XCOM 2
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A Better Militia
   
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66.436 KB
22 Jul, 2018 @ 9:35am
7 Aug, 2018 @ 12:26am
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A Better Militia

In 2 collections by DerBK
A Better Everything
13 items
Remember the Ayylmao
81 items
Description
-- A Better Militia --
-- Mod by DerBK --

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Requires XCOM2 version: War of the Chosen
Requires DLC: none
Requires other mods: none
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FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ
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This mod aims to make the resistance soldiers that appear in retaliation missions a bit more interesting and turning them into more of a support force instead of the 85 aim supersnipers that they are in vanilla. They will try to soften up the enemy and try to stall them, but eventually XCOM will have to get to where the action is themselves.

To that end, they will now use Suppression, Grenades and Hunker Down. Their health has been reduced, but they are now actually able to use cover and some of them will have armor.

The changes are:

- Removed "EasyToHit" from all tiers of resistance, so they are no longer as vulnerable as common peasants.
- Added UI bars. You will now be able to see the hp and armor of these guys. Note that these will be shining through the fog of war, telling you the position of the resistance camp. Obviously this is easily explained, why *wouldn't* you have this information?
- Added the ability to throw grenades, use suppression and take advantage of Hunker Down to the resistance AI.
- Reduced the godlike aim of militia fighters to more reasonable levels.
- Rebalanced damage of resistance weapons. They now have a spread instead of a fixed damage value. Tier 2 and 3 have had their damage reduced, but they had armor pierce added to compensate. Tier 3 will also shred.
- Reworked how the resistance soldiers are spawned by introducing some random elements.

Spawning the resistance:
- Like in vanilla, there are three tiers of militia fighter.
- Unlike in vanilla, the resistance groups can have mixed tiers in them. The further you are in your campaign, the more likely you are to get higher ranks of militia.

Tier 1 militia:
- Basic training.
- Does 1-3 damage, pierces 1 armor.
- 50 aim.
- 4 hp.
- Carries a flashbang.
- Can use Suppression and Hunker Down.

Tier 2 militia:
- Milita Captain.
- Does 2-4 damage, pierces 2 armor.
- 60 aim.
- 4 hp, 1 armor
- Carries a flashbang.
- Can use Suppression and Hunker Down.

Tier 3 militia:
- Veteran Militia
- Does 2-4 damage, pierces 2 armor, shreds 1 armor.
- 70 aim.
- 5 hp, 2 armor
- Carries a Muton Grenade.
- Can use Suppression and Hunker Down.

** Compatibility **
Requires WotC, obviously.
Might conflict with other mods that directly edit the militia soldiers.
Otherwise i don't see any problems.
The AI intentionally doesn't use any pieces from ABA or ABAI, so those are not a prerequisite.
Can be activated mid-campaign.

** Permissions **

Any modder is allowed to pilfer, re-use or re-upload any of ABMs assets, scripts, doodads and thingamajigs in any way or form that he wants to. I don't care.
227 Comments
DerBK  [author] 13 Jun @ 5:31am 
This is my suggestion if you want the Militia to feel powerful. It also gives them new classes and options that might fit what you are looking for: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2696624336
DerBK  [author] 13 Jun @ 5:29am 
Well, that's kind of the point of this particular mod. To make the militia less of a force than in vanilla because i want the player and their squad to be the heroes. Without the players, the militia should just be helpless against the aliens, their purpose is delaying them with flashbangs and the like so you can feel powerful sweeping in for the rescue.

There are other militia overhauls around that might suit your needs better if you want them to do more than tickle the enemy and finish off the occasional sectoid.
Shuri-Sama 12 Jun @ 10:30pm 
the dmg is so low. i mean a berserker or in the worst case a custodian heavy armored advent soldier thats just like i poke from a mosquito. at late game shall the weapon dmg not al least be around the weapons we have (or like 50% of it). would also be cool if they have classes and some perks which help them to survive longer. with only 4 hp they r still fodder for the strong aliens whicb appear later.
DerBK  [author] 20 Oct, 2024 @ 5:33am 
If you check the Config folder of this mod, there are five subfolders (BAL, COI,...). Each of those has another folder in it, called "Pods" that has its own XComEncounters.ini.

In those inis, you can change how the militia pods of that type are made up, but it's a whole lot of editing that you'd have to do.
EdemBR 19 Oct, 2024 @ 1:23pm 
Is there any way to raise the number of militia spawns on the configs? Trying to make retaliations with ai to ai activations winnable Oo
Elendil 23 Sep, 2024 @ 7:17am 
It crashes on startup of a retaliation mission (I'm FL 19/20) untill now never had an issue, it's not the map packs (original map). I don't really know what it is, but if you really want it just disable it and re-enable it after the retaliation mission. Love the mod
bboi1000 11 Apr, 2024 @ 11:35pm 
Daveplays7 comment made me laugh that must have been so funny
Daveplays7 5 Feb, 2024 @ 11:13am 
All good, all good, it was just a bit awkward cause the mission was going pretty well until that happened
DerBK  [author] 5 Feb, 2024 @ 5:56am 
LOL

Yeah no, that doesn't sound like anything my mods do either :D
Sorry, i don't have anything particularly helpful to say here, just that this bug is hilarious.

ABM actually takes away the militia's real grenades and gives them flashbangs instead, so i really don't see how my mod could have caused that.
Daveplays7 4 Feb, 2024 @ 11:48am 
might be a mod conflict but i don't have anything that makes people shoot five grenades from their gun lmao