XCOM 2
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SWR Alien Range Bonus WotC
   
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30 Aug, 2017 @ 9:04pm
30 Aug, 2017 @ 9:28pm
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SWR Alien Range Bonus WotC

In 1 collection by Mertius
Second Wave Remastered
12 items
Description
Alien Range Bonus, but for WotC.

Vanilla: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626218821

***Notes***
Second Wave Remastered.
The first in a series of small tweaks and bonuses in the vein of the old Second Wave options.

This particular one adds a proxmity-based hit bonus to alien weapons. It is the same bonus XCOM soldiers recieve the closer they are to thier target.

Just a simple .ini tweak based off of Beaglerush's PC Gamer article on modding. It uses the suggested ranges based on the XCOM soldier's "medium" weapons range.
Modified File: DefaultGameData_WeaponData
12 Comments
Mertius  [author] 21 Oct, 2023 @ 4:52pm 
@Maxidonis As I understand it, it should affect all enemies, modded or otherwise.
The only way this would not happen is if the modded units use a custom range category (something other than Conventional, Magnetic, or Beam), or also overwrite the same section.
Maxidonis 17 Oct, 2023 @ 9:23pm 
Does this just effect enemies or weapons already in the game? Meaning it would not affect enemies from mods or with modded weapons?
huntersorce20 11 Jun, 2023 @ 8:04am 
ok thanks
Mertius  [author] 10 Jun, 2023 @ 8:50pm 
@huntersorce20 Hey, IIRC it's not too hard. You can either mod the XComGameData_WeaponData.ini file directly, or the one in this mod.

Specifically, looks for the sections with
+FLAT_CONVENTIONAL_RANGE, +FLAT_MAGNETIC_RANGE, and +FLAT_BEAM_RANGE and halve their values.

So for example, you would change the FLAT_BEAM_RANGE from 22 to 11, maybe 21 to 10, etc etc.:
+FLAT_BEAM_RANGE[0] = 0
+FLAT_BEAM_RANGE[1] = 11
+FLAT_BEAM_RANGE[2] = 11
+FLAT_BEAM_RANGE[3] = 10
+FLAT_BEAM_RANGE[4] = 10

Effectively, this halves the range bonus at every [distance].
huntersorce20 8 Jun, 2023 @ 1:41pm 
I want to use this without hidden potential, but i think avg +10 aim for aliens is a bit high in the early game, what part of the file would i need to change to make it half as much aim for aliens instead?
Mertius  [author] 10 Jan, 2018 @ 6:25pm 
@♦ Lady Shinki That's a good question. To my knowledge, Yes, it should work, but I haven't personally tested it (outside of spawning allied aliens in test games).

Now, the bonus is actually tied to specific weapon data, primarily those used by the aliens/advent. Since the unit is just a regular advent unit that switches teams (or if nothing else should use same weapons), I'd think it should work.
Eve Samantha 10 Jan, 2018 @ 12:22am 
Does this apply to units from the Double Agent skirmisher card?
Mertius  [author] 21 Nov, 2017 @ 11:24am 
@maharajah Yep! The closer an Alien is, the higher his hit chance. It's the same bonus normal soldiers get in game. Overall, the average engagement distance of the aliens makes this a +10 bonus on average, which is nice for a difficulty boost, and also balances aliens with the average increase of +10 Aim HiddenPotential gives soldiers.
maharajah 20 Nov, 2017 @ 3:35am 
Hey ;) So is this giving higher alien's chansces to hit me at closer distances? And how does it compensate "soldiers have a median up to +10", as you stated in "Heavily recommended to be used" in SWR Hidden Potential WotC ? Thanx.
Mertius  [author] 31 Aug, 2017 @ 9:53am 
Holy Cr-! I mean, Why Hello there! :D