I did not suggest using the Adapt tag (which is an integer expression tag) but the new tags and functions that Adapt relies on.
So what I suggest is this:
You calculate the resistence as described and then scale it with the adaptValueToGame function.
Something like this:
iResistanceAnarchy = GC.getGameINLINE().getGameObject()->adaptValueToGame(GC.getInfoTypeForString("ADAPT_RESISTANCE_ANARCHY"), iResistanceAnarchy);
Oh, I thought you were suggesting that I use this XML that you added to the Gamespeeds
Code:
<Percents>
<Percent>
<ID>ADAPT_DEFAULT</ID>
<iValue>880</iValue>
</Percent>
</Percents>