XCOM 2
Increased Enemy Squad Size
166 Comments
gitrekt Aug 16, 2018 @ 8:56pm 
"plenty" There is 2. Search it if you dont believe me. They add a mec in every pod....incredibly frustrating.
meyerik Oct 15, 2017 @ 10:12pm 
there are plenty of pod size ones for WoTC now, including one for ABA
JB-emmanuel-Zorg Oct 15, 2017 @ 12:25am 
Do you think it works with WOTC?
Iron Mantis Aug 12, 2017 @ 3:29pm 
does this work with a better advent 2
meyerik Apr 3, 2017 @ 2:35am 
I kow you are kinda joking with the brackets, but does this work with LW2?
Raging Kitty Oct 18, 2016 @ 11:26am 
@Blaximus, it works with long war alien pack fine...Problem is that it'll add one more of a really tough enemy, making it way more harder than you would imagine...One extra ADVENT drone or one extra ADVENT Sentry per pod is the difference between a flawless mission and a squad wipe.
cruiser Sep 8, 2016 @ 6:45pm 
Is there a way for the increased spawns to be disabled during Retaliation missions?
Blaximus Aug 11, 2016 @ 1:11am 
So I take it that this conflicts with long war alien pack?

Also, does this mod specifically adds a certain enemy, or does it depend on the pod. I always felt that pods in this game could use an extra advent soldier or too, since they are essentially foot soldiers and should be much more common for beefing up pods.
Martin Zzz Jul 22, 2016 @ 2:28am 
great idea but sorry no working for mne i have complete edition...
I know you wrote about it ... pls when will be version for complete edition (with all dlc)?
PROPHYZ Jul 13, 2016 @ 12:51pm 
just checked it again , around 200 mods active so far and it just works.
PROPHYZ Jul 13, 2016 @ 12:44pm 
@ Gunslinger ,I got pretty much any enemy dlc/mod you can think of and had no problems so far (using them with a better ai as well AND expanded missions) - Shens Last Gift - ok for me.
The Gunslinger Jul 8, 2016 @ 2:50am 
HelIo, I have many mods that add new enemies like Gaterifter, many kinds of new Advent, different kinds of Mutons, will I have problems if I used this Mod?
Gumball Jun 16, 2016 @ 10:03am 
is it savegame compatible ?
andy2khou May 21, 2016 @ 11:32pm 
Just wondering, is there a way to make this mod spawn more of the advanced aliens? So instead of, say, a Sectopod and some ADVENT goons, it could be a Sectopod with some Andromedon goons?
Before you ask if I'm insane, you should probably know that I'm insane.
DerBK May 17, 2016 @ 9:51am 
If you are having problems with IESS and Alien Hunters, try this:
http://steamcommunity.com/workshop/filedetails/discussion/619302232/364041776199079516/
Call Me ET May 16, 2016 @ 4:46pm 
@Ser Lancelot Thanks for the answer. It's weird going into engagements where 2 enemies are the biggest problem. I started a new campaign to make sure, even re-installed the game, and I'm still currently facing a Stunlancer and a Viper as the first pod on a 'Moderate' difficulty Supply Raid mission.
Ser Lancelot May 16, 2016 @ 9:41am 
@Thompson; no, that's the vanilla behavior of pods. I know, shocking, right? I was like, oh my god, this is going to be TOO easy.

So I cut down my starting 6 to 4 with More Pods enabled at least. It only gave me an extra pod of 2-troopers...Usually a Sectoid w/ a Trooper.

Yeah, it'd be great to get this working again!
Ser Lancelot May 16, 2016 @ 9:38am 
@SakuraKoi, accept my friend request. I'm going to gift you the Alien Hunters DLC so you can get to work on this!

I'm seriously bored with the current set up, even with More Pods...there are just 2-trooper mods...even my 4-man squad are mopping 'em up.

(I used to run More Pods, IESS+, with Starting Squad of 6, and oh man, that *was* XCOM2!!!)

Now? It's too much of a cakewalk...
Call Me ET May 14, 2016 @ 7:39pm 
Is there any problem with uninstalling the mod? I noticed after uninstalling it that every pod I encounter, there are only 2 enemies in them. I'm at the beginning of April, and the first pod I encountered on a Guerilla op was a Sectoid and a Stunlancer. I'm not sure if that has to do with uninstalling this mod, or something else.
Poptart Prime May 12, 2016 @ 10:40pm 
With Alien Hunter the mod still works fine for me so far. Tested with old save and new game.
DrGrouch May 12, 2016 @ 10:04pm 
I have both the DLC and A Better Advent and the only pods with 4 guys I have seen is the reinforcements, is this still working or is it incompatible with said mod?
SakuraKoi  [author] May 12, 2016 @ 12:34pm 
This should be still working however if there are new types of pods, then those will not be affected and be smaller in return. I can not check that myself until I get the DLC or someone with sends me the XComMissions.ini or equivalent .ini for the DLC (I obviously do not know but that's where I'd look first).

Maybe and just maybe after the 2GB I am atm downloading, the entry for the new enemy may still be added for non-owners.
Dante/Laslow Apr 13, 2016 @ 6:43am 
Do not use this mod if your a casual, as even on rookie difficulty you will be hard pressed to finish any missions due to the sheer broken amount of enemies that will be engaging in a single turn. I had over 17 enemies mid game hitting me in one turn and most of which were beserkers, rifters, secotopods, hazmats and other high health units that overran me after being hit by a wave of another 6 advent troopers. I lost all but one of my troopers when I called in evac the same turn. This became impossible late game so when I switched from vet difficulty eventually down to rookie, but I just gave up as it felt more stressful than fun anymore I am sad to say. I would only reccommend this to players who are doing a soul-crusher run who wants extreme challenge.
mlipski0 Apr 7, 2016 @ 4:38am 
Please update this fine mod for new dlc.
Jerlic Apr 6, 2016 @ 12:41am 
Trying this mod on a commander run and on the first mission after Gatecrasher a reinforcement drop had 3 stun lancers and an officer.

