XCOM 2
[WOTC] Reduced Unit Cap
55 Comments
UnTypeOrdinaire May 30 @ 7:53am 
Thank you, will dive into that if I ever figure out modding.
Alex Nares  [author] May 30 @ 5:52am 
Cool but I am retired from XCOM 2 modding. Feel free to publish your own version though!
UnTypeOrdinaire May 29 @ 9:18am 
If you ever run out of ideas, you should release the mod but with increased unit cap (I increased mine through your mod). Some people might be interested.

Thx for your work.
Phoenix May 8, 2024 @ 7:43pm 
Oh and thanks for making the mod!
Phoenix May 8, 2024 @ 7:43pm 
Ok thanks so much. I'm just going to try it for fun probably. Hopefully it won't make my pc explode lol
Alex Nares  [author] May 8, 2024 @ 7:40pm 
Yes, I think if you set it to 9999, it would work - but I don't recommend that. When there are more units in play, your computer has to work harder to animate all those characters. When there are 100 characters moving, or more - you'll probably notice a significant loss of frame rate. Even the game developers had set a maximum of 50, so I don't recommend going over that.
Phoenix May 8, 2024 @ 6:18pm 
Ok sweet! I did have a couple more questions if that’s ok. I want to make the cap for the Lost basically infinite so would setting it to 9999 work or would that break my game potentially? I think I’d be awesome having a crazy number of Lost fighting the Advent
Alex Nares  [author] May 8, 2024 @ 5:58pm 
Yes that's correct!
Phoenix May 8, 2024 @ 5:40pm 
Sorry if I wasn't clear. I just want to increase the LostUnitCap but keep everything else the same as vanilla. What I'm asking is to do that I would need to comment out everything else but -LostUnitCap and +LostUnitCap right?
Alex Nares  [author] May 8, 2024 @ 5:33pm 
I don't fully understand the example you gave, but LostUnitCap is the maximum Lost units that can be on the board at once. LostMaxWaves is the maximum number of times a swarm can appear to spawn Lost reinforcements. UnitCap means the maximum number of *all units combined* (including XCOM, Advent, Lost, Resistance and Civilians) that can be in play at once.
Phoenix May 8, 2024 @ 4:23pm 
If I want to increase the limit of the Lost and keep the regular unit cap the same as base game I would increase +LostUnitCap=10 and need to comment out -LostMaxWaves=-1 , +LostMaxWaves=5 , -UnitCap=50 , and +UnitCap=20 right?
WTFłłVIPΣR Feb 28, 2024 @ 2:52am 
nvm its the thing listed "configuration settings" i feel smooth.
WTFłłVIPΣR Feb 28, 2024 @ 2:51am 
what do you mean ini file? i just checked the folder there is not file inside of the mod listed as an "INI" file. only "UC" files
Alex Nares  [author] Apr 25, 2022 @ 1:07am 
You can, but you would need to delete all of the contents of the INI except for the part that says "MaxLostWaves=5". You can also adjust this in your default INI without using the mod.
jahsinha Apr 24, 2022 @ 12:21pm 
I play with YA and it's annoying when all pods pull but a difficulty I'm use to. The lost though. It is endlessly annoying and what really slows down my game.
jahsinha Apr 24, 2022 @ 12:20pm 
Can I use this mod just for the Lost cap?
Haite Apr 22, 2022 @ 1:38am 
Thank you the reply and the mod! I got it to summon after disabling the mod. I guess alternatively the person can just disable this mod momentarily? I dunno
I never enjoyed how often the lost get spawned, so this fixed it. I guess there's room for experimentation
Alex Nares  [author] Apr 21, 2022 @ 5:11am 
Yes that can happen. To get around it, increase the spawn count, or wait until the number of enemies on map is lower before Skulljacking. Or use the "Unrestricted Codex Spawning" mod which enables Avatars to spawn as a random enemy starting Force level 17.
Haite Apr 20, 2022 @ 9:26pm 
I'm not sure yet, but I think this mod is preventing me from getting an Avatar from a Codex. I'm trying to increase the limit a bit to see if spawns.
Aelfric Oct 2, 2021 @ 2:15pm 
There should be a mod that stops tarting the missions with more than 20 units too. Rest of the units could come with dropships after some of them dead. The problem with late game and a lot of mods is most missions start with 35-40 enemies which lags the game a lot till they drop down to 20 units.
Knightmare047 Feb 26, 2021 @ 7:38am 
After playing with the mod for a while, I can confirm this still works very well with no bugs. Lost missions are less exhausting and fights are more stable. This mod is now a staple in my campaigns and I highly recommend this for those who hate spending too much time fighting the Lost and have performance issues with too many units.

