XCOM 2
A Better ADVENT: Better Pods PLUS
379 Comments
which i didn't like tons of enemies every/each mission.
reminds me of LWOTC
Swang 19 Sep, 2017 @ 12:20am 
Thanks your anser, I love ABA, that mark more funny to the game, If the Better Pods PLUS can support the ABA for WOTC version or ABA for LW2 vrsion, that will be funny more.
DerBK  [author] 18 Sep, 2017 @ 8:40pm 
This is not supporting much of anything anymore, to be honest. It's outdated and shouldn't be used anymore. Especially not with LW2.
Swang 18 Sep, 2017 @ 2:22pm 
Is it supporting the ABA for LW2 version?
N O r 30 Nov, 2016 @ 7:05pm 
Thank you for the very fast feedback! have a rate :D! , yes yes i wish i had ABA 2 but cant just install that mid game of the campaign on my next try on higher difficulty ill check it out :D
DerBK  [author] 30 Nov, 2016 @ 7:40am 
Unsub from the regular one and sub to this one, the changes will carry over mid-campaign without issues.

Or start a new campaign using A Better ADVENT 2 , which has all plugins already built in and many other improvements over ABA!
N O r 30 Nov, 2016 @ 7:21am 
If i want to switch from Better Pods to Better Pods Plus would just unsub from the previous one and subcribing to this one create many issues? or i can simply have both and plus changes will carry over?
DerBK  [author] 28 Oct, 2016 @ 4:15pm 
Thanks for the link Anomaly. That's actually one i didn't find on my own yet. Looking forward to zapping through it, Let's Plays and Twitch streams are fantastic sources of feedback for me and in the last months i have come to really enjoy watching other people play XCOM with my mod.
=[NK]= Col. Jack O'Neil 28 Oct, 2016 @ 3:07pm 
I think any more than 60 is overwhelming! Cool, I'll start to clean up my mod list :)
Zigg Price 28 Oct, 2016 @ 9:07am 
DerBK  [author] 28 Oct, 2016 @ 7:37am 
You will of course have to decide for ypurself, but i made ABA2 with the goal of not having to go for other enemy mods myself. ABA2 has more than 60 different enemies before even counting the different tiers and Prime versions.
=[NK]= Col. Jack O'Neil 28 Oct, 2016 @ 6:58am 
Yeah no problem! It's been a nice two week break, plus there's civ VI, skyrim and warhammer to bide my time!!

So when it does get released, there's not much point in having other enemy mods is there??
DerBK  [author] 28 Oct, 2016 @ 4:06am 
@Anomaly: Feel free to drop a link to your channel here.
@O'Neil: Roughly two more weeks. I am currently making a playtest stream on twitch while finalizing the last couple things.
=[NK]= Col. Jack O'Neil 28 Oct, 2016 @ 3:03am 
Every time I get a notification about aba I get excited thinking it's aba 2 being announced ;p
Zigg Price 28 Oct, 2016 @ 12:40am 
Fun fight. He put one of my snipers down, but not out. The annihilation protocol caught me off guard. Didn't expect leader-esque reactions. I do think it could use a slight buff in armor or hit points to make it truly terrofying, but I use the Fearsome Sectopods mod, so I'm a but of a masochist. :-p did encounter a bug where trying to use Haywire protocol on it didn't show any options or percentages when the hack screen came up, but I just chocked it up to being hack proof :p . But yeah, fantastic fight. And since the video is going up to youtube, all 25 of my subscribers (huzzah big numbers!) Will get to hear me tweak out when it comes charging into view.
DerBK  [author] 27 Oct, 2016 @ 2:28pm 
\o/

How did it go? Memorable fight? Or did you just push him over?
Zigg Price 27 Oct, 2016 @ 1:08pm 
So, I made a point not to read any of your specific changes above, so I would be surprised. So, needless to say, when the Sectopods Prime came charging out of the mist during the Forge mission, I squealed like a little girl. Might have peed my pants a little. Well done, sir.
DerBK  [author] 24 Oct, 2016 @ 12:18am 
You can activate it mid-campaign without problems, but it might take a mission or two before it takes. That's because missions that are already on your hologlobe have already generated their pods.
Neph 24 Oct, 2016 @ 12:16am 
is this mod compatible with a existing save or does it require a new campaign?
Zigg Price 22 Oct, 2016 @ 4:23am 
Alright. Just wanted to check. Super eager for the future of ABA, by the way. This has definitely been my favorite campaign, so far, and all 6 people that watch me on youtube agree! :-p
DerBK  [author] 22 Oct, 2016 @ 1:34am 
In vanilla, those are solitary Chryssalids as well. I just switched the vanilla guys for my own.
I think it's a little less noticable in vanilla because they are buried there.

Doesn't impact the enemy count, though.
Zigg Price 22 Oct, 2016 @ 12:38am 
Are the Cryssalid HunterKillers supposed to appear in pods of only themselves? Went on a Retaliation mission, and found 3 of them running around alone, which made the enemy count for the mission a little low. Want to make sure I didn't break anything.
Zigg Price 19 Oct, 2016 @ 8:30pm 
@Lee, that might means you have another modifying the missions.ini file.
DerBK  [author] 18 Oct, 2016 @ 12:16pm 
This mod has been updated.

- I have been asked to make the final mission great again. The final mission is now great again.

