XCOM 2
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[WotC] RW Better Warrior Anarchy Legacy Tiers Integration
   
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3 Mar, 2018 @ 2:08pm
11 Feb, 2020 @ 5:28am
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[WotC] RW Better Warrior Anarchy Legacy Tiers Integration

In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
25 items
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



19 Comments
Sandboxhead 7 Jul @ 10:43am 
Great, now I reached Experimental Spider/ EXO suits and the entire body again turns invisible. And this time I can't figure out what the problem is in the ini files. I may have to scrap this mod and restart my CI campaign. The mod author is never returning, it seems.
Sandboxhead 3 Jul @ 5:00am 
I've figured out what's wrong. I'm not sure if it's this mod or some mod compatibility issue. But in the XCOMContent text file in ini, whenever the TemplateName specifies 1 of the 4 vanilla soldier classes, the armor doesn't show up. It works just fine as long as I delete the class from those lines.
For example, "Specialist_PltMed_Std_A_M" works when I change it to "PltMed_Std_A_M".
Sandboxhead 3 Jul @ 3:27am 
I love how this mod gives me so many armor tiers, but as soon as I reached Legacy/Prototype Plated Armor (above Modern Kevlar), I get soldiers with invisible bodies, and no choice for any visible torso for tier. Yes I'm using CI, Prototype Armory, and other mods (no cosmetics mods as this mod locks them all out), but everything was working fine until Legacy/Prototype Plated Armor tier.

At this point I just want to be able to select my own armor appearance at that tier. But combing through the Config hasn't shown me what the problem is.
Joe Marotta 9 Jun @ 5:59am 
Anyone getting this to work with CI and Amalgamation? My soldiers can't equip the new tier armor
Stache73 26 Dec, 2024 @ 3:09pm 
FYI: This mod is not compatible with "Long War of the Chosen" (LWotC).
Stache73 18 May, 2023 @ 4:44pm 
In AML it says that this mod conflicts with "Long War of the Chosen" when it comes to the class "UIRecruitSoldiers". Can I ignore this error message and have these 2 mods work smoothly together?
modifieda4 8 Aug, 2022 @ 3:29pm 
man i really want this mod but aml says it conflicts with Rustys Recruits Redux due to the mod class override UIRecruitSoldiers. damn.
ChaoZ 13 May, 2022 @ 4:08pm 
when i jump from your tier 1(3) directly to tier 3(5) i have not +6hp, its 10hp. i guess tier2+tier3. cant fix it. and, the arms and legs are invisible.
need to start over a new campaign without this wonderfull mod.. :steamsad:
tfox1986 25 Apr, 2022 @ 2:48am 
Why can't you just tell people where the .ini file is? Looking it up is annoying.
Bantichai 22 Jan, 2021 @ 6:13am 
This is a really cool mod, but do you think you could also intergrate the TLP weapons in as their own tiers? It would be so cool to have 8 tiers of weapons, similar to what you did with the armor progression.