XCOM 2
A Better Militia
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
Daveplays7 4 Feb, 2024 @ 11:46am 
not sure if it's a glitch but one of the resistance soldiers shot at a berserker in a crowd of civilians and plasma grenades came out of his gun, instead of bullets... he killed 6 people.
DerBK  [author] 20 Dec, 2023 @ 7:51am 
This mod doesn't touch Faceless at all.
Ninja-454 19 Dec, 2023 @ 3:52pm 
Ah, how does your mod treat hidden Faceless in raids?
Would they also have a health bar to look friendly?
Ninja-454 19 Dec, 2023 @ 3:47pm 
Appreciate the reply.
To be blunt, near the end of my first completed play-through, looking to spice up the second with better stuff & yours seems rather active, at least comments section wise.
DerBK  [author] 19 Dec, 2023 @ 6:24am 
I am not familiar with Civilians Revamped, so i can only go off the description. With that in mind, the main difference to me seems that CR cares about all civilians (including the scared idiots that exist to die for the glory of the Elders) while ABM specifically singles out the militia fighters that dare pick up weapons (and then also die for the glory of the Elders).

CR makes all civvies harder to hit for Advent. Meanwhile ABM changes the loadout and tiers of the militia fighters to be more supporters instead of damage dealers.

Honestly, i have to go back on what i said earlier about the two mods having lots of overlap. Reading it now they seem fairly distinct and they should be able to stack well with each other, as michael199310 said. The painpoint would be how CR did its AI changes - but if they didn't actually touch the Militia trees it's probably no issue.
Ninja-454 18 Dec, 2023 @ 4:04pm 
Serious note, what does Civilians Revamped offer that would differ from your mod here, or vice versa?
Ninja-454 18 Dec, 2023 @ 4:04pm 
Considering the Dev is sporting the Eldar Poster Child picture, is ANYONE else concerned with how calm & casual he's been with some of his responses, even when dealing with idiots?
Just saying, he's awfully calm for "helping" us fight Advent...
michael199310 20 Nov, 2023 @ 11:41am 
Not sure if it's relevant now, but I played a lot with both this mod and Civilians Revamped and they don't conflict at all, working flawlessly.
DerBK  [author] 8 May, 2023 @ 3:09pm 
They would not conflict in the sense that they throw errors... but depending on how the other mod works it simply might not apply to my versions of the militias because i did new unit templates for some of them.
Oscar 8 May, 2023 @ 12:49pm 
does this mod conflict with mods that alter resistence unit outfit but not their abilities?
DerBK  [author] 18 Apr, 2023 @ 8:12am 
Lots of overlap between that mod and ABM, i wouldn't expect them to work with each other.
SeventhCorgi1 17 Apr, 2023 @ 5:20pm 
Does anyone know if this mod conflicts with the Civilians Revamped Mod?
Victor de Noir 9 Apr, 2023 @ 8:23pm 
While I like all the AB mods, I cant endorse this one. All AB mods either add interesting content or improve the existing one (e.g. AI improvements). This makes the militia just incredibly stupid. They just seem to throw their flashbangs (regardless if it will affect the enemy or not) and enter their 10% to hit overwatches / supressions.
Kevin from HP Customer Service 17 Jan, 2023 @ 5:54pm 
@BlackDog did you manage to integrate these pods into AMT Redux? I'm trying to figure it out too

EDIT: figured it out
BlackDog 13 Nov, 2022 @ 4:06am 
Thanks for the pointers, I've figured it out with some config edits to the xcomencounters.ini file in the mod directory for additional mission types. It wasn't pulling the entrenchedguards pods, it was using custom definitions for most of the spawns :)
DerBK  [author] 7 Nov, 2022 @ 12:53pm 
ABM is not tied to a specific set of missions as such. It works by switching out the definitions for the basic "EntrenchedGuards" pod, replacing the vanilla militia soldiers that are spawned with my own versions.

A modded mission might use that same EntrenchedGuards default pod and thus be affected by ABM... or it might have added its own definitions and thus use the vanilla (or its own) guards.

I don't know which is the case for the Additional Mission Types mod.
BlackDog 7 Nov, 2022 @ 12:06pm 
Hi, does anyone know if the ABM modifications to the resistance soldiers work properly with the Additional Mission Types Redux mod? I just landed in a mission from the Additional Redux pack this evening & all the militia soldiers still have 80 aim and pre-ABM damage. Is there a config file somewhere indicating specifically which mission types ABM applies to or should it work with everything?
TheGreat101 5 Nov, 2022 @ 3:12pm 
i have no idea why, but the retaliation mission i was on in my campaign kept crashing on mission start suddenly with this mod enabled. lots of other retaliation missions in the campaign worked fine with this mod enabled before. i am bamboozled
DerBK  [author] 24 Aug, 2022 @ 1:41pm 
Lost and Militia don't really appear together in missions often enough for this to be a concern. Like, i don't think it's even possible without the Lost World DE, at least in vanilla.
Lux Manifestus 24 Aug, 2022 @ 11:19am 
Just a note on the militia AI: they like to use flashbangs when the lost are present, which spawns many waves of lost- they even like to use them on the lost, which are immune, lol! This tends to make missions like these somewhat unmanageable.
DerBK  [author] 15 Apr, 2022 @ 8:38am 
Ah, coolio. Good to know.
Moisesjns 15 Apr, 2022 @ 7:16am 
Just want to say you were right in that it is safe to remove this, As long as no Retaliation mission is on, I just removed to test, and got retaliation and it started just fine.
DerBK  [author] 12 Apr, 2022 @ 5:15pm 
I'm not sure. This mod does add new templates, so you couldn't remove it while those templates are in use. Now, those templates are only used during actual missions with militia, so you might be in luck. You can try unsubbing from the mod while there is no haven mission on your globe at all. That *should* work. No guarantees though. If it does break (it would crash on loading into the next militia mission) you'd need to sub to ABMilitia again.

