XCOM 2
An Easier War: Pod Sizes
19 Comments
Beltalowda 23 May, 2019 @ 10:59pm 
Does this reduce amount of enemies per mission by chance? I fell outa love with the series because of how many new enemies and threats are involved than X1, yet they turn around and removed options for dealin with them (less weapons, no steady aim...)
Tombet 10 Dec, 2017 @ 12:32pm 
Where are the lines in XcomMissions.ini there i must change for the pot size?
ShinobiShiba 26 Sep, 2017 @ 2:41pm 
I installed this but, it still didnt help.
Probably a fault of my own.
Not of skill more like, four soilders against 10 advent soilder doesnt give me the best chances of winning.
TaKo 8 Apr, 2017 @ 8:02pm 
can i came a suggestion? lower will

i noticed most enemies starting in the mid game have ridiculously high will(like around 70+ for grunts, over 90 for higher tier enemies at the same stage), making mind-affecting psi attacks lose even more usability, even with decent to good psi-offense stat
Arnokill57 10 Mar, 2017 @ 6:05pm 
When you mean "Maximum of 5" you mean that the max enemies in a pod at 0% infiltration will be 5, and that the number decreases from 5 the higher your infiltration?
Hellfire 11 Feb, 2017 @ 3:29am 
May I suggest a further rework? But I don't know how hard it'd be to implement. Well, even if later in the game I find rather stupid that a "Strenght 3" mission fields a sectopod and multiple muton elites. Previous X-Coms had smaller UFOs to train rookies while right now they're a dead weight even as grenades kamikazes.
RealityMachina  [author] 29 Jan, 2017 @ 10:55am 
@ADVENT Avenger

The reinforcements LW2 uses are contained in XComLW_Overhaul.ini
Juravis 29 Jan, 2017 @ 10:41am 
RM, I'm trying to edit Reinforcement Pod Sizes but I can't find any info in LW2 I believe it's all done under the hood. Can you also check that?
CaseyAnthony 24 Jan, 2017 @ 2:56pm 
@Marvin Singer pod sizes are the amount of enemies in a group
Five Knight 23 Jan, 2017 @ 8:36pm 
I am sorry but i dont understand, pod sizes, i am confused
Juravis 23 Jan, 2017 @ 11:17am 
The sectoids Mind Spin results in a lot of Mind Control because the starting soldier's Will is abherantly poor. Hence your soldier often hit the 5 check hit cap or more, and this is a Mind Control. I've actually seen more Mind Control than disorients. You can fix this yourself by lowering the Sectoid PSI Offense stat.
xmd1997 23 Jan, 2017 @ 10:14am 
Is it possible to make a mod that caps the number of enemy engaged? On rookie dificulty you can only face a max of 12 enemies, but on veteran its unlimited.
Captainbeastfeast (Rat-ee-JiK) 23 Jan, 2017 @ 8:43am 
noob war?
Klord68 22 Jan, 2017 @ 5:38pm 
sectoid mind control is very easy to counter. Use of Flashbangs is the easiest way by far. try it, you may find them quite easy now in LW2, since you start with them. Hope this helps.
NRFBToyStore 22 Jan, 2017 @ 5:37pm 
Did you know flashbang grenades STOP all sectoid attacks? If he is disoriented he cant use or MAINTAIN mind control or zombies.
AlphaBenson 22 Jan, 2017 @ 4:39pm 
I think one alteration I'd appreciate is one to the enemy AI. Specifically, the Sectoids, and their constant use of mind control. It's kinda ridiculous that there's just an enemy who can turn your soldiers against you on a whim, and happens to use that move practically every mission. And said enemy is one of the first that the player encounters.

Meanwhile, back in Enemy Unknown, players wouldn't encounter an enemy with that ability until they tackled the base assault mission.
nelson01023 22 Jan, 2017 @ 4:38pm 
will you do one in this series that focuses on weapons?
Mool 22 Jan, 2017 @ 4:23pm 
Good job ! I'm waiting for a mod that skip the Alien cheat...I mean, free move they get when you activate a pod.
MrShadow 22 Jan, 2017 @ 3:07pm 
Thanks