XCOM 2
Increased Enemy Squad Size Plus
107 Comments
zin 17 Mar, 2023 @ 1:30am 
Do you need to start a new game for this? How can I tell if it works? Is it compatible with Better ADVENT and custom enemies such as Kobazo’s enemies, including the ADVENT Headhunter?
Shade11 8 Jan, 2019 @ 12:52am 
Is it compatibile with WOTC?
Zeph 3 Apr, 2018 @ 7:12am 
long war 2 is crap
DERPKING1991 9 Jul, 2017 @ 4:52pm 
This needs to be worked on soon, I wanna use it now and before and when the new dlc comes out, even with the alien mods i have its still not enough, even with long war 2. This would make the lw2 mod amazing and etc, so please work on figuring things out.

PLus when I used this with the dlc hunters, it worked just fine,
Echo 1 Dec, 2016 @ 4:15am 
I'd also like to know that...
Ser Lancelot 28 Nov, 2016 @ 8:21am 
This works, right? With all the DLCs? Better Pods + seems to have been discontinued...
Mokona 7 Oct, 2016 @ 10:16pm 
Is there a super version of this for even more enemies? I'm wanting a 10+ squad of my own and I dont think they would have any issues with 4-5 enemies. I've looked at triple enemies mod and the author doesn't seem to be very active anymore and some issues have been reported.

If not could you at least tell me if I can activate this after the gatecrasher mission and if it has any issues with all aliens all missions/long war mods?
ThePendulum 19 Aug, 2016 @ 10:03pm 
Anyone else having issues with Advent reinforcement pods dropping T posed units? They only Tpose during the cutscene, so i guess its not a big deal. Just irritating.
Prophetic ShadeZ 18 Aug, 2016 @ 12:32am 
can you increase the amount of pods spawning per mission?
/!!!!!!!!!!!!!!! 7 Jul, 2016 @ 2:35pm 
I have all DLC's and it works!! First mission after installing (retaliation), killed 28 aliens! I did'nt think my asshole was ever going to unpucker! LOL Thanks for this fun mod!!!
Xeraphale 21 Jun, 2016 @ 7:50am 
Seems to work fine with the alien hunters dlc patch
BoltHarrier 16 Jun, 2016 @ 5:07pm 
can you make a version that prevents a squad of 4-5 sectoids a pod. That shit gets annoying fast
2much 22 May, 2016 @ 8:52am 
I'm enjoying this mod with All Pods Activated and LWS's squad size 12.
hambil 22 May, 2016 @ 8:32am 
@JackStone - I can't speak to this mod (yet) as I just installed it. But I do know that Double Enemy Counts[\url] works.
JackStone 19 May, 2016 @ 2:56am 
does this mod work well with the new longwar mod? i want to have 10 - 12 soldiers but i can't seem to find any mods that will balance out the aliens, since 10 soldiers can do waaay to much damage. any suggestions ?
DerBK 17 May, 2016 @ 9:52am 
If you are having problems with IESS and Alien Hunters, try this:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/619302232/364041776199079516/
Syntax 16 May, 2016 @ 9:30am 
The only problem is that it doesn't work with Additonal Dark Events, wheras this one did
IceMaverick 15 May, 2016 @ 3:07pm 
@I stole ur Kids and sold them, Yes it does work with ABA, but the author of ABA just released a companion mod (A Better ADVENT: Better Pods) that achieves what IESS does but with 100% integration with ABA.
2much 14 May, 2016 @ 4:08pm 
Playing with the DLC and haven't noticed any problems.
The Cultured Scientist 14 May, 2016 @ 4:03pm 
Does it work with a better Advent? I dont know if it modifies the number of enemies too.
Taylem 13 May, 2016 @ 5:08pm 
Probably one of the most vital mods for my game ...
Syntax 13 May, 2016 @ 8:56am 
I just came here to offer you the DLC as well. This is, simply put, probably the most essential mod for me (that and marathon). The devs would have been smart to offer free copies of DLC to all modders with a large amount of ratings/downloads. I even tried to delay updating XCOM so I could keep these mods active until they were fixed, but the came forced shut down with a warning message about 6 hours after the patch arrived.

