XCOM 2
Unconventional Warfare
33 Comments
Fat Idiot Thanos 29 Mar, 2017 @ 12:25pm 
I love you for making this mod
Mr. T-XP x64 Crosby Edition 4 Nov, 2016 @ 3:15pm 
If anyone would like the amor and awc fixes provided in mod form to bypass editing themselves, or ensure they stay fixed after reinstallation or validation, i made a fix here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=793522232
Sterben333 23 Aug, 2016 @ 10:22am 
Is this Long war perk package compatiable?
Farakill 13 May, 2016 @ 3:45pm 
as everyone on custom classes has been saying, you need to add new line in the XComClassData.ini files of each of the custom classes, not the one found in documents>mygames>xcom2 etc. So instead you need to go to SteamLibrary>steamapps>workshop>>content>268500 then search for XComClassdata.ini. Now open each XComClassdata.ini file shown from the search results and add somewhere the new line with +AllowedArmors="soldier"
Mean-Spirited  [author] 13 May, 2016 @ 3:34pm 
Great cool awesome, thanks Firaxis. Alright, I'll figure out what's going on with this.
moist.frbn 13 May, 2016 @ 2:55pm 
Can confirm previous commentor; DLC broke armor equipment on custom classes. Furthermore, it appears that custom classes cannot wear DLC and if someone builds squad upgrade armor, custom classes will not be able to equip any armor.
Farakill 12 May, 2016 @ 5:39pm 
This class mod needs updating following DLC release. Cannot equipt any armors. Has affected all custom classes.
Opposing Farce 2 May, 2016 @ 9:24pm 
Any update on the GTS bonuses?
Gen. Von Sassel 20 Apr, 2016 @ 10:04am 
I have another class MOD installed that seems to have the blank character class bug showing up. Could you please expand on how you've :iidisrupter: that?
Marian Goth 30 Mar, 2016 @ 6:59pm 
Weebos 29 Mar, 2016 @ 8:53am 
I hope GTS bonuses come soon, this looks like a really fun mod.
Spiner909 23 Mar, 2016 @ 8:36pm 
@Brian thanks for pointing out how to fix the hacking bug with Operatives
Teknoir 21 Mar, 2016 @ 5:30pm 
Thanks for building this mod!
It puts a very fun spin on XCOM2.
Unconventional Warfare is also a great thematic match for the official costume DLC.
(So much that it makes me think that what UW does should have been a part of Anarchy's Children.)
Brian 17 Mar, 2016 @ 3:21pm 
Under Operative, it should be (StatType=eStat_Hacking,StatAmount=5) not (StatType=eStat_Hacking,StatAmount=45) in the second +SoldierRanks row (the row with LongWatch in it). This fixes the bug about adding 45 at both first and second rank.

