XCOM 2
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[WotC] RW Realistic Non Infinite Constructions
   
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4 Aug, 2017 @ 2:39pm
30 Dec, 2018 @ 4:00am
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[WotC] RW Realistic Non Infinite Constructions

In 1 collection by krumiro
Realistic War... or the "Mine Yours" Collection... ;)
25 items
Description
;XCOM1 allowed to build advanced Armors/Weapons individually... so why not in XCOM2?!? I couldn't stand it and I literally couldn't continue my Campaign until I modded this unrealistic "Divine Squad Upgrade" absurdity out of existence the way I wanted once and for all... ;)

;Donations: paypal.me/krumir0

;YOU CAN CHANGE TO YOUR DESIRED VALUES IN THE .INI FILE
SingleWeaponCostIsItsSquadUpgradeCostDividedBy = 3
SingleArmorCostIsItsSquadUpgradeCostDividedBy = 3
SingleSparkChassisCostIsItsSquadUpgradeCostDividedBy = 2
;(you can also choose to divide the Costs by non integer numbers: 3.5 etc...)

;Firaxis uses Squad Upgrades to simplify the player's strategy decisions-load by "making you pay in advance all the Magnetic Shotguns (for example) you will ever use" so, instead of choosing the cost of a single one, they determined the cost of the total amount which they think you'll ever use (in the average per Campaign) until researching Plasma Shotgun, for example: 4. Now, there is no way to guess how many of each Item-type they considered to choose these Squad Upgrades Costs (although Armor Squad Upgrades Costs are suspiciously equivalent to the Cost of 3 single Proving Ground Armors, with Supplies substituted to EleriumCrystals/EleriumCores which are just special kind of supplies) so, to choose the correct Cost fractions for this Mini-Mod, just ask yourself: "Without this Mod how many did I usually use in each Campaign?". Personally:

; 3 of each Weapon (2 always available +1 lost in battle)
; 3 of each Armor (2 always available +1 lost in battle) apart Spark/AlienHunter/ProvingGr. Armors
; 2 of each SparkChassis (1 always available +1 lost in battle)

;Separate options because more Armors of each Tier than Weapons/SparkChassis of each Tier are usually used since they are not restricted to Soldier Class... Remember that you don't lose items (worn by dead/unconscious soldiers) in battle when the mission is ended securing the area (not evacuating) or carrying the body to the Evac Zone...

;INFINITE ITEMS CREATED BY OTHER MODS
;They should all be correctly converted here into Non Infinite with the above Cost conversion dividends... ;)

;PLASMA GRENADES?
IAlsoPreferNonInfinitePlasmaGrenades = true
SinglePlasmaGrenadeCostIsItsSquadUpgradeCostDividedBy = 5
;Also XCOM1 had Plasma Grenades as an infinite Squad Upgrade but I prefer to convert them into non infinite here too.
;Firaxis thinks that you should have enough Plasma Grenades for the entire Campaign (Infinite Squad Upgrade) with this Proving Ground Research Cost:
;(Maximum Difficulty in parenthesis):
;75(100) Supplies
; 5 (10) Alloys,
; 5 (10) Elerium Crystals
; 1 (1) Elerium Core
;Just Ask Yourself: "Without this Mod how many did I usually use in each Campaign?". Personally:
; 5 Plasma Grenades (3 always available + 2 lost in battle) apart from Experimental/Flashbang Gr.
;Only the Elerium Core won't be divided (since you can't have a fraction of 1) and therefore you will use one single Elerium Core ever only for your "first" Plasma Grenade because needed only to make the "initial break-trough Research".

