XCOM 2
[WOTC] Leviathan Extended Squad Size
49 Comments
General Anakin Skywalker Apr 27 @ 6:49pm 
And I chose to take like u :
Diverse Pods by Force Level
Dance of Chosen
Faithful Avatars

It's gonna be difficult even with 20 soldiers?
General Anakin Skywalker Apr 27 @ 6:09pm 
When I take More Squad Size Upgrades or Robo-Squad MSSU to have + 2 soldiers, when I launch a mission I can only bring 3 soldiers without the upgrade and 5 maximum with the upgrade
When I delete it, I can bring 12 people in any mission (with robotjumper squad only).
What can I do?
Rea Apr 7 @ 12:07pm 
how can i ajust squad size for basic mission ?
cause i guess im having a bug that i can have only 5 soliders ........
Lebowskichild Mar 17, 2024 @ 3:53am 
@biddix.brandt78 Follow the path to where the mods config folder is. Something similar to this.

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2364381878\Config

Open the XComGame.ini

Follow the instructions/information in that file to change the squad size to whatever suits.
biddix.brandt78 Mar 17, 2024 @ 2:37am 
For an ignoramus with no idea how: How would I adjust the modded squad size?
Lebowskichild Feb 25, 2024 @ 11:06am 
Oh well, I guess I'll see whether my personal edits work on the Chosen chambers and the other couple modded mission types for now. I'll keep digging to see what can be done about the base game missions.

Thanks again for your replies and info @Stukov81-T.TV & @RustyDios
Stukov81-T.TV Feb 25, 2024 @ 8:15am 
Some missions indeed can be either Assault or Infiltrations. I don't know of the top of my head now which are those.
Lebowskichild Feb 25, 2024 @ 5:14am 
Thanks @RustyDios & @Stukov81-T.TV for the responses.

I have edited a number of missions into the config but other than the Gatecrasher one I am yet to get to the Chosen chamber mission for instance, or the Skirmisher Emergency Extraction mission from Additional Mission Types Redux.

I did use the sType for Gatecrasher's Covert Infiltration mod and it didn't seem to work, so that may be just a problem with that particular mission as it's unique. But knowing that it is indeed the sType that I need is something I was hoping to have confirmed so thank you for that.

I don't want the infiltration missions being affected by my changes, just SOME of the assault missions. One of my concerns is that the types can be used in either assault OR infiltrations. @Stukov81-T.TV would you know anything about that as you seem to use CI?
Stukov81-T.TV Feb 25, 2024 @ 3:51am 
It is not that difficult to do some things like these yourself, but oviously it is not what this mod was made for so do it at your own risk.

one important thing is that the mission type is the stype of the mission. Now you just look up the stype of the mission you want to adapt and put in the config file.

Though that whole thing does not work for Infiltrations.

There may be a mod or two out there somewhere where such a thing has been attempted
RustyDios  [author] Feb 25, 2024 @ 3:24am 
I could write up how to do this. In short it involves copying the config lines for new mission types -- and the approach might not work in CI or LWotC or Requiem as those mods also do effectively the same thing to some missions.

BUT! - the code used here was borrowed with permission from Xymanek's "One Squad for Avenger Defence" -- with the singular allowance for it to be used on the Broadcast and Leviathan missions. Permissions to extend that code as a general "edit mission templates" was not given ...

So the point is that this mod *can* do that, because for convenience to myself I made this config editable ... I'm tied-up from explaining *exactly how* to do this.

~ Sorry that is not the response you were wanting. Good Luck figuring out what parts to copy/edit :)
Lebowskichild Feb 24, 2024 @ 11:59pm 
I'm curious. If anyone has been using this mod to edit various individual other missions, what are the acceptable mission type templates.

I tried to increase the assault mission type soldier count in the Covert Infiltration mod to 8, but then use this mod to decrease the Gaterasher soldier count back to 6, but it did not work.

Has anybody got any info on how this can be used correctly to edit individual missions and if there are any limitations? Especially when used in conjunction with Covert Infiltration.
Kuni_Raiden Jan 24, 2023 @ 3:06am 
@Revengance how can I do the same??
I have no experience with modding but if it's only add something I think I could do it
Revengance Dec 27, 2022 @ 7:39pm 
I figured it out. Just have to read your modified files and add in some levels which correspond to LWOTC levels
RustyDios  [author] Dec 22, 2022 @ 1:35pm 
I don't know.. I don't play LWOTC
I'm sure there is a config setting for squad size somewhere in it
Revengance Dec 22, 2022 @ 12:12pm 
IS there any way to allow more than 8 squad members on all my missions in LWOTC? I narrowed it down to i have to make my own mod for reset ini for LWOTC.

when you said this, it made me hope i can learn from you to create a new one.