Also, the variation is a blast when combined with mods that require you to use a larger number of your soldiers. I'm really enjoying the combination of Soldier Fatigue, More Starting Soldiers, +All Soldiers Gain XP (at 10%), and a minor configuration to set +NumInDeck set to 1 for of your classes (so that the classes are rarer than base classes, where maybe 30% of my soldiers are unconventional instead of the 60% I'd get normally). That forces me to make due with whoever's available instead of shipping the same 4 classes on every mission.
Mean-Spirited  [author] 15 Mar, 2016 @ 9:14pm 
Hrm, I may have messed up their math somehow? I'll take a look at it. I thought I copied over the hacking progression values from Specialist (to make them equivalent to Specialists in hacking) but something might've gone awry somewhere?
NullProphet 15 Mar, 2016 @ 8:01pm 
Are operatives suppose to have 95 hacking when corporal? Seeing at max rank they have 120, pretty OP.
Under Operative X2SoldierClassTemplate
They get +45 hacking on squaddie and corporal then +5 all other levels.
To put this on perspective all other hacking classes cap at 80.
3eeve 8 Mar, 2016 @ 2:01pm 
These classes are fantastic! I'm really enjoying them and can't wait to implement them fully in my second playthrough!
Mean-Spirited  [author] 7 Mar, 2016 @ 7:24pm 
I'm still working on it, but it's been slow-going lately.
The Deceiver 7 Mar, 2016 @ 12:12pm 
Is this dead in the water now? Seems like an interesting concept.
Mean-Spirited  [author] 5 Mar, 2016 @ 12:33pm 
I'm working on GTS bonuses for these classes, yes, they will receive them in a future update.
food 4 Mar, 2016 @ 11:14pm 
Will these classes be getting GTS bonus skills, like Hunter's Instinct or Biggest Booms? They're awesome, by the way :)
Mean-Spirited  [author] 3 Mar, 2016 @ 8:15pm 
The Nomad is intended to be a Sword/Psi class, but I've run into some bugs with trying to make a psi class that doesn't use the Psi Amp, even if it only uses abilities that don't actually require the Psi Amp to function like Fortress and Solace. I'm still figuring it out, and won't add the class in until it's working correctly.
RedbeardtheViking 2 Mar, 2016 @ 1:14pm 
Out of curiosity, what is the Nomad that you have planned?
imminence 1 Mar, 2016 @ 11:31pm 
Solved. It was not your mod. One or all of the "Disable <vanilla class>" mods did it.
imminence 1 Mar, 2016 @ 12:04pm 
Let me add, that I disabled all custom classes and have no other mod running, which alters the classes.

In a former game I had, too, vanilla classes disabled and another classes mod running, before I found yours. In that game the PSCs worked just as intended.
imminence 1 Mar, 2016 @ 12:01pm 
Since I have your mod, I can't apply these personal combat stims (PSC).
The line is greyed out and says "...insufficient rank..."

I have the Guerilla School and most of my soldiers are Colonel, so the prerequisites on my side are met. BTW, normally we can apply PSCs to any rank, as far as the Guerilla School is built.

Any idea which .ini I should edit to make the PSCs work?
Mean-Spirited  [author] 27 Feb, 2016 @ 9:09pm 
@Mel, I've fixed the issue, it is as namillus was saying, because there was an entry to add the Nomad class but no class data for it. The Nomad is a 7th class I plan to add to the future but currently isn't working correctly, so it's been removed.
namillus 27 Feb, 2016 @ 7:23pm 
@Mel, looks like there's a yet-to-be-implemented class called the Nomad - it's added to the DefaultClasses table but doesn't actually have a write-up. If you go to your SteamLibrary > steamapps > workshop > content > 268500 > 633442444 > Config > XComClassData you can comment out the line that identifies the Nomad by putting a semi-colon in front of it, which will be fine until Bad Horse adds the class or removes it.
Bistritean 27 Feb, 2016 @ 10:13am 
Nice job. I missed the old classes from LW and this seems to be just that!
Mel 27 Feb, 2016 @ 4:43am 
There seems to be an added 7th class slot, which is empty. The soldier will have no weapons at all. I don't know about skills, because I only tried it in the Character Pool. So far it hasn't been randomly assigned to any of my soldiers, but thought you'd might like to know.
The Dutch Leprechaun 27 Feb, 2016 @ 1:16am 
cool thx
Mean-Spirited  [author] 27 Feb, 2016 @ 12:26am 
This mod is compatible with Nicknames Extended, because those nickname pools only apply to the vanilla classes. I did use some of the names from those lists to create nickname lists for these new classes, so if you use both mods there will be overlap with some classes having similar nickname pools, but that's already true of vanilla classes without mods (there's a few common nicknames that show up in a few different class lists). Shouldn't result in any issues, there's literally hundreds of nicknames in Nicknames Extended and 50+ per class in this mod.
The Dutch Leprechaun 27 Feb, 2016 @ 12:13am 
does this mean that if we have the nicknames mod enabled we won't be able to use yours?