Adds in repeatable research "techs" that unlocks after you research Resistance Comms, that allow XCOM to start their own operatiosn independent of what the resistance provides them.
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File credits
Thanks to davidlallen of the Playable ADVENT mod team for showing me a more efficient way to have this mod work.
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NOTE: Additions made post-installation won't retroactively be added into campaigns.
LATEST UPDATE: created Guerilla Ops should now counter a randomly chosen dark event, if any are available.
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
250 supplies and 50 intel for Council Missions (or City Center Operations as called in the mod) and Soldier Rescue Operations
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)\steamapps\workshop\content\268500\646124583\Config\XComStartOp.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.