[WotC] RW Better Warrior Anarchy Legacy Tiers Integration

If you liked this item, please rate it up on Steam Workshop page.

Author: krumiro

Last revision: 11 Feb, 2020 at 12:28 UTC

File size: 795.65 KB

On Steam Workshop

Description:

;My Tactical Legacy, Resistance Warrior and Anarchy’s Children Armors are not simply worthless visual "skins" uselessly with identical Stats of Standard Tiers 1, 2 and 3 Armors but all my Standard and DLC Skins are instead usefully redistributed into 8 Tiers (16 Armors between Engineering and Proving Ground) with Protection/Cost/OtherStats linearly distributed by Tier-Step increments (based on the original Tier 1,2,3 Stats), yours?

;Donations: paypal.me/krumiro

;You all know that Firaxis gave us Resistance Warrior, Anarchy’s Children and Tactical Legacy Armor Skins Packs. This Mini-Mod integrates Legacy, Warrior, Anarchy and Standard Skins in War of the Chosen the way I love to play with them the most: having a total of 8 coherently sequential Tiers with “linearly” increased Protection/Armor/Costs/OtherStats… Here I freely share it with you guys since some of you might also love to play with these 3 great Skin Packs while integrated (automatically, without having to edit values individually) into a coherent linear sequence of 8 tiers… 😉

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

;TIER -2
;CIVILIAN CLOTHES
;(Visually: a mixture of Anarchy’s Children and Resistance Warrior "civilian" Items)
;"The new" Free Starting Item (no changeable variables here)

;TIER -1
;IMPROVISED CIVILIAN PROTECTION
;(Visually: a mixture of Anarchy’s Children and Resistance Warrior "protective" Items)
DaysToResearchImprovisedCivilianProtectionByTyganAlone = 2
SuppliesCostForSquadUpgradeFromCivilianClothesToImprovisedCivilianProtection = 15

;TIER 0
;IMPROVISED KEVLAR (Visually: Legacy Kevlar)
DaysToResearchImprovisedKevlarByTyganAlone = 4
SuppliesCostForSquadUpgradeFromImprovisedCivilianProtectionToImprovisedKevlar = 30

;TIER 1 MODERN KEVLAR
;Visually: Kevlar
DaysToResearchModernKevlarByTyganAlone = 8
SuppliesCostForSquadUpgradeFromLegacyKevlarToModernKevlar = 60

;DIFFICULTY BALANCE UP TO TIER 2
;Previous Tiers Research Times and Supplies Costs (of Tiers -1/0/1) chosen above will be automatically subtracted from those of Tier 2 Armor (previously "Predator" but now "Enhanced Plated Kevlar"): 150 Supplies and 30 days by Tygan alone without other Scientists. This way to upgrade from Tier -2 (Civilian Clothes) to Tier -1 (Improvised Civilian Protection) to Tier 0 (Improvised Kevlar) to Tier 1 (Modern Kevlar) to Tier 2 (Enhanced Plated Kevlar) will cost in the total exactly the same Supplies/Time as without this Mini-Mod from Tier 1 (Kevlar) to Tier 2 (Predator). This is to allow the "path" toward Tier 2 "defensive stats" not just through 1 single step as before (suffering for a long time with +0Health before the +4Health of Tier 2) but through 4 steps of increasing protective stats while "paying in advance" some of Tier 2 Costs/Times (not paying "extra")… Additionally, the "negative" Health Bonus of the new lower Tiers -2 and -1 will be compensated by extra Mobility (also adding plausible realism) 😉

;TIER 2
;Enhanced Plated Kevlar (Visually: Legacy Predator Armor)
;Experimental Spider Armor (Visually: Anarchy Spider Armor)
;Exerimental EXO Armor (Visually: Anarchy EXO Armor)

;TIER 3
;Predator Armor
;Spider Armor
;EXO Armor

;DIFFICULTY BALANCE AFTER TIER 3
;While Tier 2 and 3 has the same stats as Tier 2 and 3 without this Mini-Mod, instead Tier 4 and 5 have all their stats (including Costs and Research/Construction Times) proportionally increased by a full "1-Tier increment" to preserve a "linear" Tier-Stats increase.

