XCOM 2
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[CI] New Activity Chain: Contact New Resistance Cell
   
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Feb 6, 2022 @ 3:30am
Oct 14, 2022 @ 7:22pm
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[CI] New Activity Chain: Contact New Resistance Cell

Description
Overview
Provides a rare activity chain to unlock a new region after you research the appropriate tech for it.

The chain, mechanically speaking is Covert Action -> Rescue Soldier Infil Mission -> Wait for a bit -> Assault Mission, and the region should be unlocked afterwards.

The assault mission is a new type called City Center Havoc: taking advantage of ADVENT moving assets out of the city centers for their reprisal operations in the region, XCOM and surviving resistance elements start a major brawl in a city.

Simple objective (neutralize all hostiles), but enemy numbers will be higher than normal compared to most other assault missions. To make sure you can actually win this (since the resistance members can get promptly murdered), you're allowed to bring a bigger squad - you outfit two "squads" of four before they form one eight man squad for the actual mission.

Rescue mission is a standard Rescue VIP mission using Infiltration rules.


Does this work mid-campaign?
Yep. May cause funny problems if you remove it afterwards though.


Other Questions
Shouldn't have major compatibility issues as far as I'm aware.

Credits
NotSoLoneWolf and Xymanek for Covert Infiltration, which this mod obviously couldn't exist without.

TeslaRage for making the first activity chain mod so I could just look at it repeatedly to make sure I was making an actual working activity chain here.

RustyDios for making the nifty thumbnail image.
47 Comments
EvilBob22 Apr 12 @ 4:34pm 
That's from Show Enemies and Terrain on Mission Planning . There is also a newer version Full Shadow Report .
b9thirty99 Apr 12 @ 3:58pm 
I just have one question, how did you get that UI in image 3?
Iridar Sep 21, 2024 @ 4:48am 
Hey. Minor issue - arrMissions config in XComMissionDefs is slightly incorrect and is causing a redscreen/log warning:

SquadSpawnSizeOverride=4, \\)

Should be

SquadSpawnSizeOverride=4)
RakkoHug~<3 Sep 1, 2024 @ 7:25am 
Thank you so much! :)
EvilBob22 Aug 31, 2024 @ 6:05pm 
I haven't tried that in a long time. If I remember correctly, you get both regions, but have -1 available contacts. So, you would need to get another contact just to get back to 0 available.
RakkoHug~<3 Aug 31, 2024 @ 6:21am 
Thank you very much for the response, Bob :)

So what happens if the player had one open contact slot, initiate covert mission chain, and then initiate contact with a different region?
EvilBob22 Aug 30, 2024 @ 6:43pm 
Yes, you need to be able to contact a region for it to show up as a mission chain from this mod. So, you need to have a contact available and a region with the "make contact" button available.
RakkoHug~<3 Aug 30, 2024 @ 3:32pm 
Does it require the player to have available "Open" contact?
EvilBob22 Feb 16, 2024 @ 10:06pm 
I think I know why it sometimes picks a region you are scanning in, but it requires a code change to fix. In X2StrategyElement_ACURActivityChain.uc there is a function IsRegionAvailable, that (if I'm reading it right) flags if the chain can be started at all.

IsRegionAvailable counts up the regions that are available, excluding ones currently being scanned, and returns true if that number > 0 (among other verifications). But, when picking which region to start the chain in (in the function ChooseRandomUnlockedRegion) it picks a random available region without the "is it already being scanned" check.
EvilBob22 Feb 16, 2024 @ 9:52pm 
I've had that happen a time or two as well. If you get the chain in a region you are already scanning, you should ignore the chain, it won't change the scan time. But if the chain gets started, like if you didn't notice it was in the region you were scanning, it'll change the time and you should ignore the scan instead.