XCOM 2
Balanced Soldier Rewards
33 Comments
DeValiere Mar 11 @ 11:57pm 
As the author states, if you have other mods that impact rewards this mod won't work. Here's how to get the same effect. Open this file:

%:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultGameData.ini

BACK IT UP BEFORE EDITING!

Search for: SoldierRewardForceLevelGates

There will be 6 lines, with increasing values (3,6,9,12,18,20). In base XCOM 2 / WOTC, Maximum Force Limit (FL) allowed = 20 & is calculated based on your game progression. FL determines many things in game, including what rank mission reward soldiers are. If you don't want Colonels, set the last line value to anything > 20: if you don't want Majors either, do the same for the previous value (18). The more values you set above 20 the lower the max rank will be for reward soldiers. I set the last 2 values (18, 20) to 50 so max rank I see now is Captain. As the FL can never go over 20, if you set the value to more than that, the game will never allow that rank to appear.
Swanky Aug 11, 2019 @ 2:52am 
Doesn't work for me in WOTC, unfortunatly. Used this mod in vanilla and can recommend it, though.
What's An Airport? Aug 27, 2018 @ 4:49pm 
Gets to the end of the game, has a major specialist with chain shot, wants to get him to colonel to take him on the final battle for Who Needs Tygan. Buys every colonel avalible while trying to get his last promotion. Colonels outnumber the not colonels. Free colonels op.
Wexmajor Sep 10, 2017 @ 8:15am 
Is there a mod that's like the opposite of this and makes high-level soldiers always available to purchase? I had a great ironman run that was ruined by a squad wipe of all my best soldiers and the black market offers absolutely no replacements.
eGregious Sep 8, 2017 @ 5:25am 
Should still work with WotC, right? Anyone tested?

Also thank you for this mod.
alh77 May 18, 2016 @ 9:28am 
ok, thanks for the quick answer.
LeaderEnemyBoss  [author] May 18, 2016 @ 9:24am 
@Alexbis there should be no problems as far as I know, also I have not received any bug reports. If you notice something strange, just tell me, I will have a look at it.
alh77 May 18, 2016 @ 9:22am 
Does this mod still work with the last patch (may) ?
Tactical Heathen Apr 3, 2016 @ 7:34am 
That's great news, thanks!
LeaderEnemyBoss  [author] Apr 2, 2016 @ 12:04pm 
@Shimazu Additional Mission types doesnt seem to use the rank generation function i use (the mission only rewards rookies so it doesnt need to calculate ranks depending on gamestate). So there should be no conflicts at all.
Tactical Heathen Apr 2, 2016 @ 11:58am 
Hi LeaderEnemyBoss, looking forward to trying this mod! It never sat right with me that I could get OP soldiers from missions or for supplies/intel.

Do you think this mod conflicts with the Additional Mission Types mod at all? In the retaliation missions you get a rookie soldier as a reward with that mod.
JayBee 🔰 Mar 27, 2016 @ 10:06am 
Evil, love it! Thank you. :)
LeaderEnemyBoss  [author] Mar 27, 2016 @ 10:02am 
Ah you are that partisan mod guy, yes, you can use all my stuff, just give credits ;). I already have an idea for another evil enemy :p .
JayBee 🔰 Mar 27, 2016 @ 9:35am 
Still, it works and saves me time, credit of course given for your help mate. :)

Now I just need to make sure yours is working when integrated, probably easiest to just set the rate high for better soldiers and test.