;OBSOLETE TECHNOLOGY NOT UPGRADED BUT SELLABLE
;Apart from AlienHunter/Chosen Items, for all other items that have been converted now from SquadUpgrades into non-Infinite items, once you have researched a new Tier (for example Plasma Rifles) all the old lower Tiers will still be available to build (for example Magnetic Rifles) because they might still be useful for their reduced cost in economically difficult times... ;) oh.. and the old Tier individual Items you already have built will NOT be magically upgraded anymore (you heard it! ;) )... but you can sell them in the Black Market or, as I do, keep them just in case you need them in emergency circumstances with low cash... If you want to activate this dynamics also for Items that are already non infinite in Default-XCOM2, such as Tier 1/2 Medikit/SmokeGrenade/EmpGrenade/etc... you can with my other Mini-Mod "RW Realistic Obsolete Availability"... ;)

;BLACK MARKET PRICES
;This mod automatically generates the Black Market Prices for these items since they are now Finite and can be sold! ;) It calculates the sale Cost automatically based on the Sale Price of "its building components"... ;)
; 1 Elerium Core = 15 Supplies
; 1 Elerium Crystal = 5 Supplies
; 1 Alloy = 3 Supplies
; 1 Supply = 0.25 Supplies = Average of 1/5(0.2) 1/4(0.25) 1/3(0.3) Supplies (More or less based on sale price of Medikit/SmokeGr./FlashbangGr./etc...)

;BLACK MARKET PRICES OF WEAPONS WITH ATTACHED UPGRADES
SalePriceOfWeaponsWithUpgradesIncludesSalePriceOfTheUpgrades = true
;it sounded appropriate to me that they should be accordingly more valuable in the Black Market... ;)

;INCREMENTAL BLACK MARKET PRICES OF ALIEN HUNTER ITEMS
SalePriceOfHunterItemsIsGeneratedAlsoConsideringBuildingComponentsPaidForTheirPreviousTierUpgrades = true
;I find realistic the possibility to sell also those very pricey items in moments of need (screw he stupid Hunter Pistol, I need the damn Resources for a frickin' Armor right now!)... ;) Now, as you know FrostBombs don't upgrade but, since the rest have 3 Tiers and, since each previous Tier obviously disappears from inventory (and therefore can't be sold) after you upgrade it to the next Tier, therefore it feels coherent for me that the sale Price of, for example, the Plasma Boltcaster should be generated by considering the sale Price of Conventional Boltcaster plus the sale Price of the “building components” used to upgrade it to Magnetic plus of those used to upgrade it to Plasma... ;)

;SPARK'S BIT
PercentageToSubtractFromSparkChassisCostAndToBeAssignedAsSparkBitCost = 20
;The original Spark Chassis Squad Upgrades not only gave infinite New Tier Chassis but "simultaneously" also infinite New Tier Bits (a separate Squad Upgrade for the Bit did't exist). Therefore it must be decided which percentage of the "double" Purchase Costs is used for the Chassis and which percentage for the Bit so that you may build them, not only individually, but also separately. ;)
;Personally: redistributing the cost with 80% for Armor Chassis + 20% for Bit feels appropriate (Advanced SparkBits only contribute with higher Hack skill and "Bombard" Ability damage, not Rocket damage, so practically useless)

;SHUT UP SHEN!
PercentageOfTimesThatIWantShenToShutUpHerRepetitiveGreetings = 90
;A collateral annoyance of the entering Engineering aprox. 10 times more often because of this Mini-Mod is Shen's greetings becoming unbearably repetitive pretty soon... therefore I decided to literally shut her face up 9/10 of the times and added this option here to allow to choose her shut-up frequency (it works as a shot-roll... rolling a random number between 0 and 100) ;)

;ADD CONSTRUCTION TIME AS WELL IF YOU WANT...
; "Realistic Non-Instantaneous Constructions" and "Realistic Non-Infinite Constructions" are perfect Mod brothers. In fact they originally were one single Mod ("Realistic Constructions") but then decided to split them apart for debugging reasons (faster to switch them off separately to find bug), for politeness reasons (didn't want to throw to many options on your faces, guys) but mainly for didactical reasons (another good programming exercise for my personal XCom Programmimg Home-School)... ;)

