XCOM 2
Coil Plasma Tier Swap
S.Flo  [developer] Feb 17, 2017 @ 7:17am
Bug Reports & General Feedback
If you find any major bugs in the mod or want to give feedback on things like balancing or my writing then please post it here. You can always just leave a comment, of course, but posting here helps me keep track of these issues more easily.
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Showing 1-7 of 7 comments
ebeneezerdahk Mar 3, 2017 @ 10:15am 
Hay Flo. The 'A Better Arsenal' for LW2 mod prevents your coil swap damage values from changing. Not sure how or why, but no matter what 'A Better Arsenal' always overrides your mods XComGameData_WeaponData.ini changes despite loading your mod after A Better Arse...

I'll post a similar bug report on the other mod authors Workshop page.
Kaboodles Mar 9, 2017 @ 11:35am 
This mod doesn't play well with the Manufacture Job mod. I started getting shipments of scatterguns, gauss long rifles, gauss cannons, and gauss pistols after researching advanced plasma weapons.
giddieup Mar 12, 2017 @ 9:26pm 
^^ yup..that..i thought it was that they gave me prototypes after i researched advanced plasma..but yeah..its the manufacture jobs....they making the stuff now.
Magixian Apr 11, 2017 @ 11:48am 
Had a flying start to my new campaign, and noticed with this mod enabled i was able to research 4th tier weapons (plasma) after elerium research but before mag weapons. Accordingly to tech tree that shouldn't be possible. Think the mistake is from this mod, since i got nothing else enabled that changes research/tech. It conflicts with what weapons rebels gets on missions if you skip a weapon tier. https://www.reddit.com/r/Xcom/comments/64s82k/skipped_weapontiermag_gives_only_conventional/

Also awesome mod :-D Wouldn't play without it.
Last edited by Magixian; Apr 11, 2017 @ 11:49am
S.Flo  [developer] Apr 14, 2017 @ 7:41am 
Hiya Harddk, glad you enjoy my mod! The issue you're describing with the tech tree is acually intentional. The only pre-reqs for Basic Plasma Weapons with this mod installed are Advanced Laser Weapons and Elerium (the Coil tier, on the other hand, requies Advanced Mag Weapons, Advanced Plasma Weapons, & Elerium, forcing you to fill out the weapons tech tree before researching it).

Because Coilguns retained their armor-piercing attributes and most of the 5th tier bonuses the 4th tier of weapons becomes slightly less powerful overall, I allowed rushing the Plasma tier to be a valid option to try and make up for the discrepency and because it made more sense lorewise.

That being said, any issues with rebel equipment are not intentional. Could you go into more detail about what exactly is going on there?

Thanks for the feedback,
~S-Flo
Magixian Apr 14, 2017 @ 9:22am 
Hi. Missed that part about your mod, but i kind of like those changes to the tech tree. Gives me more options as a player, if i want to tech up normally or take a chance by skipping a step. Really nice come to think of it. More options to the player is always a good thing.

For the problems with lw2 rebels. Right now i'm at 4th tier/plasma rifles+advanced, but all my rebels still only gets conventional weapons for now 3 rendezvous missions in a row (most likely other defense missions too). Because i havn't gotten around to do the magnetic rifles research, so Lw2 still thinks i'm at advanced lasers. Rendezvous are hard as hell right now, but not impossible.

In short it feels like i made a tradeoff for better soldiers vs weaker rebels. But maybe abit too weak rebels.
Last edited by Magixian; Apr 14, 2017 @ 9:23am
Old Gin Sep 5, 2017 @ 2:45am 
Good stuff, wouldn't mind seeing this done with the laser guns over the magnet ones + wotc support
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