[WotC] RW Better Coil Laser Plasma Weapons Integration

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Author: krumiro

Last revision: 4 Feb, 2020 at 13:42 UTC (2)

File size: 673.79 KB

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Description:

;You all know that Modders NStriker and KnaveOfSpades extracted LW2 Laser and Coil Weapon Packs to be also available in War of the Chosen (GOD BLESS YOU NStriker and KnaveOfSpades!). This Mini-Mod integrates Laser and Coil Tiers in War of the Chosen the way I love to play with them the most: having a total of 5 coherently sequential Tiers with “linearly” increased Damage/Costs/OtherStats… Here I freely share it with you guys since some of you might also love to play with these 2 great Tiers while integrated (automatically, without having to edit values individually) into a coherent linear sequence of 5 tiers… 😉

;Donations: paypal.me/krumiro

;Standard XCOM2 Damage without this Mod for Conventional/Magnetic/(Coil/Laser)/Plasma:
; 4/6/(7/7)/8 Rifle
; 5/7/(8/8)/9 Shotgun,Cannon,Sniper

;Damage with this Mod:
; 4/6/(8/10)/12 Rifle
; 5/7/(9/11)/13 Shotgun,Cannon,Sniper
; similar change for Pistols/SMG

;Not only the Damage now reflects Tier 3/4/5 but also, following the same "linear increment", the Critical Damage, the Shotguns’ Critical Chance, Tygan’s Research Times and, most importantly, Shen’s Building Costs… 😉 Some examples:

;Shred Damage of Sparks and Grenadiers’ Shredder Ability without this mod:
; 1/2/(3/3)/3
;Shred Damage of Sparks and Grenadiers’ Shredder Ability with this mod:
; 1/2/(3/4)/5

;Research Days without this Mod (Tygan without other Scientists):
; 0/27/(29/29)/33 Rifle,Pistol,SMG
; 0/16/(18/18)/44=17+19+8 Cannon,Sniper,Shotgun
;Research Days with this Mod:
; 0/27/(33/39)/45 Rifle,Pistol,SMG
; 0/16/(44/72)/100=39+43+18 Cannon,Sniper,Shotgun

;If you were not using the Standard XCOM2 Values (because you altered them with another Mod like LW2 or changed them in some other way) then this Mod will still calculate Tier 3/4/5 Values through "linear increments" based on the Conventional/Magnetic Values that you were using. The same is true for the options here below.

;CHANGE THE BELOW VALUES TO THE DESIRED TRUE/FALSE ONES IN THE .INI FILE
;(and pleeeeease don’t you dare asking where the .ini file is… seriously? 😉 )

IPreferCoilWeaponsToBeTier5InsteadOfTier3 = false
;I thought that not everybody agrees with my Tier sequence and wanted to give a second option:
;Sequence 1: Conventional–>Magnetic–>Coil–>Laser–>Plasma
;Sequence 2: Conventional–>Magnetic–>Laser–>Plasma–>Coil
;I prefer Sequence 1 because the evolution of weapons technology naturally and realistically follows the direction of "saying goodbye to bullets" but I can understand how many may want to see Coil as last most powerful Tier simply because… well, they are HUGE and look and sound SOOO COOL… 😉 I totally get it. Personally: I used this option only once and only because I had made this mod in the middle of a Campaign in which I already had Plasma Tier (this Mod was originally intended only to integrate Laser Tier because up until a few days before I didn’t even know about the existence of Coil Tier and of it being available outside of LW2) and I didn’t feel like waiting to start a new Campaign to see Coil Weapons linearly integrated for the first time… Someone else might find this option handy as well in the same circumstance. 😉

ApplyWiderRandomDamageRangeForHigherTiers = true
;For example for the Rookie’s Rifle:
;Tier 1/2/3 Rifle: 4/6/8 +-1
;Tier 4/5 Rifle: 10/12 +-2
;Since the Damage increases linearly With Tier, so should the Random Damage Range in my opinion…