Is it normal to get stun lancers that early on?
Tsuaegha Apr 1, 2016 @ 1:17pm 
every pod i see has four and five enemies.. its a little crazy
Arsy Mar 28, 2016 @ 9:45am 
@DrGrouch - What difficulty?

@SamXjones - Ah ok thanks, I'm just wondering what to get if its this or the + version for 6-8 man squad on leg diff.
DrGrouch Mar 28, 2016 @ 1:10am 
Just installed this mod and in 2 missions haven't seen a single pod with 4 units, is it random?
SamXjones Mar 27, 2016 @ 11:51pm 
I would like a mod that change the number of enemy encountered only in the late game was because: I am playing with mods that effect only kicks in after I spent time developing in one game.
SamXjones Mar 27, 2016 @ 11:48pm 
@Arsy
If one can able to engage enemy one pod by one pod, it should be well balanced.
SamXjones Mar 27, 2016 @ 11:47pm 
It's good to see people like you creating mods to increase number of enemy per mission, as it can balance out the enhancement to your solider given by other mods in the workshop. However, I am a little bit disappointed that the result of this mod can be reproducted very easily, which, basically, one just need to change a few numbers in the DefaultMissions.ini, and it is done. However, as many XCOM2 players out there playing with solider enhancing mods(e.g. Grimy's Loot mod) do, I would like a mod that only change number and types of unit spwan in the middle to late game. If anyone could creat a mod, or simply teach the community how to read and change the numbers in those configuation documents with .ini extensions just to acheive that result, I will be satisfied, and be very please. =D
Arsy Mar 27, 2016 @ 12:27pm 
Does this balance out well with squad size 6-8 for legend diff? or thats too big of a gap
/!!!!!!!!!!!!!!! Mar 23, 2016 @ 10:37am 
Excellent Mod! Thank You!!
Bullett00th Mar 21, 2016 @ 4:48am 
Is there a way to make the pods increase in size gradually? Facing pods of 4 with rookies is overwhelmingly difficult, I am having a lot of troubles in early game
Fx_oO7 Mar 19, 2016 @ 7:58am 
With the IEE+ the pod are 4 and normal the 3.
Is this normal?
Fx_oO7 Mar 19, 2016 @ 7:02am 
Do not function any more for me.
I will test that in IEE+ to see
redsargeant Mar 16, 2016 @ 5:30pm 
Apparently, my enemy AI is now doing nothing... I killed some 8 lancers and a Captain because they just stood there, no overwatch and no moving... frustrating!
I'm going to look into mod conflicts
IceMaverick Mar 13, 2016 @ 7:52pm 
Just off the top of your head, you don't happen to know if X2 has the XP needed to rank up exposed to a config file somewhere do you? I can't seem to find it. With this mod installed, I find the extra kills is leading to promotions long before we would normally get them so later game enemies are entirely trivial on their first appearance because the whole squad is MSGT after just a handful of months.
YoshiFetus Mar 10, 2016 @ 4:59pm 
Does this mod add extra leaders too?
Dies Fourth Mar 9, 2016 @ 9:58pm 
Love this mod !! already seen a 17 alien number on a mission that b4 the mod used to bore me with 9 or 10. Is a HC version in the works to like double those numbers ? without timers ofc lol
California Hot Link Mar 7, 2016 @ 9:20pm 
Is there a difficulty level you recommend to play this mod?
Hansworth Mar 4, 2016 @ 7:35pm 
What happens if you get show of force dark event and this? Does it just stack?
harlequin565 Mar 4, 2016 @ 12:59pm 
Just run through to the Network Tower with this on Legendary-Ironman and I got completely hosed. Really felt as though the challenge was perfect for the increased squad size but I really need to play carefully on that penultimate mission in my next run.

Also got the re-inforcement on my second mission (see @Notho comment below) which was a real shock - as well as skulljacking an officer to have him spawn a codex *and* 2 stun lancers.

The 23 alien kill on the Terror mission was epic too. Thanks for bringing a real "high body count" feel to the missions.
Blindpsychic Mar 3, 2016 @ 7:04pm 
@PM thats the anti-beaglerush fix, working as intended.
P.M. Mar 2, 2016 @ 7:28pm 
.... and I'm posting this here because since it's always 1 of the guys that doesn't scatter, I thought it may be related to the added enemy in their squad. Or it could just be coincidence.
P.M. Mar 2, 2016 @ 7:27pm 
The following may be a bug, maybe something I didn't notice before or maybe a mod feature I didn't read right.

Seems to me that when a pod discovers my location, there's always one of them who chooses not to scatter and instead shoots me in the face.

If it is a bug, it could become an interesting AI tweak because it wrecks the strategy of having the aliens spot you during their turn, unleashing concealed overwatch and then knocking down whatever is left standing during your own turn. The strategy could still work, but you can't really just leave a guy straight in the open.
IceMaverick Mar 2, 2016 @ 12:11pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Notho Mar 1, 2016 @ 7:21pm 
Not sure if this is a bug or not, but I had a reinforcement drop on my first mission after Gatecrasher which contained three stun lancers and an officer. I got it down, but again, I'm not sure if it was a bug or if I hit the XCOM lottery that time. Enjoying the mod, thanks!
NumbTongue Feb 29, 2016 @ 3:31pm 
this + a better advent+ legend getting wrecked left an right loving it
Orpheus Feb 28, 2016 @ 6:18pm 
I tried this mod on commader/ironman and go my face wrecked before mid-game :X