Worth a try, if you want to continue the campaign without this mod.
Trabsmif 12 Apr, 2022 @ 3:11pm 
Is this mod alright to uninstall mid-playthrough? Thought i would like a debuff but this mod is way too much. They were suppressing enemies they had flanked, going into overwatch way in the back of the map instead of moving up, etc. IG personal preference though
Moisesjns 6 Apr, 2022 @ 10:07pm 
i made them at 65, that way they land some hits, Its true that vanilla is to OP, but this made them a lil to bad, i like all the other changes.
DerBK  [author] 5 Apr, 2022 @ 10:41am 
I mean... if you do want to buff your militia, just don't use my mod. It's explicitly built to put an end to 90 aim supermen upstaging my own soldiers. Nerfing militia is like half the point.

There's other militia overhauls around like the one from Deadput that are probably more what you are looking for than my mod.
Moisesjns 5 Apr, 2022 @ 6:34am 
Love this mod. but i feel you made them all Terrible shots lol. I have had like 3 haven defenses and each time the militia either Runs around, and does not shoot, or just misses. And i noticed with Randromedon, if the Andromeda i kill goes to Resistance Team, he acts like the Militia, Never shoots, Will punch, but also move around randomly and not hit. For anyone else that wants to buff em look INI characterstats and weaponstats.
DerBK  [author] 27 Oct, 2021 @ 8:38am 
Cosmetic stuff is no problem.
I am less sure about the Don't Pull the Trigger mod, but from reading through its description it should probably be fine.
BroncoXeno2035 27 Oct, 2021 @ 7:01am 
Also, does Don't pull that Trigger work with this mod, or do you have to manually add the line of code KimKast said in his code?
BroncoXeno2035 27 Oct, 2021 @ 6:55am 
Would a mod that just changes the appearance of a militiaman, like to Alliance soldier, work fine with this mod?
DerBK  [author] 9 Oct, 2021 @ 4:39am 
Yeah, sure.
Иваныч 8 Oct, 2021 @ 10:03pm 
I mean Tir 2, Tir 3.
Иваныч 8 Oct, 2021 @ 8:45pm 
And at the next levels they will also be weaker than vanilla ones?
DerBK  [author] 8 Oct, 2021 @ 7:57pm 
> Now the Militia fighting worse than in vanilla.

Yes, absolutely. The vanilla militia is OP to the point that XCOM is barely even needed for some missions. This mod is a nerf to their offensive output, they are merely stalling for time now until you save the day yourself.
Иваныч 8 Oct, 2021 @ 7:32pm 
I don't understand, is my mod working incorrectly or is it supposed to be like this? Now the Militia fighting worse than in vanilla. They are constantly being thrown into surveillance, suppression or a flash drive, and in fact they do almost no damage.
Here on the stream you can see it all: https://youtu.be/KdLxQXHYg2M?t=1307
Tvrdoglavi 29 Sep, 2021 @ 5:25pm 
Agreed. It's not easy to balance 100+ mods. And it's not always clear how the mods fit into the game.I switched out the mod for one that makes the militia stronger to see how that works out. I'm just starting out with modding the game to this extent and it's been a bit of a hit or miss but a lot of fun.
On top of that, I'm playing on Linux so there have been a couple of mods that caused issues. End goal is to have a heavily modded collection that works on Linux and provides a challenge to those of us who got bored with Legendary Ironman.
DerBK  [author] 28 Sep, 2021 @ 11:02pm 
Sure, if you soup up the rest of the game too much, then nerfing the militia can be an issue. On the other hand, this sort of means that you are running so many difficulty mods that you can't win haven missions anymore without help from OP militia doing the killing for you.

Using mods is always a balancing act.
Tvrdoglavi 28 Sep, 2021 @ 6:02pm 
This mod made the militia so much worse. In late game (heavily modded and much more difficult than standard game) where advent is killing 3-4 civilians per turn, they are completely useless and unable to kill or "soften up" any advent units.
Good Night Owl 17 Aug, 2021 @ 11:27pm 
Not sure if anyone here has mentioned this, but this mod can cause a CTD on some retaliation right before loading in. I found a reddit post mentioning that disabling this will fix it, and it did. Aside from a Sectoid Commander, and soldier customizations, I don't have other mods aside from the better series collection.

I verified game cache, using alternate mod launcher, I cleared out all .ini files, launched the game with no mods, then re-enabled them. None of these things worked. Only disabling this ended up working.
Layth36 31 Jul, 2021 @ 3:00pm 
@DerBk just asked in discord. seems like it wont even do anything since there arent militia in LWotC and they're replaced by rebels which are player-controlled