XCOM 2
Expanded Enemy Reinforcements(no longer supported)
119 Comments
MrShadow  [author] 8 Apr, 2018 @ 5:46am 
None yet no.
Commander-LVJ 8 Apr, 2018 @ 12:21am 
I'm wodering; especially considering the type of mod this is, does anybody know if there is a modification that adds xcom enemy unknown\within aliens like the cyberdisc or the floater or seeker etc. to xcom 2?
a.v.scaletta 3 Apr, 2018 @ 9:53am 
thanks :) i will try it
MrShadow  [author] 3 Apr, 2018 @ 9:53am 
This is an issue with vanilla ABA not this mod.
a.v.scaletta 3 Apr, 2018 @ 9:48am 
i have som problems with this mod, after instalation i have broken Reinforcements .. enemy ship with Reinforcements is always empty :((
Mind Goblin 2 Jan, 2018 @ 7:59am 
Again sorr, I found it. My bad man
MrShadow  [author] 2 Jan, 2018 @ 7:21am 
Look for Expanded Enemies Plus for WOTC. It's this mod and 2 others rolled into 1
Mind Goblin 2 Jan, 2018 @ 7:14am 
Will a WOTC version be made?
MrShadow  [author] 1 Sep, 2017 @ 2:58pm 
Not yet but most of what's in this mod is already incorporated into WOTC. Some is not and I'll make sure to add it ASAP.
Spiner909 1 Sep, 2017 @ 2:44pm 
WOTC?

Nor Dogroth 5 Aug, 2017 @ 4:02pm 
Yeah, the mod is a good thing in my opinion. I like the idea of mixed reinforcements with aliens, but for my current LW mission I have to disable the mod because multiple (elite) mutons, archons and so one every turn are not that easy to kill while you have to gather your people who are spread over the entire map^^
MrShadow  [author] 5 Aug, 2017 @ 3:51pm 
well with mods like LW, yes this mod can and will make the game much much more harder. So its all up to the player if they like that or not. All this mod does it open up the reinforcment pool to allow for more veriance on mixed reinforcment pods. Keep in mind that LW already does this to an extent but this mod takes it a bit farther. The normal game ONLY has Adavnt reinfocements come in. You never get Aliens mixed in or even full Alien reinforcement pods.
Nor Dogroth 5 Aug, 2017 @ 3:41pm 
Depends on what you want. I just think you should know that. In some LW missions when every turn new reinforcements arrive it makes a big difference I think. I don't know if the original game sends a normal ADVENT unit instead of a elite muton or if the elite muton replaces multiple normal soldiers.
MrShadow  [author] 5 Aug, 2017 @ 3:37pm 
@Nor Dogroth... is that a bad thing? Or is the challenge worth it?
Nor Dogroth 5 Aug, 2017 @ 8:31am 
and it makes the game much harder
MrShadow  [author] 16 Jul, 2017 @ 7:39pm 
just as it says... Expanded Enemy Reinforcements. Even says in the discription that this mod adds more reinforcement types that can come in besides all advent all the time
Lux Manifestus 16 Jul, 2017 @ 6:47pm 
The description is obscure. What does this mod do?
MrShadow  [author] 10 Jul, 2017 @ 5:29am 
@jack o Neil if you are asking if that other mod is redundant for LW2, yes as all those units already come in as reinforcements in LW2. I'm sure you know that already tho. As for vanilla, with the way hat mod is set up and this mod, one of them will override each other so that mod and this one couldn't be used together sorry.
Handoverphist 9 Jul, 2017 @ 10:20pm 
It's a good mod. Always was annoyed with how Advent were more common then aliens after the innital attacks because they only reinforce with advent and mecs.
MrShadow  [author] 9 Jul, 2017 @ 8:38pm 
I got you. Well I hope you are enjoying this mod otherwise?
Handoverphist 9 Jul, 2017 @ 6:44pm 
Seemed simple to me. I thought it made little sense, you showed that it did. Plus, the thinmen in XCOM: enemy unknown were just infiltration too, but they got dropped into combat zones, and they weren't even that effective. If they can be dropped in, Faceless make about as much sense.
MrShadow  [author] 8 Jul, 2017 @ 4:48pm 
ok just didnt want to come off as an ass. I re-read how i replied and even to me it sounded a bit rude and that was not my intention. Everything i make and or the CX team makes is out of fun, things we would love to be in the game and things others have given us feedback on.
Handoverphist 8 Jul, 2017 @ 4:40pm 
No dude. You told me good. I ain't gonna argue with it.
MrShadow  [author] 8 Jul, 2017 @ 4:22pm 
@Handoverphist, wasent trying to be a smart ass if thats how you took it. Just stating why I added them as I did. IMO its alwasy fun to have more enemies to fight and having Faceless that can also act as soldier types instead if always infiltators, just makes them that much more deadly IMO. You may not agree, and if you dont, thats fine bud. You can always remove them in the mod files.
Handoverphist 8 Jul, 2017 @ 3:55pm 
Well, you told me.
MrShadow  [author] 8 Jul, 2017 @ 7:32am 
@Handoverphist... have you tried it yet? It makes sense for sure. Just because Advent uses them as infiltrators, doesnt mean they always have to be used that way. They dont come in on a dropship either. Also, you would never know that they have ther reveal animations if you only seen them in human form before transforming. The base Faceless (non human) has its own reveal animations that we NEVER get to see otherwise. ALSO, in the new official Expansion coming in August, youll also be seeing Faceless used in the same way we have here ;)
Handoverphist 8 Jul, 2017 @ 5:49am 
Doesn't make much sense to drop Faceless. They're infiltrators. They don't need a dropship.
Thanantos 31 Mar, 2017 @ 2:56pm 
Kwel!!!