Don't hesitate to contact me if you want a copy of the DLC!
cowsarenottoys 13 May, 2016 @ 7:27am 
Example:

--
-EncounterBuckets=(EncounterBucketID="LIST_BOSSx4_Standard", \\
EncounterIDs[0]=(EncounterID="BOSSx4_Standard"), \\
EncounterIDs[1]=(EncounterID="BOSSx4_FillStandard"), \\
)
--

is replaced by:

--
+EncounterBuckets=(EncounterBucketID="LIST_BOSSx4_Standard", \\
EncounterIDs[0]=(EncounterID="LIST_RULER_Viper", \\
IncludeTacticalTag="Ruler_ViperKingActive", \\
ExcludeTacticalTag="Ruler_ViperKingDead"), \\
EncounterIDs[1]=(EncounterID="LIST_RULER_Berserker", \\
IncludeTacticalTag="Ruler_BerserkerQueenActive", \\
ExcludeTacticalTag="Ruler_BerserkerQueenDead"), \\
EncounterIDs[2]=(EncounterID="LIST_RULER_Archon", \\
IncludeTacticalTag="Ruler_ArchonKingActive", \\
ExcludeTacticalTag="Ruler_ArchonKingDead"), \\
EncounterIDs[3]=(EncounterID="BOSSx4_Standard"), \\
EncounterIDs[4]=(EncounterID="BOSSx4_FillStandard"), \\
)
--

So your edits to BOSSx4_Standard and BOSSx4_FillStandard will still be called.
cowsarenottoys 13 May, 2016 @ 7:27am 
SakuraKoi said:
----------------------------
Thanks, Chieftain Mk.3, sadly this looks quite worse than expected, in short: There will be problems, namely the .ini already reads:

";Remove base game boss buckets -- If a mod has overridden these in any way, it could conflict with this and fail."

This in return means that there will/must be made a new mod while keeping this one for those without DLC.
----------------------------

I think you'll be alright actually - that section only removes and replaces the EncounterBucketIDs, whereas your ini works with EncounterIDs - the replaced EncounterBucketIDs are still calling on the same EncounterIDs, so your edits will take effect still. That's also the only section in the ini that has any removals, the rest is just additions.

That only leaves the 40 ConfigurableEncounters lines to add into your ini, and any updates to match changes to the base-game file.
Aklyon 13 May, 2016 @ 7:24am 
I quite like IESS+, so I'll try out the new version whenever you have a link to it.
SakuraKoi  [author] 13 May, 2016 @ 3:27am 
Thanks but I'll have to refuse. I am going to buy the Reinforcement Pack myself, rather sooner than later if necessary. However I am still not sure if I will actually be able to make the DLC Version even if I have it because testing it would take time I atm can not spare.

I am going to make thread with replacement .ini based on my mod and the new .ini for the brave in the community to test. The first I'd like to test would be the one that simply replaces this mod's, the other would be the failsafe which replaces the .ini of Alien Hunters (wherever that one is placed).
Soft Head 13 May, 2016 @ 1:14am 
sent you friends request SakuraKoi be more than happy too gift you the dlc if you need it
Aklyon 12 May, 2016 @ 6:53pm 
Seconding Syntax's comment. This is a great mod to have!
Syntax 12 May, 2016 @ 6:44pm 
Hope you can get it working again :) This mod is a must have!
SakuraKoi  [author] 12 May, 2016 @ 3:32pm 
Thanks, Chieftain Mk.3, sadly this looks quite worse than expected, in short: There will be problems, namely the .ini already reads:

";Remove base game boss buckets -- If a mod has overridden these in any way, it could conflict with this and fail."

This in return means that there will/must be made a new mod while keeping this one for those without DLC.

There are now two more problems: Simply put I will not be able to test it and worse, I am afraid that it may not work at all due to the DLC technically seemingly being like a mod (I recall not being able to mod a mod before)
2much 12 May, 2016 @ 2:23pm 
Worked on Gate Crahser.
deathmaster snikch 12 May, 2016 @ 12:37pm 
SakuraKoi  [author] 12 May, 2016 @ 12:33pm 
This should be still working however if there are new types of pods, then those will not be affected and be smaller in return. I can not check that myself until I get the DLC or someone with sends me the XComMissions.ini or equivalent .ini for the DLC (I obviously do not know but that's where I'd look first).

