XCOM 2
All Pods Active
142 Comments
Sam 7 Mar, 2021 @ 1:52pm 
is it LW2 compatible?
Tigermask809 23 Oct, 2020 @ 8:52pm 
btw not made by the same guy
Tigermask809 23 Oct, 2020 @ 8:51pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131829513&searchtext=pod

The WOTC version, just fiddle with the config, it's pretty easy
SpyroThyKing 1 May, 2020 @ 1:26pm 
@patrickevans61 You'll want to use a mod like Civilians Revamped and Militia Overhaul Plus specifically to counter this issue, however I don't believe a non WOTC version exists.
patrickevans61 1 May, 2020 @ 1:12am 
love this mod except for haven defences =all the civilians are dead in a turn or less if you have very large pods mod going
SpyroThyKing 28 Apr, 2020 @ 11:30pm 
I'd appreciate it if you did update this mod. I have found a similar mod, but it doesn't really activate all the pods, as I have mods that include multiple factions that will fight each other a mod like this one is really needed to get the bullets flying and the bodies dropping.
JonathanFly  [author] 29 Mar, 2020 @ 12:27pm 
I keep getting comments on this mod, haven't updated in years, I'm assuming there are better versions do this same thing!

Although I am under quarantine so I might pick up XCOM again... if I do maybe I will actually update this. 🤔
Eden Monroe 23 Jan, 2020 @ 8:28pm 
yes, is better this way, one Engine (WOTC) with dynamic activation for manage strategy,
and the other engine (VANILLA) with all pods enabled and maybe beta strike for manage tactics,

nice gaming everyone and best regards

Texas
Vaeringjar 30 Jan, 2018 @ 8:31am 
p6kocka 30 Jan, 2018 @ 1:41am 

@Axio Are you going to update this mod for WOTC pls? Could you pls let us know?
I Darkstar X 6 Oct, 2017 @ 12:24pm 
Hey, just a question, but does this mod cause issues when you research teh Codex Brain Shadow Project? When I did in my playthrough it stopped the scanning, but the cutscene did not trigger. The Decrypt Codex Brain Shadow Project was unlocked however. I was just curious if you knew anything about this XD
fox23vang 9 Sep, 2017 @ 9:14am 
I hope this gets updated for WOTC, its my absolutely #1 must have mod. I cant play without it.
xsecretxskullxx 7 Sep, 2017 @ 7:49am 
Hope youre working to make this wotc compatible! This is the last key mod to make my xcom wotc experience perfect! I swear i check every morning first thing when i get on my pc. You have a gem here :D great mod
Vaeringjar 1 Sep, 2017 @ 3:34am 
actually wouldn't make much difference for the lost, they'll just start flowing from all the map before the timed hordes, which could work really well. Besides, this way, as all pods are active, the lost and Advent will finally fight if next to each other, unlike what happens now.
MaCC165 31 Aug, 2017 @ 11:23pm 
it would be awkward anyway with the "lost" mechanic, if it comes to wotc, i hope without activation the "lost"
Akrakorn 31 Aug, 2017 @ 10:32am 
Doesn't seem to work with WoTC. It didn't crash, but it also had no effect on the pods.
MaCC165 31 Aug, 2017 @ 9:49am 
nothing is excpet a few(but with some bugs or less function, or crashes middle of th egame)
JonathanFly  [author] 30 Aug, 2017 @ 6:55pm 
I don't know if it's compatible wiht WotC sorry, haven't tried it yet!

If someone does, let me know.
Vaeringjar 30 Aug, 2017 @ 4:26pm 
is it compatible with WotC?
the_jevry 26 Aug, 2017 @ 4:07am 
an idea for this mod, how about make it so that when pod 1 is activated, they request 2 pods to assist them, so they get activated, when they enter combat and 2 activated pods or less are alive at the same time, they will also request assistance from the 2 nearest pods, and so on and so on. this way the game makes more sense and is more immersive without overcumbering the combat difficulty
just an idea though.
T'erissk 28 Apr, 2017 @ 10:45pm 
Do the three Avatars in the last level get triggered too early when you initiate combat in the VERY beginning of the facility?
alexstrogan 28 Jan, 2017 @ 4:01am 
All good, but... in the mission LW2, where you want to save VIP do not complete the mission in secret, as others do.
Hobbes___ 20 Dec, 2016 @ 9:49am 
I'm on my 4th playthrough, now in Legendary and with a starting 6 soldier squad. One of the things I'm really enjoying is how can resolve fights quickly in some missions. Another is the challenge in Retaliation and Protect Device missions, where the AI is clever enough to both engage me and send some units to kill civilians, etc.

What I've been thinking though is that All Pods Active works better in some mission types than others.
Hobbes___ 4 Dec, 2016 @ 8:31am 
Hello, I'm doing my 2nd playthrough with this mod and I'm loving it. It brings the game closest to the gameplay of the original UFO Defense since you can't manage pod activation anymore :)

I'm playing it in combination with the larger starting squad mod in Commander level, no rulers, and a few aesthetic mods (nothing else that affects tactical gameplay).

