XCOM 2
Advanced Training Regimen
70 Comments
horsepowerYT 11 Aug, 2023 @ 12:06pm 
very disappointing, that's all I need to say
Mackeroni 28 May, 2022 @ 12:29pm 
*Sigh* I hope someone forks this.
kazuya0010 6 Jan, 2020 @ 8:47pm 
Can you please make the mod compatible with WOTC?
DesignationUnknown 26 Feb, 2019 @ 9:34pm 
wotc update plz
desolationsmith 8 Nov, 2018 @ 7:51pm 
I have confirmed that this breaks the game if used with War of the Chosen.
Cúchulainn 10 May, 2018 @ 2:07pm 
Any one confirm this wont' break if on WOTC?
loostro 29 Oct, 2017 @ 11:28am 
I'm getting crash when soldier training finishes. WOTC. I've narrowed it down to this mod.

[0444.18] Critical: appError called: Assertion failed: appErrorf [File:G:\BuildAgent\work\ce3b64a62966ccd1\branches\ShippingOzzy\XCOM2\Development\Src\Core\Src\UnObj.cpp] [Line: 2456]
Failed to find function GetAbilityTree in X2SoldierClassTemplate Transient.X2SoldierClassTemplate_9
wicked lester 2 Sep, 2017 @ 5:23pm 
Is a wotc version forthcoming?
✪dr.dre 18 Jun, 2017 @ 9:22am 
eh the mod doesnt work is you have another guerilla mod :(
Yeet Machine 6 Nov, 2016 @ 3:01am 
Would be awesome if this could work with LW Perk & Classes mod
Joey245 19 Sep, 2016 @ 10:09am 
This is exactly what I've been looking for. Thanks a bunch!
Big_吊 5 Sep, 2016 @ 12:21am 
Why don't you work?
Iced Lenin 25 Aug, 2016 @ 2:47pm 
Love how Lowtax gets a spot in the screenshots.Beautiful.
Thor of Florida 26 Jun, 2016 @ 9:15am 
Why not just do that then? make an updated version of this mod separately and tell people to use that mod instead.
idonotlikepeas  [author] 25 Jun, 2016 @ 7:41am 
@Thor if you can dig up the file, you could probably figure it out. But I hear you. I don't want to tone down the base values because the mod has been out for a bit and I don't want to yank things out from under the people who are already using it, since the mods auto-update. If I had it to do over again, I'd probably make it be weaker or cost more.
Thor of Florida 24 Jun, 2016 @ 9:30pm 
except i can't code for shit and I have no idea how to access and change it. I really should learn at some point.
idonotlikepeas  [author] 24 Jun, 2016 @ 8:02pm 
@Thor There are actually INI options you can use to do that with this mod, if you like.
Thor of Florida 24 Jun, 2016 @ 2:41pm 
This mod and Fucking New Guy. both serve the same purpose, but they are both unbalanced as hell. This one makes it too OP to train new guys and the other (while creative) takes too long to get even one of the bonuses, especially if you're quite good at the game. May i make a couple suggestions?
Perhaps setting the max training level to sergeant would keep new recruits useful while not becoming new all stars right out of the gate. With that in mind, you can bump up the cost (both supplies and rank) quite a bit so that you would only be able to buy them mid to late game when it would be needed. I think that would be a good balance.
Gong-Gle-E 5 May, 2016 @ 11:02pm 
yep, thanks the comment
idonotlikepeas  [author] 5 May, 2016 @ 10:01pm 
@pauloel7 @Gong-Gle-E - basically the XComGameStateContext_HeadquartersOrder class is a specific piece of code that has to be changed in order to make this mod work, but each piece of code can only be changed by one mod at a time. If another mod changes the same section, only this one or that one will work, not both. I'd like to rewrite the mod so that it doesn't have to override anything, but I haven't figured out a good way to do that yet.
Gong-Gle-E 5 May, 2016 @ 5:29pm 
can you made competable

AWC Reroll Tweak
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=643113427

?

Two mods(awc rerolll, Advanced Training Regimen) are good mods.

i want play at the same time thses mods
pauloel7 28 Apr, 2016 @ 1:36pm 
Neat idea for this mod! What exactly is the "headquarters operations" class overriden? The mod is not working for me - what shoud I do?
WhiteWolf 11 Apr, 2016 @ 6:18pm 
Some feedback:

I played 2 campaigns with this mod and I feel it's a bit to powerful. I would change the requirement to +1 level. So when you unlock a colonel, you should be able to train captains, but no majors. Same for he previous levels. To balance this I would reduce the cost of the upgrade.

The specialist can level up very fast, whereas you heavy will be slower due to the way that assist kill works. There will be always a 2 level difference between the heavy and specialists late game. Seems a bit off that you can simply train heavy / rangers in 10 days that will be above your veteran grenadiers.

