Additional Mission Types
This mod adds additional mission types to spice up your campaign, from guerrilla operations to revenge.
Screenshots 4 screenshots
About this mod Machine translation
This mod adds additional mission types to spice up your campaign, from guerrilla operations to revenge.
NOTE: If you are having further difficulty with the mod, how the mod sets the mission type can be found in XComMissions.ini, located in (where XCOM 2 is installed)\steamapps\workshop\content\268500\647242867\Config
Haven Siege - Local resistance fighters had managed to stop ADVENT in time for XCOM's arrival, but had been reduced to their last line of defense. Preventing the ADVENT siege was enough to allow non-combatants to evacuate. Any surviving warriors will later join XCOM.
You can then try to secure the area after denying ADVENT their target, or you can evacuate the area immediately afterwards.
Effectively trying to use the EU's basic defense style as a mission type. You'll get reinforcements regardless of whether you've completed your current group, and you'll have a ton of enemies to deal with at the start. (You should be around 40 years old to start performing tasks.)
PR Tour - People in contact with ADVENT executives are conducting PR tours in outer areas to convince people to go to ADVENT City Center. Take care of them while they're out, but be careful, ADVENT is willing to bring out some big guns if the VIP ends up biting it during the mission.
And by big gun I mean Firebrand will continue fighting for 2 rounds in addition to the default 8 rounds and the increased speed of reinforcements.
The mission requires Evac.
Basically a mix of attack and defense, pretty much all the time in the world will give you a try setting up, but once you start setting off the fireworks, you'd better put up some fight.
Rescue VIPs in Riot City - A relatively high-ranking resistance member has been captured, but resistance instigators manage to cause a riot to distract ADVENT while XCOM moves in to rescue them. There is no hard timer, but once ADVENT is alerted to the VIP's escape, Firebrand will not be able to stay and will need to show up again after 8 turns, and reinforcements will come in regularly. The surviving resistance instigators will attempt to join forces with XCOM and offer to help.
After hearing that Beagle wanted a council mission where you could stick a bit in a downtown building and not have to constantly cross the map, it was fitting to go on a PR tour with the public relations team. The Evac mechanic works exactly like the PR Tour, once the timer expires you should be able to turn it back down.
The quest type should be grabbed by the game's quest handler without any issues, although it will be a bit random when it selects any added type or vanilla type.
Resistance fighters currently spawned in Haven Siege missions can upgrade their equipment through the Proving Grounds and the Research Lab if the player conducts plasma weapons research in the XComHavenSiegeSettings.ini located at (Documents\My Games\XCOM2\XComGame\Config).
It can also be changed so resistance fighters automatically get the latest equipment from XCOM by setting NoTechsRequired to true in the mod configuration menu or changing XComHavenSiegeSettings.ini. (This will also let the mod use mod-added weapon classes such as Lasers or ETC Weaponry)
question:
Enemies don't seem to spawn
Clear the configuration files in your Documents\My Games\XCOM2\XComGame\Config folder. The game doesn't like changes to XComMissions.ini when the game doesn't respawn.
Configurable task timers make this even harder!
Add the following rules to XComTacticalMissionTimers.ini in this mod:
+ timerOverrideRules =(objectiveNames [0] =“RM_Obj_TerrorDefence”,behavior = eTimerRuleBehavior_ADD,value = 0)
+ timerOverrideRules =(objectiveNames [0] =“RM_Obj_RescueVIP”,behavior = eTimerRuleBehavior_ADD,value = 0)
+ timerOverrideRules =(objectiveNames [0] =“RM_Obj_NeutralizeVIP”,behavior = eTimerRuleBehavior_ADD,value = 0)
Secondly, you can adjust the mission into two forts per other turn mode (or even just disable it completely) in the XComHavenSiege.ini in the mod's con …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.