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I think the Advent pods are varied enough. My goal for Advent pods is having a Captain, a MEC and the rest randoms from the other Advent classes. Except for the Captain, i am not going to force anything, though. I am going to let spawnweights and RNG do the most part.
@O'Neil:
Editing number of pods is not so easily done as just changing one number somewhere. And since i don't have access to the actual spawning code (it's in the native part of the code base), i am not able to do change that. Additional pods need to be added with some additional information on position and patrol zone to the mission schedules, i don't see a way around that.
I think there's even a mod that makes only Advent spawn. But that one just ignores that you'd not be able to research a bunch of technologies...
AFAIR there's also the possibility to change the type of reinforcement that comes in.
I like those suggestions. I should look into seeing what i can do from within Better Pods for them, maybe taking some inspiration from the Attrition mod. It's not something i can get done for the update i have scheduled for Sunday, but certainly something to look at in the future.
As for fixed pods, i would love to. But i don't have a good delivery system for it yet. I have the spotters, but if i use them too often, then they lose their novelty.
Maybe i can make my own version of the Attrition mod that adds ABA flavored reinforcements? I will look into that, but can't give you a timeline for that.
Making fixed pods for bosses sounds boring, i wouldn't want the same pod on every facility mission for example. I can get away with that on missions that are only once per playthrough (like PsiGate or Forge) and i use that trick there. My next update is actually going to have a few more. Not sure i want to expand that further afterwards.
But if you have All The Enemies, you could increase the spawnweight for the units yourself in its CharacterStats.ini