Maybe and just maybe after the 2,1GB update I am atm downloading, the entry for the new enemy may still be added for non-owners (but not activated).
deathmaster snikch 12 May, 2016 @ 12:20pm 
Works with new DLC ?
andrey_v_b 6 May, 2016 @ 6:04pm 
Sorry to bother you, but is it possible to make an IESS++? I seem to be snowballing right now and would love to up the challenge. Thanks!
deathmaster snikch 2 May, 2016 @ 4:28am 
Then the first in list will override the one on the botton Since both mods basically do the same :S Just go the IESS+ .ini and increase squad size if you want more enemies
Waves 29 Apr, 2016 @ 2:22pm 
What happens if I have both this and Double Enemy Spawn Count active?
Feezec 28 Apr, 2016 @ 10:21am 
I think I found a bug. Whenever an enemy reinforcement pod lands, one of the dropping in troopers is always un-animated. the other troopers land on their feet in the cutscene, the the one trooper is in the "default" pose with legs straight and arms spread to the side. it has no effect on gameplay but does break immersion during cutscenes. great mod otherwise, keep up the good work.
Syro System 12 Apr, 2016 @ 6:35am 
Does this mod increase the enemy numbers more when you get to higher force level? Because one of the best parts about Long War was when you ran into a giant 8-man pod (something like 3 Muton elites and 5 Berserkers), saw them spread out and get ready for combat, all the while silently (or not so silently) going 'Fuuuuuuuuuuuuuuuu....' :)
arnaud_defrance 9 Apr, 2016 @ 1:00pm 
So I am trying to get even bigger pods sizes, do increased pod size+ work with double enemy mod, or do I have to do some other kind of edit to make it work?

Also thank you very much, bigger pods make the game much more enjoyable with larger squad.
The Hat 1 Apr, 2016 @ 10:25am 
Going to try this on a 12 man squad size :) should be fun.
Arsy 28 Mar, 2016 @ 8:10pm 
@Dema - Ah yeah, I saw a post that the author made that you can edit the ini files mid game.

Also there's another post that says a shadow chamber reverts the IESS changes. Anyone can confirm? thanks.
Dema 28 Mar, 2016 @ 7:19pm 
With plated armor and mag + gauss I'm thinking about turning IESS+ back on. The main problem for me was the single slot for tier 1 armor, after getting the second slot you have more options. But since I'm in the middle of the campaign (Archons about to show up and 8 soldiers), I still need more testing...
Arsy 28 Mar, 2016 @ 6:55pm 
@Dema - yeah I have the haven siege mod too. Thanks for the advice. Are you finding it challenging with just the IESS mod?
Weretiger 28 Mar, 2016 @ 5:59pm 
Where is the folder located for the XComAI.ini
Dema 28 Mar, 2016 @ 5:53pm 
@Arsy I'm not a top xcom player, but I'm playing legend 6-8 with fatigue mod and I started the campaign with IESS+ and had some problems regarding balancing before predator armor, so I'm using IESS instead for now. It's manageable to play, but some pod compositions can be quite insane (4 lancers + Leader, 4 sectoids + Leader, etc) on early supply raids, or even the haven siege mission (mod).
Syntax 28 Mar, 2016 @ 4:59pm 
hmm, i'm also getting pod sizes of 3-4 mostly. Is this mod compatible with the basic Marathon Mod (not the one that has the tweaks)? The other version that replaces pods of 3 with 4 worked fine for me, but this version (I only have iESS enabled) I'm only getting pods of 4 max so far, and some 3's.
Arsy 27 Mar, 2016 @ 10:18am 
Hmm, question. for a 6-8 man squad on Legend difficulty, will this be challenging or just plain impossible at the early mid game? One of the comments here scares me when 4 lancers spawn or 3 pods near where u start.
Thedeejnylv76 24 Mar, 2016 @ 4:55pm 
Loved the first version of this, getting ready to try this one on my new campaign. Great mod. Thanks for all the hard work!
Cathulhu 19 Mar, 2016 @ 11:21pm 
I second Nivek's suggestion that Force Level should play into the amount of increased spawns. The balance is so good early game with the original mod, it just doesn't carry over to the endgame. I'd imagine this would, though.