XCOM 2
145 ratings
[WOTC] LordAbizi's Battlefield Leadership Training
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.627 MB
11 May, 2023 @ 11:08pm
18 Oct, 2024 @ 11:01am
18 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] LordAbizi's Battlefield Leadership Training

In 2 collections by lordabizi
LordAbizi's War Of The Glass
34 items
War Of The Glass Collection
450 items
Description
Battlefield Leadership Training
Originally posted by Exodus 18, 21:
But select capable men from all the people—men who fear God, trustworthy men who hate dishonest gain—and appoint them as officials over thousands, hundreds, fifties and tens

Abstract
This mod is the spiritual successor of the "day-1" Leader Training mod by Pavonis. However, this mod is not merely a port, it is a complete redesign, made to be integrated with the features of War Of The Chosen, and built with this author's philosophy.



Overview
The LW1 Officer system is one of this author's favorite mechanics. The "day-1" Leader mod by Pavonis sort of ported it into XCOM2, but this mod was never really ported into WOTC (there is a port by Ginger, but this port served some very specific purpose and is not really playable, to the best of the author's knowledge). At some point Iridar wanted to make such a mod, but eventually did not release the mod. A year ago, the author has released his first mod, the Battlefield Tactician, which scratched that itch for the author for a while, but as our experience grew, we came to realize that a full officer training mod, in the style of XCOM LW or LW2 is within our abilities. As a result, this mod was created. This mod is not a direct port of the Leader pack, but it is built from zero (of course, reusing some the ideas), and is made to tie officers into various systems of the game, making them feel like an organic part of the game.

Those familiar with the LWOTC Officer system/LW officers/Leader pack will know how this works. The player builds a GTS upgrade, and this allows slotting soldiers into training. This training has its own skill tree. With more experience, additional training for this soldier will be unlocked. Each training has its own requirements: a soldier rank requirement, a mission requirement for the soldier, some GTS unlocks, and the training itself costs AP. For the full list of features, please see the appendices. Each training level provides one ability to be chosen from two, and some other abilities that will be granted for free. This last bit is morally inspired by shiremct's celebrated Proficiency Class Pack. For more information on the ability tree, and other interactions this mod has with other game systems, please see the appendices. Appendix A is a detailed overview of the abilities introduced by this mod. Appendix B explains what are the requirements for officer training. Appendix C lists briefly all the features and optional features introduced by this mod.

Is this balanced?
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Sit amet consectetur adipiscing elit pellentesque habitant. Enim blandit volutpat.

But seriously,
Officers do get a lot of additional abilities. Most of these abilities are passive supportive abilities, not something flashy that allows the officer to solo a mission, this is not the intention. Since this is made to be compatible with more or less all classes, we do not take any responsibility for OP broken stuff the reader might generate. The officer, on its own, gains very little power benefit from this training, but the upper bound for the benefits that can be reaped from this system is entirely up to the player's mod setup and creativity. In addition, some limiting factor on the power of officers is all the strategic gates that are imposed on this system, that make it harder to train officers.



Configuration
The author has made an extensive effort to make this mod as configurable as possible, within the limits of reason. In principle, it is possible to scrap the entire "officer" flavor of this mod, and reconfig it to be a "pistol training school", or "alien hunter school", or whatever, all with configs only! It is also possible to allow certain classes to count as officers without needing to go through training for some of the mechanics of this mod. It's also possible to ban some soldiers from training, based on some logic. If there is a particular thing that a reader whishes to be exposed to config, let us know, but be aware that not all things can be made configurable easily. See the appendices for the full lists of features, which also include information on which parts are open to configuration.

XComGameData_SoldierSkills - officer abilities tweaking. Any green number in an officer ability is something that can be tweaked.
XComGameData - can tweak the details concerning the new Chosen sabotage introduced in this mod.
XComAbiziOTS - officer training gates, officer ability tree, forcing officers on certain missions, on infils, on covert ops. Allows compatibility with other mods, by banning officer training based on some conditions, and by allowing to identify soldiers as officers for the purpose of officer requirements given some conditions.
XComStrategyTuning - facility upgrade costs and gts unlock costs.
XComClassData - controls who can get the Born To Lead ability.
XComGameCore - Controls the negative trait, Mistrust of Authority.



Compatibility
This mod was designed and tested with Covert Infiltration, but should apply to normal WOTC.
It will absolutely not work in vanilla XCOM2, and there's no point asking.
Incompatible with LWOTC because reasons.
This mod is also not compatible with XCOM:EW-LW, or LWR.

Other than that, this mod should work with all classes. Even modded characters like Torque can be trained as officers.

Includes built-in support for Iridar's rank replacer, this will give the officers from this mod custom officer ranks, although this mod also introduces its own custom rank names for officers.


