Start Your Own Missions

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Author: RealityMachina

Last revision: 26 Nov, 2016 at 17:53 UTC

File size: 178.18 KB

On Steam Workshop

Description:

NOTE: Additions made post-installation won’t retroactively be added into campaigns.

LATEST UPDATE: Slower rate of increase in the time required to repeat completed operations, Rescue Operation requirements have been nerfed.

Adds in repeatable research "techs" that unlocks after you research Resistance Comms. By spending (by default):

200 supplies and 75 intel for Guerilla Ops

100 supplies and 150 intel for Bruteforcing Facility Leads (this requires an active alien facility on the geoscape)

250 supplies and 50 intel for Council Missions (or City Center Operations as called in the mod)

125 supplies and 50 intel for Soldier Rescue Operations (plus less time to first complete compared to a normal city center operation)

or 150 supplies and 90 intel for Supply Raids and UFO Shootdowns

You’ll spawn a mission of the corresponding type you chose to produce to research.

Exact intel, supply, and time costs should be adjustable at (where ever you have XCOM 2 installed)steamappsworkshopcontent268500646124583ConfigXComStartOp.ini

ISSUE(S):

Due to the fact that mission generation code expects to be on the Geoscape when it’s activated, missions may visually appear in the middle of the ocean while tied to a correct region if you happen to be in the Avenger when it completes when the mod is set to let the "tech" finish instantly.

Thanks to davidlallen of the Playable ADVENT mod team for showing me a more efficient way to have this mod work.