Also I'm a fan of Riftkeeper, you are evil and I like it. If you in the future would also allow that it'd be great! Because of internal balance reasons (and Force Levels) new enemies unfortunately have to be integrated directly (well, or show up 1/3 to 1/2 earlier in the campaign). ;)
LeaderEnemyBoss  [author] Mar 27, 2016 @ 9:28am 
yes ofcourse, its not a lot of code anyway ;)
JayBee 🔰 Mar 27, 2016 @ 8:53am 
I tried to implement changes similar with yours and another person to what I was trying to work on for a few things to test, however my code has proven messy and I'm asking if you'd be alright if I could use your code? =)
LeaderEnemyBoss  [author] Mar 27, 2016 @ 8:43am 
Sorry but i dont really understand what your question is. you tried to implement my changes in your own mod?
JayBee 🔰 Mar 26, 2016 @ 9:01pm 
I've read your version and another but I just don't know if it's working when I tried implementing something similar, then I tried testing what you did, then back and forth, I'm guessing not working since I can't recall seeing anything above 3, then again I haven't had that many opportunities. :D

I need more walls to slam against. lol
eclaire Mar 4, 2016 @ 6:54pm 
In my first playthrough, I never even got a colonel.
LeaderEnemyBoss  [author] Mar 1, 2016 @ 2:20am 
Caseywillis that may very well be the case, you just have to try. since i also wanted randomization, .ini editing wouldnt help me and i "had to go deeper"
caseywills Feb 29, 2016 @ 6:29pm 
Hey how did you modify the .ini?
I see these lines in the config file...

SoldierRewardForceLevelGates=3
SoldierRewardForceLevelGates=6
SoldierRewardForceLevelGates=9
SoldierRewardForceLevelGates=12
SoldierRewardForceLevelGates=15
SoldierRewardForceLevelGates=18

And I am wondering if I simply remove the last two lines, if that will prevent major/colonel recruiting, and instead cap it at captain.
Vullcan Feb 29, 2016 @ 3:06am 
Perfect Mod . I like it very Much. Good start in modding. Thank you.
LeaderEnemyBoss  [author] Feb 28, 2016 @ 5:06am 
Mod is available on Nexus now
LeaderEnemyBoss  [author] Feb 27, 2016 @ 3:44pm 
You can copy the downloaded steam workshop content in xcom's offline mod folder and unsubscribe, basically has the same effect. Will upload the mod to Nexus tomorrow ;)
Zarkis Feb 27, 2016 @ 3:24pm 
A user has more control over the mod. Like you are not forced to update it when a update adds stuff you don't want or is reported to have bugs. Also, if a mod author removes a mod, it doesn't get uninstalled automatically.
LeaderEnemyBoss  [author] Feb 27, 2016 @ 3:19pm 
@Zarkis, sorry for the noob question, but whats the advantage of bringing my mod to Nexus from a user point of view?
Zarkis Feb 27, 2016 @ 3:13pm 
Nice! Was looking for a mod like this for my next L/I playtrough! :steamhappy: Will you bring it to NEXUS?
nikoss99 Feb 27, 2016 @ 10:06am 
I see. Time to give it a shot then, since I actually lose more Colonels to time limits than guns in general.
LeaderEnemyBoss  [author] Feb 27, 2016 @ 9:42am 
@nikoss99 My mod should not in anyway interfere with captured soldiers. So if your colonel gets captured, you can rescue him and he keeps his colonel rank. Note: I didnt test this so far, but it should work as I described. Sadly atm i have no lategame campaign at hand to test this (my old game was ironman). Will try to get a new campaign going and sacrifice one of my high ranking officers for science!
nikoss99 Feb 27, 2016 @ 9:11am 
one thing needs to be cleared out, I think. if your Captain+ soldiers get captured, will we even get an opportunity to free them later? [as possible in base game] and if yes, will they end up ranked down? if yes is the answer to any of the above, then the 'attachment' to captured soldiers suffers a bit
Siodog Feb 27, 2016 @ 6:05am 
oh okey i didnt get that
LeaderEnemyBoss  [author] Feb 27, 2016 @ 5:47am 
@Siodog This mod also affects soldiers, that you get from missions or point of interests, so even if you dont buy trained soldiers, it may influence your game. Also: buying soldiers saved my Legendary Ironman campaign that went south during the mid game. Rookies wouldnt have cut it, but buying colonels almost felt like cheating ;)
Siodog Feb 27, 2016 @ 5:43am 
mmm could be nice but i never bougth new soldiers but new recruits :S