XCOM 2
An Easier War: Pod Sizes
19 Comments
Beltalowda May 23, 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 Dec 10, 2017 @ 12:32pm 
Where are the lines in XcomMissions.ini there i must change for the pot size?
ShinobiShiba Sep 26, 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 Apr 8, 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 Mar 10, 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 Feb 11, 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] Jan 29, 2017 @ 10:55am 
@ADVENT Avenger

The reinforcements LW2 uses are contained in XComLW_Overhaul.ini
Juravis Jan 29, 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 Jan 24, 2017 @ 2:56pm 
@Marvin Singer pod sizes are the amount of enemies in a group
Five Knight Jan 23, 2017 @ 8:36pm 
I am sorry but i dont understand, pod sizes, i am confused
Juravis Jan 23, 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 Jan 23, 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) Jan 23, 2017 @ 8:43am 
noob war?
Klord68 Jan 22, 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 Jan 22, 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 Jan 22, 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 Jan 22, 2017 @ 4:38pm 
will you do one in this series that focuses on weapons?
Mool Jan 22, 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 Jan 22, 2017 @ 3:07pm 
Thanks