ApplyWiderRandomDamageRangeAlsoToOtherExceptionallyPowerfullWeapons = true;
;Apart from Tiers 4/5, I additionally find it coherent for it to also be applied to some unconventional weapons which, although they don’t have any Tier 4 and 5, they anyway have at Tier 3 an extraordinarily high Damage: Plasma Boltcaster, Plasma Spark Cannon, Heavy Shredstorm Cannon, Plasma CombatProtocol/CapacitorDischarge/Bombard against Robotic Enemies.
;Obviously, in this case, the same applies to last Tiers of unusually High Damage weapons of enemies… 😉 (Sectopod, Gatekeeper, Andromedon, Turret, Stun Lancer, Codex, Avatar)

RemovePierceBonusFromCoilWeapons = true
;I use Coil Weapons because LW Studios did a great job designing the graphics of this entire full Tier (same reason I use their Laser Tier) but don’t feel comfortable with their Coil Weapon Piercing Bonus… No other Firaxis Tier has any bonus (not even LW Laser Pack) and the only bonus a new Tier is originally supposed to have is the increased Damage. If on any Weapon I want a Piercing Bonus (or any other Bonus) that’s what the upgrade slots are for (Piercing Bullets!!!)

CorrectMagneticPistolCriticalDamageResettingItToHalfBaseDamage = true
;While programming this Mod I realised an inconsistency: while Critical Damage is always 50% of Base Damage (rounded) for all Vanilla Weapons, the only Vanilla Weapon not following this rule was the Magnetic Pistol (Currently +1, should instead be +2). I’m pretty convinced it was an unintentional mistake.

CorrectConventioanlAndPlasmaSMGCriticalDamageResettingItToHalfBaseDamage = true
CorrectPlasmaSMGDamageResettingItToHalfBetweenPistolDamageAndRifleDamage = true
;Additionally, if you have the SMG Pack installed, I have noticed that the Long War team gave all 3 Tiers of their SMGs the same identical Critical Damage Bonus with no Tier distinction (!!!) and that their Plasma SMG damage was the only one not being halfway between Pistol and Rifle Damage… It didn’t feel coherent to me…

CorrectMagneticShotgunAvailabilyByUnlockingItWithSecondMagneticResearch = true
;Another Firaxis inconsistence: Plasma/Laser/Coil Shotguns are given with Second Plasma/Laser/Coil Researches while instead the Magnetic Shotgun was given with the First Magnetic Research (the same one giving the Magnetic Rifle). Considering that the Shotgun, SniperRifle and Cannon have the same Base Damage I consider appropriate for them to be unlocked with the same kind of Research…

;ALWAYS REALISTIC WAR COMPATIBILITY
;First of all this Mini-Mod is perfect to use in combination with "RW Better Warrior Anarchy Legacy Tiers Integration" which similarly extends Armors up to Tier 5…
;Secondarily, if you use "RW Realistic Non-InfiniteConstructions" to convert every infinite Squad Upgrade into Non Infinite Buildable Items then the relative cheaper Costs for the relative Non Infinite buildable individual Items will be based on these new Squad Upgrades Costs just like for any other Squad Upgrade (using the dividend parameter you choose for Non Infinite Weapons in the other Mini-Mod)…

;DIFFICULTY BALANCE
;The linearly increased Cost/ResearchTime produce the collateral effect to preserve Firaxis originally intended difficulty. The advantage of the enormous damage of Tiers 4 and 5 will be balanced by the disadvantage of their enormous Costs by losing a huge amount of Time/Resources/Alloys/EleriumCrystals (not to mention the loss of soldiers for not having instead wisely spent your ResearchTime/Resources in life-saving armors and protective items…)

;If you still feel overpowered with Tier 4 and 5 Weapons (and Armors) then use a Mod that increases difficulty and the perfect one is my own "RW Better Mission Result Based Autoadjusting Difficulty"… 😉

;The extra Research Time finally solved the feeling I always had of having a bunch of Scientists having nothing to research after a few months and of finding Extra Laboratories totally worthless…

;Needless to say that now Coil and Laser Tiers’ Research cannot be skipped anymore being now each Tier’s Research an unavoidable requisite for the next… This way as a collateral effect, since Coil Weapons increase the number of mandatory "Bullets Tiers" to 3, Proving Ground’s Advanced Ammos don’t feel so worthless anymore by having more Campaign Time and Tiers to use them on… 😉

;CLASS OVERRIDES:
;+ModClassOverrides=(BaseGameClass="X2Effect_Shredder"

;INCOMPATIBYLITY LIST
;[WOTC] Cover Damage Reduction

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