XCOM 2
CP G.I. Joe
311 Comments
Ace Millennial 5 Jun, 2021 @ 3:28am 
The XCOM Alternative Mod Launcher 1.4.1 is always crashed when using this mod.
The_Man_In_The_Shack  [author] 17 Mar, 2018 @ 9:16pm 
BTW all, in addition to that Tumblr gallery, which is more likely to be browsed by my teenager than by any of us, I have also started a Facebook page to use as a photo gallery:
https://www.facebook.com/GIJoe.XCom/
I'm pretty much putting up the same material...it's stuff I'm getting from the photobooth after missions using the WOTC pack. I'm quite pleased with the results.
The_Man_In_The_Shack  [author] 17 Mar, 2018 @ 9:12pm 
Okay, pinged you Ethan...you should be able to get to it through my page. LeMarteau has been helping me check things too, and he was able to get everything to work. We're finding that the starting soldiers are also available for recruitment even after they are in the armory, but that's the only bug so far. Not sure what the solution for it is...it may be something that can't be helped. I'm going to give it probably this week to continue testing, and will make it live next weekend.
Terradive 16 Mar, 2018 @ 3:06pm 
id like to test out a wotc version!
The_Man_In_The_Shack  [author] 12 Mar, 2018 @ 3:32pm 
Yeah, unfortunately I think that this vanilla/LW2 version has gone as far as it's likely to. The new one is waaay better though, and it's only a matter of time before the LW play style is available for WOTC. In the end I want to go with what's going to give us the best results.
Baja Resident 12 Mar, 2018 @ 1:33pm 
I saw your YT vids and the new artwork options in WOTC are great! Shame LW2 isn't compatible with it yet.
The_Man_In_The_Shack  [author] 11 Mar, 2018 @ 2:22pm 
So who is playing WOTC and wants to test out the new mod before I make it public?
The_Man_In_The_Shack  [author] 8 Mar, 2018 @ 4:25pm 
Yeah, just like Musashi added the SpecOps and Samurai power sets into the RPG overhaul, GreatestKraken has been adding some from the old ‘Richards’ set...he’s also added the ‘biotics’ set this week, which covers a bunch of weirder stuff. He’s going to put in the Architect too, which I want for Tollbooth in particular. Also the gauntlet/rockets got added in. I’m setting it up so these custom classes have access to as many powers as we can, to start, then we can dial it back from there.
Cynath 8 Mar, 2018 @ 9:34am 
Richard's classes, Man?
The_Man_In_The_Shack  [author] 7 Mar, 2018 @ 12:14pm 
All - I've been uploading things to the tumblr gallery for a couple of weeks, linked in the description here...I'm very happy with the results I'm getting in the photobooth, and these are finally things I think are up to the standard that I wanted.

I've also been playing through with the custom classes and it's working so far...I've incorporated all of Mushashi's RPG stuff, and the port that someone made of RIchard's classes...so we're up to 21 rows of 7, giving 147, plus the 19 traits...that's 166 powers available, and all my mod does is add to the Class INI.
The_Man_In_The_Shack  [author] 7 Mar, 2018 @ 12:07pm 
@Baja Resident, thank you for bringing that up, it's an excellent point. I'm putting together the documentation for the WOTC version of this mod, which is ready and working in its first form, and will likely be up this weekend...I will be sure to include this as part of the pool management chain. I'm doing my best to have the experience be cohesive with as little work as possible for the user.
Baja Resident 6 Mar, 2018 @ 1:52am 
I answered my own question here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626291285
Amazing mod and perfect companion for this GI Joe mod!
Baja Resident 6 Mar, 2018 @ 1:11am 
Is there a way for this mod to work with armor upgrades? How can we keep the kevlar skins?
The_Man_In_The_Shack  [author] 25 Feb, 2018 @ 8:22pm 
I'm out of pocket for this week, and I still have some work to do with it, so it'll be a couple more weeks, but I'm pretty stoked to have gotten this far.