Required Mods
Highlander, obviously.
Rusty's DSL is technically optional. Using it will mark the officers in the roster. Using it will enforce a "one officer per squad" functionality, which can be turned off in the configs.
Compact Perks For Armory helps with seeing detailed descriptions of the newly trained officer abilities in the barracks before deploying on a mission. This is the only way to possibly see the ability tree that's hidden inside one of the ability descriptions.
Mitzruti Perk Pack - two abilities are used from there.
Denmother mod - two abilities are used from there, and some icons. You can just let Denmother die on the first retal and this way you won't get any other functionality from that mod, if you don't like it.



Technical Support
See Appendix D.




Acknowledgements
The author is DELIGHTED to thank the following for their involvement in this project. In no particular order:
Xymanek, Iridar, robojumper, RustyDios, h4ilst0rm, Tepa, Zelfana, BlackDog - for very useful discussions and helpful comments and hints that pointed me to the right directions, provided enlightening examples, and in general were very willing to help.
Mitzruti, shiremct, Favid - for using their various modded abilities as reference to help build some of the various officer abilities.
TeslaRage, RealityMachina, Kyuubicle - for the Soldier Conditioning, Mec Trooper Augmentation, and Psionics Overhaul mods, which I used as references for the entire "add a staff slot to train a soldier" workflow code.
MrCloista, deaconivory, Stukov81, Firebrand, SOPHIA, PowerGirl - for being brave people who were willing to test this mod in their games during its development, and discovering many good bugs that I was able to correct.
The author acknowledges team Pavonis for the inspiration for many of the ideas of this mod, dating back to LW1 days. Some ability icons were taken from Pavonis' original assets.
The mod preview image was made with the help of an AI.
As usual, the author is grateful to the members of the MEME Discord.
Popular Discussions View All (7)
31
7 Jul, 2024 @ 9:32pm
PINNED: Appendix D: Technical Support
lordabizi
18
21 Sep, 2023 @ 8:39am
PINNED: Appendix B: Officer Training Requirements and costs
lordabizi
9
18 Jul @ 3:35pm
PINNED: Appendix C: Interaction with various game mechanics
lordabizi
207 Comments
lordabizi  [author] 11 Jul @ 10:34pm 
I don't think it exists, but I can add it in the future.
RolandJ 11 Jul @ 9:10pm 
Thanks! I just noticed that the strength upgrade information is revealed in the SoldierSkill config, sorry for not noticing sooner.

Is there a line I can add to the 'Patch Up' config lines to enable targeting self? If I've got a bandaid, I guess it's not far-fetched to put it on myself? :)
lordabizi  [author] 9 Jul @ 9:46pm 
ABIZIOTS_PATCHUP_HEAL = 2
ABIZIOTS_PATCHUP_HEAL_IMPROVE = 3
so from 2HP to 3 HP.
RolandJ 9 Jul @ 3:23pm 
No problem, thank you for the explanation! I see now that the Officer's Toolkit ingame description does mention Patch Up, I had just overlooked it when I looked earlier. I used BStars Scope to confirm that it comes from your mod.

Does the nanomedkit research give a flat boost? If so, it boosts Patch Up by how much HP, please?
lordabizi  [author] 9 Jul @ 2:01pm 
It is done this way because this is how the ability is added, you don't get it by itself, it's part of Officer Toolkit. That's why it also doesn't show on the armory, the unit doesn't get the ability directly.
I'm sorry for any inconvenience that this may cause.

The strength of patch up only depends on Nanomedkit reserach.
RolandJ 9 Jul @ 1:39pm 
Are there any abilities that increase the strength of the Patch Up ability? This is what the 'Make Heals Persist' mod line would look like, I need to sort out these details. Please assist, thanks!

HealingDefinitions[10]=(TemplateName="AbiziOTS_PatchUp", PerUseHP=2,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
RolandJ 9 Jul @ 1:36pm 
The "Patch Up" ability comes from this mod, right? Why is it so secretive/hidden? I say that because a) it's hidden here in a slight passing-mention in the appendix A and b) in the armory it's hidden from the unit's list of abilities?

Am I missing something? I was trying to add it to the 'Make Heals Persist' mod, and when I went to the armory to look at the ability it wasn't there, when I came here to look for it, it wasn't there. It's a little obnoxious that it hides like that. More visibility and mentioning it in the ingame/workshop descriptions might be better.

It's an awesome mod, though! I'm loving it!
lordabizi  [author] 3 Jul @ 9:53pm 
it's always the mission count :smirk:
hivemindtime123 3 Jul @ 5:12pm 
It was the Mission count
lordabizi  [author] 3 Jul @ 12:51pm 
When you click on the "Officer Training" ability in armory view, it will show you which requirements you are missing. It might be mission count.