Also, the ability to easily edit in unit caps in the config is real nice and lets me balance the game with however many units/Lost I want to encounter at a time. To anyone having issues with reinforcements not arriving with this mod, just set the unit cap to a higher number (or 50 which was the game's default). eg: +UnitCap=50
Alex Nares  [author] Feb 26, 2021 @ 5:37am 
It's not a conflict - this is mod is stopping those reinforcements (by design). Reinforcements cannot spawn if there are already too many units on the board.
Knightmare047 Aug 24, 2020 @ 1:00am 
Ah alright, sorry. I probably missed that.
Alex Nares  [author] Aug 24, 2020 @ 12:59am 
Civilians count as "units" too
Knightmare047 Aug 24, 2020 @ 12:57am 
I sort of ran into an issue.

I started using the mod and entered a mission in an Advent city. I started with 6 XCOM soldiers + 2 extra units from some Resistance Orders. There are 10 enemies on the map, which starts the mission at 18 units from both sides. There are civilians on the map as well though I didn't count how many. After killing all enemies except for 2, I was alerted that enemy reinforcements are coming even if the red flare isn't there. Which turns out on the next turn, the enemy reinforcements were blocked somehow by this mod despite the number of units decreased by at least 8.

Just to be safe, I raised the unit cap to its default (50) and redid the mission and the enemy reinforcements manage to arrive as normal. I'll still keep this mod around for its Lost cap of course.
Knightmare047 Aug 23, 2020 @ 12:54pm 
Thanks for the answers. I'll definitely be trying this mod since I've been having issues with my game crashing due to the Lost tanking the framerate.
Alex Nares  [author] Aug 22, 2020 @ 9:49pm 
2) Yes, the first Avatar and first Codex count as "reinforcements" and will not spawn if there are too many enemies on the board. However, it does not block campaign progression (but it does delay it), because you can defeat any other Codex or Avatar at any point in the game after that to continue progressing. I would recommend using the mod "Unrestricted Codex Spawning" to allow codices and avatars to appear as regular random enemies. or you could always drop one into the map with the console. Personally it has not been an issue during my campaigns, so I wouldn't worry about it too much.

3) Yes, but that should not be a problem, because the default game already limits the number of enemies on the board during the final boss to 2-8 enemies (depending on difficulty and how long the fight has gone). Even with 6 XCOM soldiers the max total units on the board would be 14, allowing additional Avatars to spawn.

Let me know if I should clarify anything else.
Alex Nares  [author] Aug 22, 2020 @ 9:49pm 
1) Yes, if you have modded enemies that can summon reinforcements (such as Riftkeeper), the reinforcements will not come in if there are more than 20 units on the board. If you consider that XCOM will take up 6 of those slots, there would need to be 14 enemies on the board (a lot of enemies!) in order to block reinforcements. But if the number drops below 20 at any point, reinforcements will come in as normal.
Knightmare047 Aug 22, 2020 @ 12:02pm 
I want to confirm on a few things. Firstly, this mod will restrict any modded enemy abilities that involve calling in reinforcements as well, right? The enemy cap rule still applies to them and they cannot call in reinforcements until the unit number hits below 20?

With regards to enemies spawning from Skulljacking like the Codex from the Officer, would this mod affect the first Avatar spawning later in the game when skulljacking the Codex? Like say, if the enemy count is 20+ and the codex is skulljacked to spawn the Avatar. Would this still follow the cap rule and prevent the Avatar spawning?

Lastly, will this mod affect the final boss fight as well? The additional 2 Avatars and those reinforcements during each Alien turn stop coming until the unit number hits below 20 as well?

Sorry for the long comment. I just wanted to confirm how it works during these scenarios since I didn't find anyone else asking this.
Xero560 Jun 14, 2020 @ 8:03pm 
This is rad. Clever idea to make Lost less exhausting. Nice.
Alex Nares  [author] May 13, 2020 @ 6:41am 
No, this mod will not increase performance when you have a lot of bodies piling up. All this does is restrict the number of enemies on the map at the same time (which has an effect on performance when there are too many at once).