"Credits and Thanks
Many thanks to Xymanek(Astral Descend) for the mod this literally based the code from and permission to use it.
Many thanks to RoboJumper for helping me to understand some crucial logic/knowledge I was lacking that makes this all work. Sorry for all the questions and pestering about squad size!
As always thanks to all the good people on the XCom2 Modders Discord."
Stukov81-T.TV Aug 8, 2022 @ 12:55pm 
it actually works with pretty much any mission :)
very fun way to set up different squadsizes depending on mission type
Tacoaloto Feb 26, 2022 @ 7:19pm 
Neat, this works with any story mission if you find the right code. I was able to make my soldier count 9 for the forge mission. Then also added extra enemies via diverse aliens by force level
silverleaf1 Dec 2, 2021 @ 12:34am 
@RustyDios I forgot to try restarting the alternate mod launcher. Doing that "fixed" the issue in the past. Sometimes the alternate mod launcher acts a lot like Windows, a restart mysteriously fixes things.
RustyDios  [author] Dec 1, 2021 @ 10:30pm 
Well that is super weird. I just checked on my AML, and RJSS is listed in the dependency tab at the bottom correctly. Must be a small hiccup in the Steam<>AML interface.
silverleaf1 Dec 1, 2021 @ 8:49pm 
@RustyDios For some reason the Robojumper's Squad Select dependency does not show up in the Alternate Mod Launcher. The launcher indicates a dependency is missing without telling what it is. Fortunately this page has all the information needed. My appreciation goes out to all of those that make mods for this game. They take a very good game and make it great.
RustyDios  [author] Aug 30, 2021 @ 9:30am 
Thanks for the report @silverleaf1 I'm happy to hear that it is working both in CI, AND being added mid-campaign :)
silverleaf1 Aug 30, 2021 @ 7:08am 
@RustyDios For your information. I added this mod just before the final missions in my campaign which uses the strategy overhaul mods. It worked perfectly.
silverleaf1 Aug 28, 2021 @ 7:58am 
@RustyDios I will test this in my current campaign.. I will add this and let you know
RustyDios  [author] Aug 28, 2021 @ 6:54am 
Should do.. I'm yet to personally get to a Leviathan in the Public Release of CI, but afaik it was working in the BETA3 builds
silverleaf1 Aug 28, 2021 @ 5:39am 
@RustyDios Will this work with the new strategy overhaul mods?
RustyDios  [author] Jul 8, 2021 @ 5:28pm 
Yes if you have no SquadSize upgrades that mission will now only have 1 soldier slot -- super brutal hard mode :)

- Should be a nice challenge for a Reaper!
Gwynbleiid Jul 8, 2021 @ 4:26pm 
yes i know the mission, but i never saw the extra soldier option, damn, also by the way you explained it, if don't have any squad size upgrades, that means i can only use 1 soldier? just curiosity, and thx for the quick answer
RustyDios  [author] Jul 8, 2021 @ 4:20pm 
The Broadcast mission is the one that allows you to spend intel to add perks from a random list to the mission. One of those perks is an Extra Soldier, it's really bad luck/rng if you've never seen it.
Gwynbleiid Jul 8, 2021 @ 4:14pm 
in the default config for broadcast, when you say +intel soldier, what does that mean? i don't remember having an option like that ever
Ajoiningsquid558 Jun 15, 2021 @ 7:42am 
I can only have 8 for my squad why is that.
SoloCross Apr 17, 2021 @ 12:29am 
Took me a while to actually test this but it does work perfectly on Chosen Stronghold assaults. Only limit seems to be the physical area of the warp to the second part of the mission, you'll never be able to take more than 16 soldiers into it.
RustyDios  [author] Feb 13, 2021 @ 4:35am 
The same way you would if you extended squadsize normally with RJSS. Either mouse scrollwheel or click+drag the area just above the inventory block :)
aegis Feb 12, 2021 @ 10:27pm 
the others are just autofilled
aegis Feb 12, 2021 @ 10:26pm 
how do you scroll throught the squaud select on the mission i can only select the first 6 soldiers
RustyDios  [author] Jan 23, 2021 @ 7:31am 
There is another mod that affects the normal Avenger Defence, but that mission type is suppose to work differently with an initial crew and then Bradford giving you a trickle of reinforcements.
Bantichai Jan 23, 2021 @ 4:06am 
So with "One Squad on Chosen Defence" and your own mod, have all the instances been covered for when a full squad is not normally applied? Like what about the vanilla/dark event avenger defence?
RustyDios  [author] Jan 22, 2021 @ 10:01pm 
Technically, yes I think that would work. Not the design intent behind this mod, but I can see no real issue with it. You should get 10 (+ SquadSize upgrade purchases) soldiers for the stronghold. Obviously I'm adding here that doing this is untested and I'm not sure if the gate/transition will work correctly.

Give it a try and report back, I'd be interested to know how it goes :)
SoloCross Jan 22, 2021 @ 9:28pm 
To add the functionality for Chosen Stronghold Assaults it'd just be these two lines right?


