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i've made it so costs for all the weapons are different and separated into power/normal weapons, like in Halo. Cannon & Sniper take longer to build, DMR/AR/Shotgun take normal two days, then the pistol & smg are cheaper and take 2 days as well.
the costs i haven't finalized yet, feel free to change them yourself. I kept it relatively expensive compared to the normal squad upgrade, like X1:LW, so buying two of one weapon is probably a little more expensive then the original whole squad upgrade. this is to try and stop the powercreep of early weapon rushes.
http://pastebin.com/4fFfRLPm
Starting a new campaign now, so it will take some time before this gets tested. Can you have a quick look at it, to see if you think it would work?
Got the Schematic names from the mod dev OCaptainMyCaptain. He might have thought that I was the dev of your mod, but it should be corrected now.
;Added by andbruu for use with Alternate Weapon Techs by OCaptainMyCaptain
;Supply cost is set to around two-thirds that of MG weapons, but full on alloy and time
.FiniteItems=(SchematicName="Beam_Rifle_Schematic", DaysToBuild=1, TradingPostValue=25, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=8)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=65), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=15)) \\
)
.FiniteItems=(SchematicName="Beam_Shotgun_Schematic", DaysToBuild=1, TradingPostValue=20, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20)) \\
)
.FiniteItems=(SchematicName="Beam_Cannon_Schematic", DaysToBuild=1.6, TradingPostValue=40, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=85), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=85), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20)) \\
)
.FiniteItems=(SchematicName="Beam_Sniper_Schematic", DaysToBuild=1.6, TradingPostValue=45, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=85), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20)) \\
)
.FiniteItems=(SchematicName="Laser_SMG_Schematic", DaysToBuild=1, TradingPostValue=20, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=8)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=60), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=12)) \\
)
.ModItems=(ItemName="Beam_Pistol_Schematic", DaysToBuild=1)
If you have any old strategy-layer savegames lying around, you should be able to test on those - neither mod should have any issue with existing saves.
It includes Spart's Kitbashes, Kab's XCOM EU/EW Tier 1 Weapon Ports, Alternate Weapon Techs, as well as the original Reach weapons.
The build time & costs are suited for LEGENDARY, and are copied from the Long War Primary/Secondary values, generally with -10 supplies and -10 alloys shaved off since we get a lot less. I haven't tested it with this lot so far (been spending all night making all these weapons into the separate ones from LW etc.) but here you go:
http://pastebin.com/rbGfQQ9q
; LW Beam tier
.FiniteItems=(SchematicName="AssaultRifle_LS_Schematic", DaysToBuild=1, TradingPostValue=60, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=140), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=12), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=8)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=200), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=10)) \\
)
.FiniteItems=(SchematicName="Shotgun_LS_Schematic", DaysToBuild=1, TradingPostValue=50, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=150), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=10)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=150), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=12)) \\
)
.FiniteItems=(SchematicName="Cannon_LS_Schematic", DaysToBuild=1.6, TradingPostValue=80, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=250), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=12)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=250), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=14)) \\
)
.FiniteItems=(SchematicName="SniperRifle_LS_Schematic", DaysToBuild=1.6, TradingPostValue=110, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=250), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=10)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=300), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=20), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=12)) \\
)
.FiniteItems=(SchematicName="SMG_MG_Schematic", DaysToBuild=1, TradingPostValue=40, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=120), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=8), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=6)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=180), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=12), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=8)) \\
)