Also it limits the maximum number of Lost Waves so that they don't infinitely spawn. This mod by itself does not *increase* performance per se, but rather, it limits the amount of *performance loss* that can be accumulated over long periods of time.
Lampros May 12, 2020 @ 4:55pm 
This looks promising, though I subscribed to the mod that eliminates the Lost altogether to solve the crashing problem caused by too many corpses. Is the performance problem significantly reduced with this mod? What if corpses accumulate when you sit on a map too long to farm the Lost?
Alex Nares  [author] May 8, 2020 @ 6:26am 
Enemies that are generated from pre-placed Pods will start spawn normally. The unit cap only affects untis that arrive to the battlefield after the mission has already started (reinforcements and lost waves).
SolarNougat May 8, 2020 @ 12:01am 
How does this mod interact with mods that increase pod sizes, like Diverse Aliens by Force Level? It allows generating a large amount of enemies through pod size increases and reinforcement increases.
GameAcc May 4, 2020 @ 2:29am 
Yep, the number was arbitrary random :) thank you for mode and help!
Alex Nares  [author] May 3, 2020 @ 6:27pm 
Go to C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2075465256\Config\XComGameData.ini

All you need to do is change the numbers on the lines that start with a + sign. But I warn you, having 100 units on the field at once will really bog down your frame rates.
GameAcc May 3, 2020 @ 5:37pm 
Hello, I would like to cap it at 100 or maybe higher (I'm planning to play 14 men squad) so would it work as expected (reinforcements\lost will appear as per cap) ? Can I set the number of lost to infinite and if yes could you please describe how can I do it?
initium May 1, 2020 @ 4:14pm 
Thank you. I was being cheeky making the suggestion for a mod as it's in keeping with performance while allowing players to up the ante looking for a challenging game. I will defo look at how I can use this mod with Configurable Pod Sizes" in the future.
Alex Nares  [author] May 1, 2020 @ 4:01pm 
To customize Pod Size, I would recommend the "Configurable Pod Sizes" mod. To change pod compositions to specific enemies, you would need to edit your XComEncounterLists or XComSchedules INIs.
initium May 1, 2020 @ 2:52pm 
I'm not sure if you would consider a new, or even an update to this mod. If so I'd love to be able to pick the pod size, boss unit, follower units and force level for when the boss and followers increase in difficulty. That may be too much to ask with all the mods I and others download, but if you don't ask you don't get :)
initium May 1, 2020 @ 2:46pm 
Oh you wonderful person. Thank you so much on behalf of all players that don't have a dedicated gaming rig.
Like you I once had a mission with the Lost, Advent, extra reward soldiers, civilians and Advent reinforcement drops (Light Strategy mod by RealityMachina). I think I got to 38 active units + god knows how many dead lost, and boy did my gpu struggle.
I thought I'd have to work through the config files to change all the settings manually. Much appreciate this mod.
Alex Nares  [author] Apr 30, 2020 @ 2:18pm 
Sure, I'll update the description. But I don't think 20 isn't as low as it would seem. For instance, if you have a squad of 6 soldiers, that means you could potentially be in a fight against 14 enemies at the same time - which seems like a lot to me. Even Lost Swarm waves aren't that big, they range from 5-8 enemies per Swarm.
Franimus Apr 30, 2020 @ 1:20pm 
Can you add a note to the description that these are configurable via config? 20 total seems low to me. TBH I'm more interested in this for saving my LWOTC campaign than for performance reasons :D
BaronFlea Apr 30, 2020 @ 6:04am 
yep but still like it ^^
Alex Nares  [author] Apr 29, 2020 @ 3:32pm 
This mod doesn't improve frame rates on it's own, but rather, it prevents the game from spawning so many units that would result in lower frame rates.
BaronFlea Apr 29, 2020 @ 2:40pm 
even with this mod it's still difficult for FPS in mid game or later (squad of 6 with modded appearance), but good gamer pc. i'm trying to uncheck some mods not really usefull but i won't let this one ^^
bsr711 Apr 29, 2020 @ 10:10am 
saved my fps
dmc32 Apr 28, 2020 @ 8:08pm 
Excellent idea for the FPS, have to try this.
BaronFlea Apr 27, 2020 @ 4:24pm 
np ^^ just an idea
good mods like this one
Alex Nares  [author] Apr 27, 2020 @ 3:59pm 
@Baron Flea
Good ideas but that's way beyond my skill at this point.