 @ 6:57am 
Well it makes me wonder sometimes and i now know that lw alren pack doesnt work with the dlc and if this does work then im put it back on
SPEEDRUNNER - Z 10 Jan, 2017 @ 10:15am 
@DERP if you have mission mods you might need to wait till a vanilla mission comes up, i had same issue, i inadvertantly played right to end game thinking id never see any till i hit a vanilla rng mission like a raid
DERPKING1991 7 Jan, 2017 @ 1:54am 
ID love to have this work with the rulers bc after the viper king the others dont show up that or I hope that this works when the xcom 2 long war mod comes out or how does that work.
Syndra 18 Sep, 2016 @ 5:50am 
No point in doing the save the relay misison in middle and late stages. Too many aliens taking shots at the realy to even have a chance of saving it.
SPEEDRUNNER - Z 8 Sep, 2016 @ 12:55pm 
anyone suddly getting significantly smaller pods? also is there a way for me to bring the count up?
Prophetic ShadeZ 18 Aug, 2016 @ 12:16am 
it still works for me, but im going to have too look at the ini files for the mod and figure out where it changes enemy amounts cause i want to amp up that warfare feel
[PBS] Kafka Rambo 9 Jul, 2016 @ 2:27pm 
Does it still work? THis is my favorite mod, starting a new game after a long break in playing, but no point playing the game without double enemy.
JonathanFly  [author] 6 Jun, 2016 @ 7:23pm 
Sorry everyone, haven't looked at XCOM in a while and I don't have the DLC yet myself. When I get around to it I'll update it so it works.
Prophetic ShadeZ 30 May, 2016 @ 3:44pm 
@LiveWire the mod i found was balanced with a starting squad of 6 and upgrades to 8, with some buffing mods for xcom like stat progression and improved sword + hacking vs some elite aliens, havent tried with new dlc though
Prophetic ShadeZ 30 May, 2016 @ 3:42pm 
is it possible to edit enemy numbers on missions in the ini files? im trying for a 10 man squad vs triple alien numbers
Lehemoth 27 May, 2016 @ 12:16am 
Also crashing on the avenger defense
Lehemoth 27 May, 2016 @ 12:15am 
I hope this mod gets updated for the alien hunters DLC. it's the only mod that comes close to balancing out a 10 - 12 man squad
LiveWire 19 May, 2016 @ 6:20pm 
Has anyone tried this with increased squad sizes? I'm guessing doubling the enemy squads and our squads should balance out evenly?
Syndra 17 May, 2016 @ 2:25pm 
Also had a retaliation map where the game would fatally crash.
Syndra 14 May, 2016 @ 1:43pm 
For some reason. The NPC's stopped moving. They would just stand and not do anything. Once I disabled the mod they started moving again.
deathmaster snikch 12 May, 2016 @ 3:38pm 
not working with new DLC
Syndra 30 Apr, 2016 @ 12:17pm 
Experiencing sound problems after installing this mod. Not sure if it conflits with something else. The sound effects get low,kind of like its an echo or in a glass.
Waves 29 Apr, 2016 @ 2:23pm 
What happens if I have this and IESS+ active at the same time?
хомяк 23 Apr, 2016 @ 5:54am 
Good day. I very like you mod, but in logs some Warning:
Duplicate key index in: (EncounterID="SPCx1_Faceless",
And etc 7 line.
In respect.
12w34r 22 Apr, 2016 @ 11:44pm 
just had a mission with 70 aliens vs my 4 operatives GG i did not stand a chance !
jachecalopez 12 Apr, 2016 @ 7:17pm 
It could be great more enemyes per mision... double its short sometimes... maybe adding more pods... or something more contundent than "double"... I wish to see an army of 50 aliens.