The biggest improvement that you could make would be to prevent the activations from being visible, as previously posted. Other than that, excellent work and thanks :)
Cpt_Chaos 30 Nov, 2016 @ 8:17am 
@Hnefi BTW your profile is shown as private ;)
Cpt_Chaos 30 Nov, 2016 @ 8:16am 
Thanks a lot!
Hnefi 30 Nov, 2016 @ 7:00am 
@Cpt_Chaos: Yeah, I published it a couple of days ago. Search for "Alien Tactical Awareness" (or just go via my profile) if you want to check it out.
Cpt_Chaos 30 Nov, 2016 @ 3:52am 
Hnefi: Any updates considering the progress of your planned mod? Very interested in this!
JonathanFly  [author] 23 Nov, 2016 @ 7:54pm 
Hnefi, sure, go ahead.
Hnefi 23 Nov, 2016 @ 2:43am 
Axio,
I've been working on a mod similar to this one, but with additional things changed such as not activating all pods on timed missions and modifying alien AI on retaliation missions so that they only target civilians when XCom is not within line of sight. Stuff like that.

So far, I've based the fundamental activation mechanic on your code. I'm not entirely certain I'll keep that code, but if I do, is that alright with you? Obviously I'll give you credit in the readme. If not, I'll find some other way to activate the alien pods.
Mastershake58 22 Nov, 2016 @ 8:50pm 
Love it. No longer have the world breaking idea of aliens not having some bare minimum of miniature communication tech.
CHEEEN 17 Nov, 2016 @ 7:48am 
i second the guy below me, it's an amazing idea.
Sidetable 31 Oct, 2016 @ 12:50pm 
Hi Axio,

If you were still working on this mod, I believe it would be an awesome idea if this was an ability of the Advent Officer, so it adds to the realism of the situation as well as a small objective for the player.

Just an idea!
JonathanFly  [author] 26 Oct, 2016 @ 2:55pm 
Hi All,

I'm still around but I haven't played XCOM in awhile. The mod still works without patches becuase it's quite simple, just a little check every turn to trigger the enemy wake up based on certain conditions. So that doesn't conflict with many other mods or DLC changes. The biggest thing is the new DLC bosses being super hard with this mod, though I haven't tried it myself and I'm not sure what a good fix for that would be anyway.

I think a modder could make this mod hide the enemy reveals but I don't have the time in the near future to figure that out.

I'll probably play more XCOM at some point this winter and maybe take a crack at it if nobody else has that working though.
Nickburger 23 Oct, 2016 @ 9:47am 
The mod also has not been updated since a few weeks after launch so Axio may just not have the interest anymore. It is pretty impressive it still works so well even after the DLCs.
Vortex ♀ Pixalation 23 Oct, 2016 @ 7:50am 
I requested that long ago, I just assumed the Author didn't wish to put that much work into fixing that
MisterDog 23 Oct, 2016 @ 4:50am 
This is an excellent mod, making concealment and positioning a lot more tactically important, and combat overall more interesting than the vanilla "pull and fight" engagement mechanics. However, there is one big issue I'm having with it: when enemies start moving (at the start of mission or when concealment is broken) I see the reveal cutscenes, which spoils the tension by showing where and what the enemies are. Would it be possible to disable them as part of this mod, or is there another mod that does this? I haven't found one despite hours of searching.
75338 10 Oct, 2016 @ 4:47am 
Kind of wish there was a way to work this mod without dramatically upping the difficulty. Like giving the aliens a hearing/alert radius or somesuch.
davidtheterp 23 Sep, 2016 @ 4:15am 
*Long War* I mean.
davidtheterp 23 Sep, 2016 @ 4:14am 
This mod is wonderful! Amps up the stealth game for Vanilla and Looking War play throughs. Things can become very deadly, very fast. It feels more real. It feels more raw.
JVMMs 6 Sep, 2016 @ 12:33pm 
In other words, Twitchy Trigger Tentacle
Nickburger 5 Sep, 2016 @ 1:57pm 
How does this mod interact with the Alien Rulers?
OsoMoore 1 Sep, 2016 @ 6:25am 
@Tactical Heathen - in normal games mobs that are adjacent to walls use them for cover. But they may path away from the cover and stand in the open on their next movement. I don't think what you're experiencing is specific to this mod.
Tactical Heathen 15 Aug, 2016 @ 11:33am 
Anyone else experiencing aliens using cover before you even break concealment? After the very first turn of a mission my battle music starts playing and the aliens in each pod that are standing next to cover will use the cover even though they are not even activated yet.

Also I'm sure when I played a few months ago that after engaging the other pods wouldn't activate until the aliens turn, well they all activate immediately now! And can charge out of the fog of war and shoot me right away! Anyone know what's going on?
The Gaming Archaeologist 12 Aug, 2016 @ 5:22pm 
I tried this with the alien hunter DLC and WOW missions just got WAAAAAY harder. Not to mention the longwar alien pack makes things worse by adding really nasty creatures like giant crysilids and sniper vipers.
The Gaming Archaeologist 10 Aug, 2016 @ 2:52pm 
I've got quite a few different mods that allow me certain perks and that. An advantage is a mod to stop enemies running and hiding when revealed (they stricktly ONLY move on their turn), but I'd added the longwar aliens pack and alien companions which will be interesting...
Ghost 31 Jul, 2016 @ 8:04pm 
I play it on Legend because I can
Enthralling Victor 2 Jul, 2016 @ 11:07pm 
XCom 2 doesn't work with the new DLC.
Captainbeastfeast (Rat-ee-JiK) 30 Jun, 2016 @ 12:12pm 
does this work ith new dlc?
thryllth 28 Jun, 2016 @ 8:00pm 
Love this mod but in combo with A Better Advent it can be brutal. Multiple spotters with sniper support calling in fire and reinforcements every turn can rapidly get overwhelming on retaliation missions. I wanted to punch something when I got back to back double lid pods as summons while already dealing with multiple snipers and lancers. All in all very well done.