XCOM 2
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[WotC] RW Better Coil Laser Plasma Weapons Integration
   
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23 Jun, 2017 @ 2:56am
4 Feb, 2020 @ 6:42am
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[WotC] RW Better Coil Laser Plasma Weapons Integration

In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
25 items
Description
;You all know that Modders NStriker and KnaveOfSpades extracted LW2 Laser and Coil Weapon Packs to be also available in War of the Chosen (GOD BLESS YOU NStriker and KnaveOfSpades!). This Mini-Mod integrates Laser and Coil Tiers in War of the Chosen the way I love to play with them the most: having a total of 5 coherently sequential Tiers with “linearly” increased Damage/Costs/OtherStats... Here I freely share it with you guys since some of you might also love to play with these 2 great Tiers while integrated (automatically, without having to edit values individually) into a coherent linear sequence of 5 tiers... ;)

;Donations: paypal.me/krumiro

;Standard XCOM2 Damage without this Mod for Conventional/Magnetic/(Coil/Laser)/Plasma:
; 4/6/(7/7)/8 Rifle
; 5/7/(8/8)/9 Shotgun,Cannon,Sniper

;Damage with this Mod:
; 4/6/(8/10)/12 Rifle
; 5/7/(9/11)/13 Shotgun,Cannon,Sniper
; similar change for Pistols/SMG

;Not only the Damage now reflects Tier 3/4/5 but also, following the same "linear increment", the Critical Damage, the Shotguns' Critical Chance, Tygan's Research Times and, most importantly, Shen's Building Costs... ;) Some examples:

;Shred Damage of Sparks and Grenadiers' Shredder Ability without this mod:
; 1/2/(3/3)/3
;Shred Damage of Sparks and Grenadiers' Shredder Ability with this mod:
; 1/2/(3/4)/5

;Research Days without this Mod (Tygan without other Scientists):
; 0/27/(29/29)/33 Rifle,Pistol,SMG
; 0/16/(18/18)/44=17+19+8 Cannon,Sniper,Shotgun
;Research Days with this Mod:
; 0/27/(33/39)/45 Rifle,Pistol,SMG
; 0/16/(44/72)/100=39+43+18 Cannon,Sniper,Shotgun

;If you were not using the Standard XCOM2 Values (because you altered them with another Mod like LW2 or changed them in some other way) then this Mod will still calculate Tier 3/4/5 Values through "linear increments" based on the Conventional/Magnetic Values that you were using. The same is true for the options here below.

;CHANGE THE BELOW VALUES TO THE DESIRED TRUE/FALSE ONES IN THE .INI FILE
;(and pleeeeease don't you dare asking where the .ini file is... seriously? ;) )

IPreferCoilWeaponsToBeTier5InsteadOfTier3 = false
;I thought that not everybody agrees with my Tier sequence and wanted to give a second option:
;Sequence 1: Conventional-->Magnetic-->Coil-->Laser-->Plasma
;Sequence 2: Conventional-->Magnetic-->Laser-->Plasma-->Coil
;I prefer Sequence 1 because the evolution of weapons technology naturally and realistically follows the direction of "saying goodbye to bullets" but I can understand how many may want to see Coil as last most powerful Tier simply because... well, they are HUGE and look and sound SOOO COOL... ;) I totally get it. Personally: I used this option only once and only because I had made this mod in the middle of a Campaign in which I already had Plasma Tier (this Mod was originally intended only to integrate Laser Tier because up until a few days before I didn't even know about the existence of Coil Tier and of it being available outside of LW2) and I didn't feel like waiting to start a new Campaign to see Coil Weapons linearly integrated for the first time... Someone else might find this option handy as well in the same circumstance. ;)

ApplyWiderRandomDamageRangeForHigherTiers = true
;For example for the Rookie's Rifle:
;Tier 1/2/3 Rifle: 4/6/8 +-1
;Tier 4/5 Rifle: 10/12 +-2
;Since the Damage increases linearly With Tier, so should the Random Damage Range in my opinion...

ApplyWiderRandomDamageRangeAlsoToOtherExceptionallyPowerfullWeapons = true;
;Apart from Tiers 4/5, I additionally find it coherent for it to also be applied to some unconventional weapons which, although they don't have any Tier 4 and 5, they anyway have at Tier 3 an extraordinarily high Damage: Plasma Boltcaster, Plasma Spark Cannon, Heavy Shredstorm Cannon, Plasma CombatProtocol/CapacitorDischarge/Bombard against Robotic Enemies.
;Obviously, in this case, the same applies to last Tiers of unusually High Damage weapons of enemies... ;) (Sectopod, Gatekeeper, Andromedon, Turret, Stun Lancer, Codex, Avatar)

RemovePierceBonusFromCoilWeapons = true
;I use Coil Weapons because LW Studios did a great job designing the graphics of this entire full Tier (same reason I use their Laser Tier) but don't feel comfortable with their Coil Weapon Piercing Bonus... No other Firaxis Tier has any bonus (not even LW Laser Pack) and the only bonus a new Tier is originally supposed to have is the increased Damage. If on any Weapon I want a Piercing Bonus (or any other Bonus) that's what the upgrade slots are for (Piercing Bullets!!!)

