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2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -10,3 +10,5 @@ PublishedFileID.Id
!/LongWarOfTheChosen/Content/Plots/*
!/LongWarOfTheChosen/ContentForCook/Missions/*
unrealscript-debugger-0.1.2.vsix
X2CommunityPromotionScreen/
X2WOTCCommunityHighlander/
57 changes: 57 additions & 0 deletions LongWarOfTheChosen/Config/XComLW_Overhaul.ini
Original file line number Diff line number Diff line change
Expand Up @@ -2751,6 +2751,63 @@ LOW_INFILTRATION_MODIFIER_ON_REFLEX_ACTIONS[1]=0.1
LOW_INFILTRATION_MODIFIER_ON_REFLEX_ACTIONS[2]=0.5
LOW_INFILTRATION_MODIFIER_ON_REFLEX_ACTIONS[3]=1.0

; =============================================================================
; REBEL LOADOUT SYSTEM - Config-Driven Weapon & Utility Setup
; =============================================================================
;
; REBEL_WEAPON_CATEGORIES: Each entry defines a weapon type with 4 tech tiers and roll-chance weight.
; When rebels spawn, the system rolls a random category on equal or weighted chances
; then picks the weapon matching the highest researched tier.
;
; REBEL_VALID_ITEMS: Categorized lists of items and roll-chance weight. Rebels draw from these based on
; equal or weighted chances.
;
; REBEL_ALWAYS_EQUIP: Items that every rebel soldier always receives.
;
; If these arrays are empty, the LEGACY loadout system is used automatically
; (loadout string lookup via "RebelSoldier" + tier + weapon type).
; =============================================================================

; --- Enable weighted chances ---
REBEL_USE_WEIGHTS = true
; --- Weapon categories (one random category per rebel) ---
+REBEL_WEAPON_CATEGORIES=(CategoryName="Rifle", Tier1Weapon="AssaultRifle_CV", Tier2Weapon="AssaultRifle_LS", Tier3Weapon="AssaultRifle_MG", Tier4Weapon="AssaultRifle_CG", Weight=60)
+REBEL_WEAPON_CATEGORIES=(CategoryName="SMG", Tier1Weapon="SMG_CV", Tier2Weapon="SMG_LS", Tier3Weapon="SMG_MG", Tier4Weapon="SMG_CG", Weight=20)
+REBEL_WEAPON_CATEGORIES=(CategoryName="Shotgun", Tier1Weapon="Shotgun_CV", Tier2Weapon="Shotgun_LS", Tier3Weapon="Shotgun_MG", Tier4Weapon="Shotgun_CG", Weight=20)
; --- New categories can be added, but need to check whether the assets can load them correctly, by your mod.
;+REBEL_WEAPON_CATEGORIES=(CategoryName="Cannon", Tier1Weapon="Cannon_CV", Tier2Weapon="Cannon_LS", Tier3Weapon="Cannon_MG", Tier4Weapon="Cannon_CG", Weight=0)
;+REBEL_WEAPON_CATEGORIES=(CategoryName="Sniper", Tier1Weapon="SniperRifle_CV", Tier2Weapon="SniperRifle_LS", Tier3Weapon="SniperRifle_MG", Tier4Weapon="SniperRifle_CG", Weight=0)

; --- Offensive items pool, can be increased with personalized items, need to check whether they can use them ---
+REBEL_VALID_ITEMS=(ItemName="FragGrenade", Weight=50)
;+REBEL_VALID_ITEMS="AlienGrenade"
;+REBEL_VALID_ITEMS="Firebomb"
;+REBEL_VALID_ITEMS="FirebombMK2"
;+REBEL_VALID_ITEMS="GasGrenade"
;+REBEL_VALID_ITEMS="GasGrenadeMk2"
;+REBEL_VALID_ITEMS="AcidGrenade"
;+REBEL_VALID_ITEMS="AcidGrenadeMk2"
;+REBEL_VALID_ITEMS="EMPGrenade"
;+REBEL_VALID_ITEMS="EMPGrenadeMk2"
;+REBEL_VALID_ITEMS="ShapedCharge"
;+REBEL_VALID_ITEMS="Skulljack"
;+REBEL_VALID_ITEMS="Neurowhip"
;+REBEL_VALID_ITEMS="ProximityMine"

; --- Defensive items pool, can be increased with personalized items, need to check whether they can use them ---
+REBEL_VALID_ITEMS=(ItemName="FlashbangGrenade", Weight=30)
+REBEL_VALID_ITEMS=(ItemName="SmokeGrenadeMk2", Weight=30)
;+REBEL_VALID_ITEMS="BattleScanner"
;+REBEL_VALID_ITEMS="MimicBeacon"
;+REBEL_VALID_ITEMS="SmokeGrenade"

; --- Utility items pool, can be increased with personalized items, need to check whether they can use them ---
+REBEL_VALID_ITEMS=(ItemName="Medikit", Weight=10)
+REBEL_VALID_ITEMS=(ItemName="NanoMedikit", Weight=5)

; --- Items every rebel always gets ---
+REBEL_ALWAYS_EQUIP="EvacFlare"

[LW_Overhaul.SeqAct_ResetCivilians]
+CharacterTemplatesToSwap=Rebel
+CharacterTemplatesToSwap=Soldier_VIP
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