;FIXED SPARKARMOR COST BUG
;Some of you might have noticed it. In highest difficulty the Cost of Tier 2 of the Spark Chassis shows in the description (and heartlessly makes you pay) twice the Elerium Crystals with 2 different amounts... I couldn't stand anymore waiting for Firaxis to do their job to fix it so, after months of waiting, I decided to do their job for them... ;)

;CLASS OVERRIDES:
;Not a single one. ;)

;INCOMPATIBYLITY LIST
;Please help me to update this list
;"WOTC Armor Upgrades Normalized"
Popular Discussions View All (1)
0
14 Feb, 2019 @ 2:00am
Modifying Costs
handsomegrape
87 Comments
4rrakis 13 Dec, 2021 @ 1:44am 
@AlexMBrennan it is a matter of taste. Take LW2 or Covert Infiltration as examples: Both mods use individually built items, and you have to manage more squads simultaneously than in vanilla WotC. And it works.
AlexMBrennan 13 Dec, 2021 @ 1:25am 
>XCOM1 allowed to build advanced Armors/Weapons individually... so why not in XCOM2?

Because in XCOM 1 you manage one squad of soldiers who can be sent on every mission thanks to the absence of fatigue.

XCOM 2 changed this without fixing the equipment system (e.g. the katana should be assignable to the ranger slot on the team instead of a specific ranger class soldier who is currently on vacation) which is why managing limited items (e.g. chosen weapons) is torture.

You are making it worse.
Gwynbleiid 30 Mar, 2021 @ 12:53pm 
@krumiro i have a problem with alien hunter's weapons, they don't appear in engineering to be upgraded to magnetic, they don't even show as unlocked when i finish the research needed, meaning mag weapons and stun lancer autopsy, and you'r mod is the only one that i have that affects gear upgrades, i only added 1 weapon attachment slot to the boltcaster and shadowkeeper with configure upgrade slots but i don't think that that can prevent the schematics for higher tiers to be unlocked, if you can help me i would really appreciate it
iKI10 30 Aug, 2020 @ 11:42am 
Is there any way to blacklist some items restricting them from appliing this mod behavior? It would be good to return old squad-upgrade behavior for some items to mantain compatibility with other mods. Personally I want to blacklist psiamps because I am using Kyuubicle XCOM Psi Overhaul v2 [OLD] and it heavyly rely on infinite psiamps (as squad-upgrade) to create their duplicates for utility slots. Therefore I have utility psiamps only for tier-1, not for higher.
BleakSnowman 24 Jan, 2020 @ 9:32pm 
Thanks! I'll try that and see how it works.
Emmchen 24 Jan, 2020 @ 7:32pm 
@BleakSnowman or... sep 2019 :DDD

@everybody with duplicates

"use this mod with the Resistance Firearms mod"
"unlocked the next level of guns"
"added duplicates of the same weapon, some at a cheaper price then ones of the same type"

resistance firearms uses some weapons for 2 or 3 classes
so... in the end WITH None Infinite you will have 3x t2 FNFAL

1 for the XCOM2 Original Class
1 as a smg for the skirmisher
1 as a vektor rifle for reaper

sollution = blacklist unwanted weapons in the TWO R.Firearms ini.

XCom_DownloadableContentInfo_RF_WotC.ini

One for the Original Class and one for the WOTC Class

as always.... sry for my bad english ;)
onestrongbow GocleCD 20 Dec, 2019 @ 1:00am 
issue with primary pistoles , if anyone has a solution, could u share it pleas
BleakSnowman 3 Sep, 2019 @ 11:36am 
So I'm trying to use this mod with the Resistance Firearms mod, and oh boy is it messing up. After completing the mag weapon research it unlocked the next level of guns, but also added duplicates of the same weapon, some at a cheaper price then ones of the same type.
Is there any way to fix it, so the list of possible weapons to buy isn't bloated with duplicates?
Doozy 10 Jun, 2019 @ 11:25pm 
It seems there's no option for constructing magnetic SPARK Cannons even after completing the proper research. Is there something I'm missing?
Alexandr 26 May, 2019 @ 10:24am 
Why do you wink after every line. Holy god