CorrectMagneticPistolCriticalDamageResettingItToHalfBaseDamage = true
;While programming this Mod I realised an inconsistency: while Critical Damage is always 50% of Base Damage (rounded) for all Vanilla Weapons, the only Vanilla Weapon not following this rule was the Magnetic Pistol (Currently +1, should instead be +2). I'm pretty convinced it was an unintentional mistake.

CorrectConventioanlAndPlasmaSMGCriticalDamageResettingItToHalfBaseDamage = true
CorrectPlasmaSMGDamageResettingItToHalfBetweenPistolDamageAndRifleDamage = true
;Additionally, if you have the SMG Pack installed, I have noticed that the Long War team gave all 3 Tiers of their SMGs the same identical Critical Damage Bonus with no Tier distinction (!!!) and that their Plasma SMG damage was the only one not being halfway between Pistol and Rifle Damage... It didn't feel coherent to me...

CorrectMagneticShotgunAvailabilyByUnlockingItWithSecondMagneticResearch = true
;Another Firaxis inconsistence: Plasma/Laser/Coil Shotguns are given with Second Plasma/Laser/Coil Researches while instead the Magnetic Shotgun was given with the First Magnetic Research (the same one giving the Magnetic Rifle). Considering that the Shotgun, SniperRifle and Cannon have the same Base Damage I consider appropriate for them to be unlocked with the same kind of Research...

;ALWAYS REALISTIC WAR COMPATIBILITY
;First of all this Mini-Mod is perfect to use in combination with "RW Better Warrior Anarchy Legacy Tiers Integration" which similarly extends Armors up to Tier 5...
;Secondarily, if you use "RW Realistic Non-InfiniteConstructions" 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 Weapons in the other Mini-Mod)...

;DIFFICULTY BALANCE
;The linearly increased Cost/ResearchTime produce the collateral effect to preserve Firaxis originally intended difficulty. The advantage of the enormous damage 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 armors and protective items...)

;If you still feel overpowered with Tier 4 and 5 Weapons (and Armors) 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 now Coil and Laser Tiers' Research cannot be skipped anymore being now each Tier's Research an unavoidable requisite for the next... This way as a collateral effect, since Coil Weapons increase the number of mandatory "Bullets Tiers" to 3, Proving Ground's Advanced Ammos don't feel so worthless anymore by having more Campaign Time and Tiers to use them on... ;)

;CLASS OVERRIDES:
;+ModClassOverrides=(BaseGameClass="X2Effect_Shredder"

;INCOMPATIBYLITY LIST
;[WOTC] Cover Damage Reduction
90 Comments
amokay 21 Apr, 2024 @ 3:09pm 
And now plasma was a full tier downgrade to my edit of the laser, also afaik AML sorts load order internally with little in the way of user control so that was a bust. To get the values I was supposed to have in game I ended up manually editing various DefaultGameData_WeaponData.ini files
amokay 17 Apr, 2024 @ 4:40am 
coils as tier 3 worked or at the very least I did not see anything wrong but lasers was a moderate downgrade as tier 4 so after some troubleshooting I discovered the alternate mod launcher uses the settings from the requirements not this mod except for some settings like wider damage range and obviously the research order. Unfortunately i have no idea how AML load order functions yet so I have no idea how to fix this.
modifieda4 28 Dec, 2022 @ 10:25am 
hmm, just unlocked lasers, no weapons to be loaded. installed iridar's 5 tier mod and it works. guess im switching.
RooikatG11 25 Sep, 2022 @ 4:18pm 
Could you help me? I have an Issue that i just dont get the Magnetic Weapons Research. I would send a list of Mods but thats too long. There are no Conflicts or missing Requirements. I researched modular weapons as per usual and didnt get the magnetic weapons research.

Was it moved somewhere else?
luis-milan1995 23 Dec, 2021 @ 10:11am 
hello I have a question, do you know why the mod of the colil and plasma weapons don't work in my xcom I research them but when I buy them they don't appear to equip them
dial 19 Jul, 2021 @ 9:36am 
so one thing that happened to me was that the laser weapons cost was way to low and the coil weapons were like three time the cost of laser
HydraGC 27 May, 2021 @ 6:37pm 
Been using this mod for a while but only recently I have ran into an issue where the coil research does not give any unlocks at all, no coil rifle or anything. I was wondering if you might have seen this bug before and have an answer for it.
Dragonlord 20 Feb, 2021 @ 8:36am 
Would I have to change magnetic assault rifle to 5 and plus one = 1 aka 5.5 and the mod would make laser 7, plasma 8.5?
Dragonlord 20 Feb, 2021 @ 8:32am 
What if I want to have 1.5 change each tier? or change specific types of guns? Is the thing that translates the damages the array found in the source folder? It has numbers like 4+2 is that main damage and critical?
Thanks
Bantichai 22 Jan, 2021 @ 6:11am 
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.