Thanks for the mod anyway; for me, its the better mod o Xcom 2
LeaderEnemyBoss 27 Mar, 2016 @ 6:02pm 
Why did you use exclamations marks before ini entries? This mod posts a lot of redscreen errors in debug mode and messes with spawn limitations of other enemies. I guess this is because you dont remove the entries correctly? I dont know, but enemies, that have a spawnlimit of 1 per group in my mod (and those mod work well with other similar mods like IESS+) are broken in conjunction with your mod.
Willy "Big John" Helldiver 27 Mar, 2016 @ 5:47am 
Just used NotePad++ to Find and Replace all MaxSpawnCount entries with 2-3 times as many. Cross fingers.
cbdeakin 22 Mar, 2016 @ 7:25am 
Hi Axio, would it be possible to remove the AI limits (only 4-6 enemies can target the player at a time on Commander or lower)? Do you think this would be a good idea?
cbdeakin 22 Mar, 2016 @ 6:19am 
Gonna try this, looks fun. How does game difficulty effect pod sizes?
LØCØ rogax 19 Mar, 2016 @ 11:10pm 
this mod will help me get 0% mission succes rate by a lot. 10/10
JonathanFly  [author] 17 Mar, 2016 @ 8:03pm 
Yeah, you'll triple some of the pods but not all of them if you do it that way. Might be good enough though.
SakuraKoi 17 Mar, 2016 @ 6:23pm 
@Prosims, not quite, some many EncounterIDs only have their, well, content explicitely noted with ForceSpawnTemplate (or something like that). Those do require a FolowerInclusionExclusion (or again, something like that) group defined to spawn more enemies. In the XComMission.ini you can find what list includes or excludes what.
Prosims 17 Mar, 2016 @ 5:10pm 
I trippled all MaxSpawnCount entries in your mission file, now I have A LOT of enemies. I hope I made everything right.
Prosims 10 Mar, 2016 @ 4:42pm 
Please do it. Thanks
JonathanFly  [author] 9 Mar, 2016 @ 1:32pm 
Well maybe I'll make one, though probably not too soon haven't had time to work mods lately.
👻Ghost City👻 9 Mar, 2016 @ 10:04am 
Man, I'll be 100% honest, if I found a mod that let me triple/quadruple enemies per mission, I'd grab it in a heartbeat. I mean, I'll make a mod that doubles squads EVENTUALLY, so I can combine it with a mod like this, but if you're asking if people want to go that insane: unqualified yes. I would be thrilled if someone beats me to the punch.
Churchill Dog 8 Mar, 2016 @ 1:44pm 
I guess facing about 50 guys on a gurilla ops mission wouldn't be very good for the FPS... or anything else for that matter!
JonathanFly  [author] 8 Mar, 2016 @ 1:10pm 
It's might overload the engine on the maps that are already using a ton of enemies. I don't know people really want to get that insane!
Churchill Dog 8 Mar, 2016 @ 9:00am 
Is having quadruple the normal enemies possible?
Shadowmrt241 5 Mar, 2016 @ 1:00pm 
i have crashed with this when finishing a saving a haven mision but it could be a nouther mod the
mesage disapeares to fast for me to read it because i save like 18 civilians wihich is not normal
👻Ghost City👻 2 Mar, 2016 @ 12:10pm 
Oh! Hey, I missed preplaced encounters. I was looking at the wrong thing.
👻Ghost City👻 2 Mar, 2016 @ 5:53am 
I really don't mind the pods being on top of each other, as long as the game doesn't crash. I've got "take both perk options on level up", "choose AWC perk" and "squad size 6-8", so the occasional effectively size 20 pod is something I'd be ok with. I mean, it may just crush my bones, but how do I know unless I try?!
JonathanFly  [author] 1 Mar, 2016 @ 10:57pm 
To increase the number of pods, you'd have to add extra array elements to each MissionSchedules definition for every possible type of mission, which includes rough pod spawn coordinates so you can't just copy and paste unless you just want the pods to be on top of eachother.
👻Ghost City👻 1 Mar, 2016 @ 6:46pm 
Hey, is there a way to increase the number of pods per mission? I've been looking for where that's decided, but I can't find it.