XCOM 2
47 ratings
[WOTC][SOCI]CI Companion: Discover New Chains
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
526.445 KB
20 Apr @ 2:47am
20 Apr @ 3:29am
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC][SOCI]CI Companion: Discover New Chains

In 2 collections by lordabizi
LordAbizi's War Of The Glass
34 items
War Of The Glass Collection
450 items
Description
CI Companion: Discover New Chains

Abstract
The mod introduces new technologies that enhance the Covert Infiltration experience: these techs spawn new chains on completion.



Overview
The mod provides a config engine to generate new techs for Covert Infiltration that will spawn activity chains upon completion. This helps with the "passiveness" feelings that is sometimes felt in CI: you just react to chains spawning. With this mod you can slightly take control of the situation, and have options to actively pursue chains you need spawning.

The general idea is that you need Resistance Radio and at least one Radio Relay (outside the starting region) built. Different techs can spawn several chains, and they are gated by the number of relays you have.
The mod offers two such techs by default:
Locate ADVENT Resupply Operations: will spawn crate extraction missions, but with at least three radio relays, it can also spawn Supply Raid chains.
Monitor ADVENT Target Comms: will spawn personnel chains, scientist, engineer, or rescue captured soldier chains, if such are available.

Fully localized in German (?).


Configuration
Thd mod is HIGHLY configurable!
XComStrategyTuning allows you to create chains. For each chain you can specify:
  • The usual stuff, duration, cost, requirements, image, if it's Proving Ground or not.
  • Which chains this tech can spawn.
  • At which STAGE these chains will spawn (in the provided techs, the personnel chains start already from the infiltration, skipping the first covert op).
  • Required relays for each possible chain.
  • Weight for different chains (for example, in the provided tech, Rescue Captured Soldiers chains have much higher weight, so you are more likely to find captured soldiers if you have any).

You can create new techs with this config! I'm open to adding more configurability features if requested (although some can be added with Template Master without me needing to do anything).
The tech description will automatically list all the possible chain outcomes and their required relay number.
There is a limitation: I can add in script ways to check if some chains should be eligible (e.g., no Captured Soldier chain if no caputred soldiers). But this is something that I must define on a chain-by-chain basis in code, and so far it is only configured for the captured soldier chains. Other chains, if added to techs, will appear unconditionally. Readers may suggest limitations the author might implement.
CountFirstTower - you always have a Radio Relay in your starting region. Thus, this mod (and CI) do not count this tower for computations. Set this to true to make your life much easier.


Required Mods
The mod does nothing without Covert Infiltration.


Compatibility
    You can turn these techs into Combined WorkLab techs using that mod's configs, if used.Many features I did not expose to config for these techs can probably still be addressed using Template Master.


Known Issues
    Not really. I wish I could force the tech to be visible even without having enough Radio Relays, but I don't think that this is possible.


Acknowledgements
The author would like to thank Stukov for the help localizing the mod in German.
As usual, the author is grateful to the members of the MEME Discord server for useful discussions and continued emotional support.
Hamas is ISIS.

Popular Discussions View All (1)
1
27 Apr @ 12:02am
Spanish translation
Kanario97
9 Comments
Lux Manifestus 7 May @ 2:08pm 
Great idea
☥¤§ÑîGHTMÃRɧ¤☥ 26 Apr @ 1:29pm 
quick question sir modder. Does this mess up what does this mod do exactly does it combine tech from the workshop "aka" proving grounds to research facility?
☥¤§ÑîGHTMÃRɧ¤☥ 26 Apr @ 1:28pm 
workshop* mods
☥¤§ÑîGHTMÃRɧ¤☥ 26 Apr @ 1:27pm 
on my xcom the chosen construct beefy alien bases way too fast there needs to be slower progression mods in place for them they are annoying as hell!
☥¤§ÑîGHTMÃRɧ¤☥ 26 Apr @ 1:26pm 
that's all my xcom has is customization and research and worshop mods the possibilities near endless.now they just need a mod to remove the chosen from harassing you all the time so that you can deal with advent forces properly without being harassed all the time by the seemly cheatish chosen.
lordabizi  [author] 22 Apr @ 9:00am 
No, it allows you to "summon" chains by completing research. Usually chains just spawn randomly with time, but with this you can summon chains of certain type as a result of doing a research.
RakkoHug~<3 22 Apr @ 4:49am 
I am a bit confused? What does this mod actually do? Just add more CI chains?
Dęąth Viper 20 Apr @ 2:40pm 
Amazing work! Keep em coming!
Vaultwulf 20 Apr @ 10:37am 
Just dropping little gems left and right lately. This looks really cool! Thanks! :steamthis::steamthumbsup: