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[WOTC] Dynamic Pod Activation
File Size
0.098 MB
Sep 9, 2017 @ 4:35pm
Sep 17, 2017 @ 2:48pm
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[WOTC] Dynamic Pod Activation

Sick of carefully moving one tile away from pod activation zones? Tired of how you can lob grenades everywhere, and blow up fuel tanks, while the aliens behind a nearby wall keep talking about the weather?

This tweaks pod activation to make missions messier and more exciting. Think of this as a 'lite' version of the original All Pods Active mod. Nearby pods of enemies can now activate proactively if they know XCom is around.
Pods get alerted by hearing sounds (explosions, gunfire, ...), seeing a dead ally, or seeing other allies in combat. For those who played Long War 2, think of Yellow Alert mechanics.

Don't worry, you will always have a full turn to react to whatever happens - these reactions will only happen on the alien turn.

Mod is very configurable and can also be used as a WOTC-compatible All Pods Active mod (just set ActivateEverything=true in the INI).

Overrides XComGameState_AIUnitData.
Can be safely added to (or removed from) any saved game that's not currently in a mission.
Popular Discussions View All (1)
Sep 27, 2017 @ 12:31am
Recommended other mods and settings?
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Drifter Jul 12 @ 5:23am 
Whatever the cause, the chosen did not function properly.

The base game should have been balanced around this mechanism. The guys who made Xcom probably had two major issues they needed to attempt to address in the expansion - the lack of competitive aliens against third tier equipment, and the pod metagaming whereby players intentionally avoid advancing.

Both weren't considered priorities - clearly because they don't understand their own game as well as we might think they do.

I can understand the difficulties in balancing recursive pod activation, but late game variants is a no brainer to improve.
jweller12 Jun 22 @ 5:04am 
does this affect lost? i love ai vs ai battles.
IOException Jun 21 @ 12:53pm 
Loving this mod! And runs fine with Ginger's Randomized Pod Patrols, which I recommend for spacing out the pods.
Vaeringjar May 1 @ 9:35am 

just you

patrols are working with my 200 mod setup
ObelixDk Apr 30 @ 11:48pm 
is it just me or does this break enemy patroling?
SunRunner Apr 15 @ 1:07pm 
is this mod compatible with "A better Advent"?
Princess Fluffy Whiskers Apr 15 @ 1:13am 
ohhh gotcha, thanks!
Vortex ♀ Pixalation Apr 14 @ 1:58pm 
Princess Fluffy Whiskers, this mod doesn't show where all the enemies when they activate
Vaeringjar Apr 14 @ 1:00pm 

quite sure the AI retardedness you're referring to is present in vanilla, for example, you can sniper cheese everything

I haven't noticed any issue with the chosen though
Princess Fluffy Whiskers Apr 13 @ 4:06pm 
is there a difference between having All Pods Active mod vs turning on the Activate Everything in the .ini?