+PatchedMissions = (MissionType = "ChosenStrongholdShort", iSize = 10, bAllowSS = true)
+PatchedMissions = (MissionType = "ChosenStrongholdLong", iSize = 10, bAllowSS = true)
RustyDios  [author] Jan 21, 2021 @ 5:35am 
@Badger I don't know of a mod that increases enemy pod size *only* for the last two missions. But there are plenty of pod size increase mods

@Bantichai "One Squad On Chosen Defense" is still a separate mod, technically this mod could be configured to include that mission type but that is not in the default setup, my intention is not to replace 'the parent' mod. Both mods should be able to co-exist in a campaign.
Bantichai Jan 21, 2021 @ 5:18am 
So "One Squad On Chosen Defense" Is that separate or bundled into this mod as well? Are there any other cases where the "1 squad" is not applied? Im thinking about getting a couple mods that increase squad size.
Badger Jan 18, 2021 @ 4:15pm 
in the same vein; do you or anyone else know any mods that jack up the enemy count *only* on broadcast tower and leviathan? I've always wanted to run like a full squad of 12, but still take serious losses throughout
Maddog Wolfus Jan 17, 2021 @ 10:03am 
That is okay but at least you showed me the door to the Discord of which i didnt know even existed until today. I have asked in the Discord now with a crashlog attached aswell. I will be using this though as the way i am playing is using Beta Strike, lot more harder for me that is.
RustyDios  [author] Jan 17, 2021 @ 9:40am 
Yeah. It does sound really unique. Especially as you've obviously had other missions working.
Thankfully not caused by an issue in this mod!

Without the required resources discussed in the post below there is no way to tell what was causing the crash with your game. And even WITH that information there is no guarantee a cause could be found. In my experience a CTD happens for a few reasons; a) out of RAM/Virtual RAM ... b) major mod conflict ... c) game trying to access something that no longer exists (likely from a removed mod) ... d) an [`assert] check fails (these are normally the ones that bring up the xcom2 error messages) as the game 'needs X' to proceed but can't find it

Sorry I can't be of any more assistance :(
Maddog Wolfus Jan 17, 2021 @ 9:29am 
Sorry, i thought this type of crash was one of the very rare and unique crashes of the game. I plenty of RAM and the only thing that got removed by the mod author themselves from the workshop was the original RPGO Necromancer Plugin for RPGO and i dont remember anything affecting Avatars as i defeated one from the Skulljacking mission and i do have the diverse pods mod. It was a small hang/ freeze showing my troops after the cutscene in the hangar bay then CTD, from what i can make out.
RustyDios  [author] Jan 17, 2021 @ 6:59am 
No. This mod deals purely with the size of the squad that can go on leviathan.

What you describe is a case of running out of RAM loading the mission ... for either the cosmetics for your soldiers for the final mission parade/cutscene... OR an issue with loading the final mission itself. Had you added/removed mods mid campaign, particularly enemy mods? Got any pod-size increase mods?
Or anything directly involving the Avatars (commanders or alien) ?

I'm sorry but "it crashes" really isn't much to go by for diagnosing an issue. However a post in the troubleshooting section of the xcom2 modders discord, with a launch log (crash log) and an AML profile and a description of exactly when the crash happens and the type of crash (hang/freeze, CTD, bluescreen o death) and one of the guru's might be able to help you.
Maddog Wolfus Jan 17, 2021 @ 6:09am 
I have a question, first off mod sounds brilliant by the way and i look forward to trying it, question is thusly, will it help to stop or alleviate a game/ campaign breaking crash after the cutscene for the beginning of Leviathan of which i encountered 4 days ago. It was the first time i had ever made it to the endgame, broadcast tower - complete, final mission - incomplete. I was left broken after that crash as it was the first time i even made it that far and i spent way too long trying different things to get my game to even access the final mission, i even replayed the broadcast tower as i had read that may reset or remove the bug. I had to give up that campaign with a heavy heart.
Deadput Jan 17, 2021 @ 4:29am 
Finally!


I've always been of the opinion that the final mission should be tougher as well as having a larger roster size then normal due to it being the final mission of the game, it should set itself apart from other story missions and such.

And since the final mission has you travel in via teleport, I don't see why a bigger squad couldn't be used since there is probably less restrictions then the Skyranger.

Thank you so much Rusty!
Rockfire ✘ Jan 16, 2021 @ 10:20pm 
Will definitely use this, with all the mods I have, even my broken OP soldiers, commander and +1 from the Riftkeeper solider beacon struggle with the amount of shit being thrown at them.
Kexx Jan 16, 2021 @ 5:16pm 
YES! It's finally here! Been looking forward to this one so much. Thank you for making it. I found myself always wanting to bring those extra B team members along that I fell in love with during the campaign. Whenever A team was injured, some of them really helped out, so it's deserving they also get a say in humanity's history!