;TIER 4
;Experimental Warden Armor
;Experimental Wraith Armor (Visually: Anarchy Wraith Armor)
;Experimental WAR Armor (Visually: Anarchy WAR Armor)

;TIER 5
;Warden Armor
;Wraith Armor
;WAR Armor

;PROTECTIVE VALUES OF SHEN’S ENGINEERING ARMORS:
;Without this Mod:
;Tier1 0Health Kevlar (Free Starting Item)
;Tier2 4Health Predator
;Tier3 6Health(1Armor) Warden

;With this Mod:
;Tier-2 -2Health(3 Mobility) Civilian Clothes (Free Starting Item)
;Tier-1 -1Health(2 Mobility) Improvised Civilian Protections
;Tier 0 0Health(…………..) Improvised Kevlar
;Tier 1 2Health(…………..) Modern Kevlar
;Tier 2 4Health(…………..) Enhanced Plated Kevlar
;Tier 3 6Health(1Armor) Predator
;Tier 4 8Health(2Armor) Experimental Warden
;Tier 5 10Health(3Armor) Warden

;TIERS PROTECTIVE VALUES OF PROVING GROUND LIGHT ARMORS:
;Without this Mod:
;Tier2 5Health(1Armor) E.X.O.
;Tier3 7Health(2Armor) W.A.R.

;With this Mod:
;Tier2 5Health(1Armor) Experimental E.X.O.
;Tier3 7Health(2Armor) E.X.O.
;Tier4 9Health(3Armor) Experimental W.A.R.
;Tier5 11Health(4Armor) W.A.R.

;TIERS PROTECTIVE VALUES OF PROVING GROUND HEAVY ARMORS:
;Without this Mod:
;Tier2 4Health(1Mobility)(20Dodge) Spider
;Tier3 6Health(2Mobility)(25Dodge) Wraith

;With this Mod:
;Tier2 4Health(1Mobility)(20Dodge) Experimental Spider
;Tier3 6Health(2Mobility)(25Dodge) Spider
;Tier4 8Health(3Mobility)(30Dodge) Experimental Wraith
;Tier5 10Health(4Mobility)(35Dodge) Wraith

;OTHER VALUES
;The "linear increment" is not only applied to Health, Armor, Mobility but also applied to Tygan’s Research Times, Shen’s Building Materials Costs and all other Stats… 😉 Some examples:

;Research Days without and with this Mod (Tygan without other Scientists):
; 0/30/58 Kevlar,Predator,Warden
; 0/(A+B+C+D=30)/58/86/114 Tier -2/(-1/0/1/2)/3/4/5
;Proving Ground Construction Days without and with this Mod:
; 7/10 EXO/WAR
; 7/10/13/16 ExperimentalEXO/EXO/ExperimentalWAR/WAR

;ALWAYS REALISTIC WAR COMPATIBILITY
;First of all this Mini-Mod is perfect to use in combination with "RW Better Coil Laser Plasma Tiers Integration" which similarly extends Weapons up to Tier 5…
;Secondarily, if you use "RW Realistic Non-Infinite Constructions" 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 Armors in the other Mini-Mod)…
;Thirdly, "RW Better Lists Sorting Order" is perfect to order by Tier in Proving Grounds all these new repeatable Proving Ground Armors Projects (and the repeatable Shen’s Engineering ones if you use "RW Realistic Non-Infinite Constructions")…

;DIFFICULTY BALANCE
;The linearly increased Cost/ResearchTime produce the collateral effect to preserve Firaxis originally intended difficulty. The advantage of the enormous protection 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 weapons and utility items…)

;If you still feel overpowered with Tier 4 and 5 Armors (and Weapons) 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 Tiers’ Research cannot be skipped being each Tier’s Research an unavoidable requisite for the next (Elerium Research still placed between Tier 2 and 3)… 😉

;CLASS OVERRIDES:
+ModClassOverrides=(BaseGameClass="UIArmory_LoadoutItem"
+ModClassOverrides=(BaseGameClass="UIRecruitSoldiers"
+ModClassOverrides=(BaseGameClass="XComCharacterCustomization"

;INCOMPATIBYLITY LIST
;"One Million Colors"
;Please help me to update this list

Download
Required DLC:

These DLC should be installed in order to use this item.


XCOM 2: Resistance Warrior Pack
XCOM 2: Anarchy's Children