MrShadow  [author] 23 Feb, 2017 @ 9:25am 
Once i release the new Archons mod we have been working on, I'll be adding them to the reinforcements list here as well. Those that have that mod and this will see them come in as reinforcements too.
dmc32 23 Feb, 2017 @ 9:01am 
thanks for making this LW2 compatible, I'm a little late but I can add this to my limited list of enemies I don't have too many LW2 AI is pretty sharp.
MrShadow  [author] 23 Feb, 2017 @ 7:03am 
To be honest, I'm not 100% sure as I don't know exactly everything ABA2 changes and or doesn't allow.
steelwarrior77 23 Feb, 2017 @ 6:36am 
Compatible with ABA2?
Nor Dogroth 10 Feb, 2017 @ 3:10pm 
that's good^^
MrShadow  [author] 10 Feb, 2017 @ 9:28am 
yes
Nor Dogroth 10 Feb, 2017 @ 9:10am 
Is this mod compatible with Long War 2?
MrShadow  [author] 28 Jan, 2017 @ 11:40am 
well this mod doesnt add new pods or large groups of enemies. all it does is allow whatever enemies you add to the Advent Global list (in the mod) to come in as reinforcments at thier force level. If you are looking for larger pods sizes and more enemies, there are other mods that do this. ALso, make sure to download (All Enemies In All Missions) as that mod allows Faceless, Berserkers and Chysslids to pop up in all mission types and plays VERY well with my mods.
MrShadow  [author] 28 Jan, 2017 @ 9:41am 
@Dark, I thank you for the confermation of it working with All pads Active :). Hope you enjoy this mod and my others and soon future mods from myself and or the Creative Xenos Team. Much more to come :)
MrShadow  [author] 27 Jan, 2017 @ 6:37pm 
only Expanded Enemy Reinforcements. Dont mess with anything in ADERP
MrShadow  [author] 27 Jan, 2017 @ 6:09pm 
You can also look at the characters.ini file in mods that add new enemies. Thier names are there as well.
MrShadow  [author] 27 Jan, 2017 @ 5:59pm 
Not sure if it is compatible with all pods active as I have not tested it with that mod. As for this mod are you trying it with a saved game as in the middle of a already started game or did you start it with a new game? A lot of times, mods such as rhesenwil not take unless you start a new game and make sure to clear your config file as well. Another note, this mod will only add reinforcements of the added enimies as they become available at their force level. So with a new game you may not start seeing aliens and other added enemies show up as reinforcements until their force level is available. On some rare occasions you might see a Sectoid or Faceless show up early as a reinforcement (Faceless is you also have all the enemies on all missions mod) installed too. You'll know if Aliens are coming in as reinforcements as they will show up through a purple psi gate, not the Advent dropships.
MrShadow  [author] 27 Jan, 2017 @ 5:15pm 
@ Dark. You want to go into the missions ini file and for the the Advent global list that has the + in front of it not the old vanilla game list with the - in front of it. Once you find the list with the + in front of it, it should have my Bio Troops in it as well. add a new line to that list just as you see the other lines. Then make sure your enemy you want to add is in the "...." and spelled exactly like it is in whatever mod you have installed that it's coming from. Make sure to also change the number in the [..] so that it's in order with the other numbers. Also look at the last enemy in the list. You'll see it ends with a ) Make sure the last enemy on the list ends wth that ) and no other have that.
MrShadow  [author] 26 Jan, 2017 @ 5:34pm 
Lol yeah sorry. Meant Dark.
MrShadow  [author] 26 Jan, 2017 @ 5:26pm 
@ Dam... can you explain that a bit better for me bud? What exactly is the issue you are having? Maybe I can help.
MrShadow  [author] 26 Jan, 2017 @ 5:23pm 
@ Dark... not compatible with ABA as those mods have their own set reinforcement lists and alter things that would create conflicts. This mod will work with any newly created enemy, provided they do not have their own Advent global list and or not part of a highlander mod and that you download the enemy mods and than this mod after them.
MrShadow  [author] 26 Jan, 2017 @ 5:19pm 
@Sacimaphone... yes those 2 do already spawn from dropships like that but if you want those two to also spawn with enemies in reinforcement pods, you should add them to the Advent global list in this mod. Otherwise if you have this mod but have subbed to one of those 2 mods that add those to their own Advent global list, those mods will overwrite the list in this mod. You can sub to those mods, but need to sub to this mod after so the mod order makes this mod your primary mod that calls reinforcements from the Advent global list.
saximaphone 26 Jan, 2017 @ 2:58pm 
There is a discussion on this page that provides instructions for adding them, provided the mod doesn't already do it itself.
For example, advent snipers and priests have code already to spawn them in dropships
MrShadow  [author] 26 Jan, 2017 @ 3:20am 
Yes
Omni-Gawker 26 Jan, 2017 @ 12:15am 
So it's compatible with long war 2 yes?
MrShadow  [author] 3 Oct, 2016 @ 7:15pm 
@Mokona... I did not change anything as far as how the game spawn in what enemies in what pods. All this mod does is make it so that these inital 7 alien types can come in as reinfoircments. Farce level of the game and Difficulty level will still be taken into account as if you was plsying a normal game. So you should not see pods of just Berserkers. At least not on easier levels and or early in game. This mod still has these aliens only come in once their force level is reached. As an Example... I just played a Defense Mission with this mod and ran into 3 Berserkers. But 1 was in a pre set ground pod I ran into and the other 2 came in as reinforcments. But were in different pods but not together. Not saying a pod of 2 Berserkers and a Muton or a Berserker and 3 mutons might not happen. Its all random. But even on the hardest Diff level and highest force level, i have yet to see any reinfocment pods come in with more than 2 Berserkers.