I am not sure how difficult is to implement, but it would be nice if you could put other levels as well, not only rookies. So if a soldier falls behind in levels, you can use him instead of a rookie. A corporal in late game is useless, might as well train him to captain level.
idonotlikepeas  [author] 23 Mar, 2016 @ 4:47pm 
@AurenKarch Odd. You might be able to find a copy in C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\630838743\Config if it isn't anywhere else. @Hybridon - it's possible some other mod conflicts with it, unfortunately. There's no great way to change the effects of the GTS without overriding a file that has a whole bunch of other functions in it people might want to override.
Kanan 23 Mar, 2016 @ 11:11am 
I dont know why, I have uninstalled and installed this mod many times, but I cant get it to work, such a shame, I love the concept behind it!
AurenKarach 22 Mar, 2016 @ 3:54am 
@Idonotlikepeas
That file doesn't exist on my computer for some reason O_o
idonotlikepeas  [author] 21 Mar, 2016 @ 7:54pm 
@AurenKarach: You'd want to find and modify XComAdvancedTrainingRegimen.ini - the options should be documented in there. @Daddyfatflab: there isn't currently a way of adjusting it like that, but I could look into it.
Daddyfatflab 20 Mar, 2016 @ 11:57pm 
The way it currently is feels just too op to fairly use in my game, is there any way, that with an traning upgrade will also add another 5 days to their training time for balance? Without that I could just crank out higher ranks very easily. The number of days could scale with the rank.
AurenKarach 20 Mar, 2016 @ 9:25am 
So, if I wanted to alter the amount of days it takes to complete the training, which INI should I modify? Because editing the days in defaultgamedata seems to have no effect.
idonotlikepeas  [author] 2 Mar, 2016 @ 3:16pm 
@IceMaverick I appreciate the heads up! I was actually nuking the shader cache out of my mod already because I noticed it was making the mod 80 megs instead of 1 for no good reason, so you shouldn't have that kind of issue from this one. (I also have been ditching the base XCOM source as recommended by that post.)
IceMaverick 2 Mar, 2016 @ 12:05pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
idonotlikepeas  [author] 29 Feb, 2016 @ 3:30pm 
@Ironmonk Haha, yeah, I knew what you meant. If it's something I think can be reasonably measured I can throw it in as an ini option. Might be possible to tie it into the HQ progression; there's already a system that periodically ups the level of the random guys you can recruit there.
Ironmonk 29 Feb, 2016 @ 11:01am 
@idontlikepeas Ok... well, would be nice to have a mod that in order to get better training for your rookies you just need to progress (i.e. kill more enemies) in the game. Instead of spending resources.
idonotlikepeas  [author] 28 Feb, 2016 @ 9:08pm 
@Ironmonk Good question. There might be ways of attaching it to something other than top soldier rank, but those would be trickier; the GTS is designed to have top soldier rank as a default parameter already, so it's relatively simple to add new items that use that.
Ironmonk 28 Feb, 2016 @ 12:22pm 
Its possible to make this automatic by making the pre-requisites = the number of total kills during the campaing? This way, you could skip costs and make its progression more fluid.

In short, you get a new rank upgrade every 50 kills for example.
idonotlikepeas  [author] 28 Feb, 2016 @ 10:40am 
@Vanden Well, I maintain a character pool of SA users, so this kind of thing will happen from time to time.
Vanden 27 Feb, 2016 @ 11:13pm 
I was not expecting to see a reference to Rich Kyanka when I clicked on this mod.
idonotlikepeas  [author] 27 Feb, 2016 @ 12:40pm 
@iceMaverick I know it's automatic, that was more of a "make sure you're updated before re-reporting the bug" thing, since you can actually pause the updates or trick Steam into not making them. I did also list this one on the Nexus, incidentally, if you would prefer to keep up with it that way - I'll be keeping that version up to date as well.
IceMaverick 27 Feb, 2016 @ 10:09am 
@idonotlikepeas, If you push an update to the Workshop, we are forced to download it, whether we like it or not. I wish there was selective updating so I could indeed do it at my convenience... The primary disadvantage of the Workshop really: mod authors could push an update that breaks compatibility with something and destroy hundreds of people's saves as a result.
idonotlikepeas  [author] 26 Feb, 2016 @ 9:33pm 
Update is now in, which should prevent the disappearance issue. Please update at your earliest convenience and let me know if you notice anything odd happening. Thanks again!
Stahp hacking my acc 26 Feb, 2016 @ 7:56pm 
Disappearing bug: load earlier game with Training mod activated and see if its available, if so load your last game and it should appear.
idonotlikepeas  [author] 26 Feb, 2016 @ 6:43pm 
OK, I think I have a workaround for this; I'm running tests on my machine to make sure it doesn't cause other problems, but if all goes well I'll push an update tonight which will fix it. Thanks for all the help debugging, everyone. :)
IceMaverick 26 Feb, 2016 @ 6:08pm 
Scratch that last statement. Restarting XCOM a second time pushed the GTS projects to my previous save-games as well.
IceMaverick 26 Feb, 2016 @ 5:41pm 
@idonotlikepeas, After tweaking my mod list, I have determined that it is indeed a conflict with Uniform Manager. Disabling it has allowed them to populate the list of a new campaign, but doesn't fix my campaign that's already in progress.
idonotlikepeas  [author] 26 Feb, 2016 @ 5:33pm 
Thanks for the info, folks. Am trying to reproduce the issue in a game now.
IceMaverick 26 Feb, 2016 @ 4:49pm 
I'm having the same issue as Cpt. Parker in my first campaign using this mod. Mod list: https://docs.google.com/document/d/1PIGaxC-5KHqOeFXhFSmKH2RUOESytoSnJQ9Or3G3EYc/edit?usp=sharing
Arkan 26 Feb, 2016 @ 3:48pm 
We are eager to see your next ideas for x-com 2 mods! :orb:
Sgt.Parker 26 Feb, 2016 @ 3:03pm 
@idonotlikepeas Well... Every thing was fine untile i installed: "RealPanicMod or Uniforms manager"
idonotlikepeas  [author] 26 Feb, 2016 @ 2:33pm 
@Cpt.Parker A couple of people seemto be having that issue - probably relates to mod incompatibility. If you have other mods installed, would you mind dumping a list of them in the topic in the discussion tab? That'll help me figure out what I can do about it. Thanks. :)
Sgt.Parker 26 Feb, 2016 @ 9:47am 
Hey. I have strange problem. I cant for some reason SEE those upgrades. I remember i was able to see them in other campaign of mine but in the new one that i STARTED with this mod ON i cant see for some reason. Any ideas?