- Better Pods is now compatible with the upcoming ABA2.0. The only change i had to do for that is swapping the Warden on Gatecrasher out for a Riot Control (No Wardens in ABA2.0, they get merged with the Riot Control). Everything else is unchanged.
Paintbrush Poltergeist 12 Oct, 2016 @ 2:52pm 
This and the basemod (Better Advent) say "Rulers can no longer spawn during Council missions or during Avenger Defense" but I had one spawn today on an Avenger Defence.
Iceberg 11 Oct, 2016 @ 2:10pm 
Thanks for the tip.
DerBK  [author] 11 Oct, 2016 @ 1:16pm 
Vanilla mission being one on the campaign that had AMT activated before?

Missions that are on the hologlobe have their enemies already generated, so deactivating the mod won't immediately take. Give it a few missions time.
Iceberg 11 Oct, 2016 @ 12:44pm 
I de-activated it though and experienced the same problem on the vanilla mission.
Iceberg 11 Oct, 2016 @ 12:36pm 
Yep, I have AMT. It just had an update too.
DerBK  [author] 11 Oct, 2016 @ 12:35pm 
Using Additional Mission Types?
For some reason, Better Pods and AMT together sometimes produce that bug, too. Not always. Just sometimes. No idea why, it's pretty much the biggest mystery related to a bug left for me.
Iceberg 11 Oct, 2016 @ 11:54am 
I made sure that my Evac All missions.ini was empty, but I'm getting empty VIP missions.
DigitalWizard 19 Sep, 2016 @ 1:29pm 
Sorry, I just want to make sure I'm doing it right. I figure it'll help me learn how to program a bit, so I'm being a little obnoxiously specific to make sure I'm 100% correct
DerBK  [author] 19 Sep, 2016 @ 8:33am 
E.E.R. is an edit to the AdventGlobal list and should not be used together with ABA, unless you go ahead and disable my Advent Captain variants. Otherwise you'll get the empty reinforcements.
JWGrieves 19 Sep, 2016 @ 8:30am 
Would this be compatible with expanded enemy re-enforcements?
DerBK  [author] 19 Sep, 2016 @ 7:26am 
162 lines.
162 numbers you'd need to edit.

For reference, you already used 170 characters in these comments, so you coul've already done it. :)
DigitalWizard 19 Sep, 2016 @ 5:57am 
So, only about one line edited per pod type?
DerBK  [author] 18 Sep, 2016 @ 8:38pm 
It's not that much. You only need to change the pod definitions ("ConfigurableEncounter"), the rest can stay as it is.
Takes like 2-5 minutes to change? No biggie.

MCM is currently not something i am considering.
DigitalWizard 18 Sep, 2016 @ 8:00pm 
Yeah, but if I want a universal +1 to enemy pod size I need to add one to every MaxSpawnCount value for every force level for every + line in each squad type (ADVENT, Alien, Chrysallid, Terror etc.) and considering there are about 10 pages of + lines to edit... yeah, it takes a little while.
Still a great mod and am loving it so far. Have you considered MCM support for Better Pods/+?
DerBK  [author] 17 Sep, 2016 @ 4:40pm 
You only need to edit the MaxSpawnCount values, nothing else.
It's a fair amount of lines, but should be reasonable.
DigitalWizard 17 Sep, 2016 @ 4:36pm 
Alright, thanks. I just figured it was gonna take ages to edit all the values
DerBK  [author] 17 Sep, 2016 @ 3:22pm 
By first mission you mean Gatecrasher? Gatecrasher is special, look at the first mission after that one to see if your edits worked.

As for what you should edit... edit what you want to. Want more Chryssalids? Edit them *shrug*
See what works for you.
DigitalWizard 17 Sep, 2016 @ 2:04pm 
Also, which lines should I edit aside from not minus symbol lines. All of the plus lines, including ones talking about berserker or chrysallid, etc.? Or just a single line?
DigitalWizard 17 Sep, 2016 @ 1:54pm 
So, after starting new campaign without changing the number enemies per pod on commander, I got two pods of three (new aba enemies were there). I was under the impression the first mission would have 2 pods of four. Is something wrong with my game?
=[NK]= Col. Jack O'Neil 16 Sep, 2016 @ 6:27pm 
I ran them both and never had a problem :)
DerBK  [author] 16 Sep, 2016 @ 1:25pm 
Assuming you mean council missions, not retaliations:

I'm not sure. Depends on wether AMT uses its own mission schedules or not. If they use vanilla council schedules, it should work. Otherwise, it won't. You should ask over there.
Hansworth 16 Sep, 2016 @ 1:14pm 
Does the no rulers in retaliation work with additional mission types?
DerBK  [author] 15 Sep, 2016 @ 11:00pm 
You can edit the MaxSpawnCount values in rhe pod definitions.
Important: Only edit lines starting with a Plus, never edit lines starting with a Minus.
DigitalWizard 15 Sep, 2016 @ 6:06pm 
Hey, is there any way to further increase pod size in the .ini? I wanna do a crazy initial 8-squad size with 4 squad size upgrades (bringing the total soldiers to twelve) run on Legendary and I don't think pods of 7 against 12 late-game soldiers will be unbalanced in my favor.
Azzmodeus 14 Sep, 2016 @ 5:08am 
Thanks!