My plan when I've finally got it the way I want it: I'm going to set everyone straight to level 7, and all 84 guys in the armory at the start. I'll take out teams and sort of fill out the builds as I go, save scumming like a bitch if/when I need to, to get a 'perfect' armory by late game, with everything unlocked and the hardest enemies on the board. Then, I'm going to make a 'gold star' save, and just keep going back to it and doing random missions...never actually finishing the campaign, just using it to get to a random-GI-Joe mission generator, with the option of taking out any team.
LeMarteau 25 Feb, 2018 @ 3:46pm 
Can't wait to try this out!
Cynath 25 Feb, 2018 @ 9:04am 
oh man, nice!
The_Man_In_The_Shack  [author] 24 Feb, 2018 @ 2:03pm 
:) I've got a wish list of different stuff like that too, for sure...I want a Paratrooper power that allows us to leave that person off of a map and call them in at a time/place of our choosing. For this application though, I feel like I'm going to need to stay within the framework of Musashi's RPG Overhaul since there's a whole mess of other concerns that would go along with adding different things to it. I do suspect that most powers that can be done would eventually be fit into that framework by peope who take care of powers though...I'll rework the lists as new things come out, same as I've been doing with the models. My biggest concern is actually the rockets, like the LW Technical class...we need those for people like Zap.
Terradive 24 Feb, 2018 @ 1:50pm 
nice! however I would enjoy a pilot type class for ace nd lift ticket. Call in a stafing run or a bombardment.Wild Bill I was usimg as ascout from richards classes.
LeMarteau 24 Feb, 2018 @ 8:27am 
Woot woot!! :)
The_Man_In_The_Shack  [author] 24 Feb, 2018 @ 1:21am 
Guys, I am very pleased to say that I have made the hijacking of the RPG Overhaul work. I have successfully made it so that each guy gets his own pre-determined traits at the beginning, and is otherwise set up like the 'Universal Soldier' class that Musashi has configured. We essentially now have 84 custom classes; every Joe in the pool has traits that 'belong', and none of them repeat each other.
The_Man_In_The_Shack  [author] 18 Feb, 2018 @ 4:07pm 
@ethanstout2008 Thanks! Definitely a WOTC version coming soon. I've been doing showcase videos of the new models year by year in the youtube channel, linked above. The mod will probably be in the workshop in the next few weeks.
Terradive 18 Feb, 2018 @ 3:53pm 
I love this! I would enjoy a wotc version because eventually lwotc will happen.
Cynath 11 Feb, 2018 @ 12:30am 
nice!
The_Man_In_The_Shack  [author] 10 Feb, 2018 @ 10:54am 
I've done the WOTC previews for 1986 and 1987...one more to go before I'll wrap it up and release it as a new mod.
1986: https://www.youtube.com/watch?v=NMJ0T2lpLP4
1987: https://www.youtube.com/watch?v=Blw0m_mGHlY
The_Man_In_The_Shack  [author] 9 Feb, 2018 @ 1:12pm 
OMG this thing solved Law too, after all this time!!! I can't believe it...a freaking always-white helmet. Furthermore the three-quarter sleeves work much better than the other ones with the older BDU set, and arm-gap guys like Flint, Spirit, and Shipwreck are very happy about it.

I've also been using Musashi's RPG overhaul...this is most of the work toward the thing that I wanted to build with the custom classes. I may pilfer the structure of the thing and the power sets after a while, but almost everything necessary is there. Another huge boon.
The_Man_In_The_Shack  [author] 8 Feb, 2018 @ 10:07pm 
Yes! That solved Airborne for one...the right kind of helmet in the right fixed color, and goggles on the forehead to boot. Although to get the blue on the torso, I've had to sacrifice the one I liked with the backpack. Ups and downs. I think there's going to be several good ones in that pack.
LeMarteau 6 Feb, 2018 @ 2:57pm 
Check out Spart 117's XOF in XCOM mod. It has a LOt of great options for Joes! :) Not WotC at this time but a WotC version is planned according to the comments..
Cynath 3 Feb, 2018 @ 10:08pm 
My guess would be that people will play that, LW-WotC edition once it's ported over.
LeMarteau 3 Feb, 2018 @ 6:23pm 
I've read somewhere, I believe in the comments for the SHIV, that Longwar 2 is being ported to WotC. Not much details though.
The_Man_In_The_Shack  [author] 3 Feb, 2018 @ 1:31pm 
Question - in the long run, for the next couple years or more until XC3 comes out, do y'all think that more people will be playing WOTC, or Long War 2? I've been struggling with the notion of where to put my effort with the idea of building individual custom classes...I'd say WOTC right out of the box, but I'm stymied by things like the absense of easy access to rockets, for people like Zap or Ace, while LW2 has everything we need. There are also gameplay aspects of LW2 that 'feel' more right. I can go either way, programmatically, but ultimately need to focus on just one or the other.

Also, are they back-porting cosmetic mods from WOTC to vanilla, so that LW2 could use the Reaper parts and such?
The_Man_In_The_Shack  [author] 3 Feb, 2018 @ 1:15pm 
I've been under a rock for a lot of the fourth quarter and January, so I hadn't even seen that! I love the idea of SHIVs as PAC/RATs, and then give somebody like Flash or Dial-Tone affinity with them.
LeMarteau 3 Feb, 2018 @ 12:08pm 
Yes new mod is a good idea. Any non WotC could still enjoy this one.

