XCOM 2
Balanced Finite Items
 This topic has been pinned, so it's probably important
Anisotropic  [developer] 10 May, 2016 @ 5:01pm
Item Config Sharing Thread
If you've create your own finite item configs (for Halo Reach weapons, secondary weapons, etc), please consider posting them here! That way others can use them, and you will be able to easily find them again if Steam decides to clobber your config file.

For those wondering what I'm talking about, I'm referring to the entries in XComIndividualItems.ini that look like this:
.FiniteItems=(SchematicName="AssaultRifle_MG_Schematic", DaysToBuild=1, TradingPostValue=40, \\ Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=70), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=8)), \\ Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=15)) \\ )

The costs use the same format as those in XComStrategyTuning.ini, so you can find more examples there.
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Showing 1-8 of 8 comments
marshmallow justice 11 May, 2016 @ 12:36am 
hello, this should work for everyones Halo Reach weapons by Nigel Thornberry. This is only for magnetic tier as my playthrough isn't up to beam yet, but if you want to make them magnetic, you simply have to copy and paste the magnetic entries and change MG to BM

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
andbruu 16 May, 2016 @ 5:56am 
@Anisotropic
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)
Anisotropic  [developer] 17 May, 2016 @ 4:43pm 
Looks good to me, so long as the schematic names are accurate.

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.
Thanks Andbruu! Came here to ask for that very information. :-)

Last edited by Insufferable Smartypants; 26 May, 2016 @ 1:13pm
Hi again guys, I've overhauled my config.
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
d_valroth 27 Jul, 2016 @ 3:43pm 
The Long War Beam pack.

; 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)) \\
)
naschkokthe3rd 11 Oct, 2016 @ 12:10pm 
Apologies for the necro, but there is a typo in the config for the LW beam pack posted by @d_valroth which I just noticed; change "SMG_MG_Schematic" to "SMG_LS_Schematic"
d_valroth 11 Oct, 2016 @ 12:20pm 
Good catch.
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