Also, maybe you already know, but we access to SHIVs now! :D
The_Man_In_The_Shack  [author] 2 Feb, 2018 @ 10:04pm 
Hi there...I've been working through the primary chunk of characters to make a new version for WOTC, but it'll be a different mod altogether with an entirely different collection of cosmetic mods. I've made progress through 1985 so far...if you follow the youtube link above in the description, I actually made videos for each year showcasing what they'll look like. Once I get through 1987, I'll be compiling it to a new mod and putting it in the thing.
Maximum Broly! 29 Jan, 2018 @ 7:45am 
This updated for WOTC and/or have any voice packs for it?
Cynath 27 Sep, 2017 @ 11:39am 
Indeed! I just wish we could make them more muscle bound as well, but there are some Gears of War arms that will do in a pinch (my roadblock had them)
The_Man_In_The_Shack  [author] 27 Sep, 2017 @ 6:34am 
Guys, I hesitate to 'squee' as the kids say, but it looks like Musashi may have cracked the change-size-of-soldiers thing...if so, that means a lot for Roadblock, Gung-Ho and Tunnel Rat.
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 10:11am 
I believe you can get the LWS classes separately for the vanilla game...that's probably a good one to invest in, giving the basic infantry and proper gunners and engineers, and the Rogue has always been worth it. The 'Trooper' was another vanilla winner...kind of a different version of Assault..I used that one for Clutch/Duke/Mutt/Shipwreck.
Cynath 7 Sep, 2017 @ 10:04am 
yeah four classes is no way to treat the Joes. they can't possibly fit in there, especially since there's no base infantry class which a lot of them (different denominations but still) are.
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 10:03am 
That said...in vanilla, I'd make Stalker a Sharpshooter, Scarlett an Assault, Snake Eyes a Ranger, Torpedo a Ranger, all the 'technicals' should be Grenadiers, along with Short Fuze and Gung-Ho...Lady Jaye would be a Specialist...those are the ones off the top of my head.
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 10:01am 
oh wait, just saw your other comment...yeah, if you're going all the way back to vanilla, then it's just the four, and anything that is those ones you mentioned would just need to be reclassed as you see fit. I had built a matrix a long time ago in a different sheet that did that...but I very quickly became dissatisfied with only the four classes.
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 9:59am 
The foolproof way to do it is to look in the configuration settings for each of your class mods that you use...you'll find the name to use in the place where the class definition lives. Each one is just dependent on what the mod author had called it. I'm sorry but I can't remember the name of the file now...it's in the same place for every mod though. Are you trying to convert back to the vanilla game though?
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 9:56am 
Okay, I added a caveat in that sheet...but looking over it, it's actually not that out of date, but it's not utilizing the newer classes like Gunslinger for Wild Bill and Shinobi for Snake-Eyes, nor is it using the ShadowOps classes. There are others that have come out recently that may work better as well...definitely this is worth looking at and revising. I did the first draft of this right after LW came out, and haven't messed with it much since.
SnakeEyes 7 Sep, 2017 @ 9:55am 
looks like you replied as i was typing my last. that sounds good. looks like editing the data in starting soldiers will be quicker. one last thing, a lot of the LW classes are pretty obvious when converting back to default (ie LW Sharpshooter to Sharpshooter). what would you recommend for the not so obvious?
Rogue
Technical
SpecOps
Guerrilla

TIA!
SnakeEyes 7 Sep, 2017 @ 9:45am 
@ The_Shack, no worries. LOVE this mod! i was born in the late 70's so this brings back all the awesome of growing up in the 80's. do you have any recommendations for a vanilla (no Long War) playthrough to get the guys to pull to correct class? i was thinking i could just edit the class list i put in starting soldier to the game defaults. i am going to be starting a new game.
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 9:40am 
The best thing to do is to pull the into your character pool, then manually set their classes based on what you think they should be, or alternatively reset them in the Starting Soldiers data. Then 'use my class' will do the rest. Ultimately I'd like to have built-in classes included in this mod, but that's an ongoing long-term project because I don't have much time to work on it!
The_Man_In_The_Shack  [author] 7 Sep, 2017 @ 9:38am 
Hey SnakeEyes...sorry, I should put it in the description but that version of the Starting Soldiers configuration is out of date. I've sort of left that piece off because I've been moving in a different direction with the classes.
Cynath 7 Sep, 2017 @ 9:20am 
hmm, not sure to be honest, but if you use a proper name of the default class (or any mod you may have) it should work just fine (provided that ini overwrites the CP)
SnakeEyes 7 Sep, 2017 @ 8:59am 
@Cynath, can i do that using the data i copied from the linked google doc and pasted into Starting Soldiers?
Cynath 7 Sep, 2017 @ 7:27am 
hey Snake, unfortunately you'd have to manually set their new class.