XCOM 2
Scientist Staff Slots: WotC Edition
84 comentarii
ShadowDragon8685 24 febr. la 1:26 
I love this, but it seems it conflicts with Facillities+. My main gripe with that is that I'm drowning in negative quirks and injured personnel and wanted to rid myself of the negative perks faster.
GoofyGamer.avi 1 dec. 2024 la 5:17 
Got a damn problem - Whenever I try to swap an Engi with Scientist: the game crashes.

For more context - I used this mod in the existing save, didn't tried making a new game, but I'll try that if the game like this is still playable.
Thunderforge 10 oct. 2024 la 17:16 
Played through this, and I think it made the early game a little too easy. I never was unable to fill Engineers when I needed them, and often times could max out excavation.

I like the idea, but I think it might need some balance changes to keep up the difficulty.
Whyte One 29 sept. 2024 la 13:55 
@BottomScorer wow you are a D-bag. Go find a life.
BottomScorer 6 ian. 2023 la 6:54 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Kanario97 21 sept. 2022 la 4:45 
Spanish Translation:

[ResistanceRingStaffSlot X2StaffSlotTemplate]
EmptyText="ABIERTO: CIENTÍFICO REQUERIDO"

[AWCScientistStaffSlot X2StaffSlotTemplate]
EmptyText="ABIERTO: CIENTÍFICO REQUERIDO"

[PsiChamberScientistStaffSlot X2StaffSlotTemplate]
EmptyText="ABIERTO: CIENTÍFICO REQUERIDO"
minecraft with gadget 8 sept. 2022 la 23:02 
For anyone wondering, this is configurable, so you can make it to where the Ring still needs an Engineer.
XpanD 26 aug. 2021 la 11:36 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Blobby Hill 17 mai 2021 la 12:22 
@ragnakore
I hope you found it already but if not or for others, here it is!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1933622888
BurgerKing 31 mart. 2021 la 22:25 
Anyone knows which mod adds 3rd, 4th Lab slots?
RoboCobra 29 mart. 2021 la 15:02 
The training center has also doubled in duration. Something must be glitching not detecting any staff in them.
RoboCobra 25 mart. 2021 la 12:07 
Hi, I am suddenly having my Psi Lab and Infirmary wait times much longer, as if it no longer detects an "engineer" in the slots even though I have scientists in them. Wasn't doing this to me the other day, not sure what changed. Having to wait 13 days for Psi Lab abilities is getting gruelling.
Rikimaru 27 febr. 2021 la 10:50 
Yeah, Planewalker is right. :xcom2sharpshooter:

For some help on that, my location for the config was
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1123056484\Config

Yours may differ.
If so, find XCOM's workshop folder, sort by date created, do some quick edits :xcom2ranger:
Planewalker 22 ian. 2021 la 3:17 
@anyone: IF you want to change anything, just edit the config.ini for the mod!
(set a ; in front of lines to disable them in the file, or look at picture^: true/false)

RealityMachina has done a great job with mods!
TatlTael 3 iul. 2020 la 22:54 
I'm getting some weirdness where it's telling me I don't have any scientists available for the Infirmary, even though I have an idle scientist. I had them staffed in the Resistance Ring, but after removing them, I can't staff them in the infirmary.
评论都不让发没意思 27 febr. 2020 la 22:48 
科学使用科学家:反抗军议事厅(Resistance Ring应该是吧),灵能实验室,医务室消耗科学家,纠正原版的工程师。
EvKLaZ 27 ian. 2020 la 22:09 
Is it works normal with "Resistance Ring+"?
Panos Sigma 29 nov. 2019 la 8:56 
@t64
Thank you. I've changed the resistance ring to be as it was in vanilla.

Placing scientists to the psi lab and infirmary is quite logical. But for this mod to also swap engineers for scientists to the resistance ring is questionable. Not that an engineer is more suited for covert ops planning, but IMO it fits a lot better from the limited options we have.
nobubblegums 6 aug. 2019 la 5:12 
This needs an accompanying mod buffing or decreasing the cost of workshop, since the changes render it a lot less desirable. Great mod nonetheless
Nononym 9 mai 2019 la 11:39 
@BTAxis It says that's the case in the mod description.
BTAxis 15 apr. 2019 la 2:08 
When I staff a scientist in the Ring, my research time is not increased to reflect the loss of that scientist from the research team.
ptt172906 29 mart. 2019 la 20:26 
将电阻环、Psi实验室和医务室插槽转换为使用科学家而不是工程师。

科学家们仍然会减少投入研究的时间。
Cúchulainn 20 febr. 2019 la 15:37 
Can you staff either one ? Like does it just change it to scientists so engineers can't be used?
Solitude 28 dec. 2018 la 11:16 
@smkngbuddha I believe you can edit the XcomGame.int file in the localization folder of the mod.
Kalarian 27 dec. 2018 la 10:38 
@yes_commander if you reach that point you made some wrong decisions. You don't ever have to take engineers so only take the 4 you need.
yes_commander 19 nov. 2018 la 3:59 
I haven't used this yet, but I've been considering it for a while. One thing I'd kind of like to see (not necessarily from this specific mod, but in general) is the option to 'sell' excess staff to the black market for a few Intel or something. Eventually you reach a point where you have more engies than you can put to work, and it seems like that would happen much faster with this, since some of their responsibilities are handed over to scientists. I think we've all been in a situation where we wanted a certain type of staffer but were just 20 Intel short, and would gladly give up a scientist to be able to afford an engineer, or vice versa.
liftedBodhi 8 nov. 2018 la 11:41 
I wany yo keep the resistance ring using an engineer. I deleated the lines that have resistance ring, but the text still reads out as a scientist when it uses an engineer. Is there a way to change the text for the ring back to wngineer?
t64 23 oct. 2018 la 12:14 
Ok so i can confirm this DOES WORK mid campaign. it will instantly show the new scientist slots BUT your engineers will still be assigned in the rooms, so just take your engineer out of the slot and add the scientist.

anyone who wishes to disable certain rooms goto 1123056484\Config\xcomgame.ini and change "true" to "false". also goto 1123056484\Localization\XComGame.int (edit it with notepad) and change rooms you want to still require enginner to EmptyText="OPEN: ENGINEER REQUIRED".

credits to Player, Tyrant, SteveS, RealityMachina.
R2_Opus2 7 oct. 2018 la 0:37 
I just wish there was more done with the excess engineers. I mean the longer you draw out a campaign, it isn't scientists spamming the UI. I think a lot of that kind of thing though could be minimized if you could just increase the people spots for most rooms anyway. Like it seems as though you could squeeze about 8 of those slots under each room or so.
jweller12 6 oct. 2018 la 5:01 
@Atrocious well they are still scientist, they can be assigned to the infirmary and still hangout in the labs, checking up on their patient when they need it, or when something goes wrong.
jweller12 23 sept. 2018 la 0:43 
i like the idea that a soldier should be stationed in the ring, the higher his rank the quicker the op is done.
A†rocious 11 aug. 2018 la 6:48 
I like the idea, but I also think that there shuld be a downside (i.e. research bonus is lost while the scientist is busy in the rooms). As it is now it's a bit cheesy, because you need less engineers.
Rainman 4 apr. 2018 la 18:58 
The most logical thing for the Resistance Ring, would be that you stationed an officer there, lieutenant or above. But I understand this might be difficult to accomplish, due to how the game mechanics work.
Seti 30 mart. 2018 la 5:34 
@ Ragic
Now that is a good thought, that's what i want to see really
Undecided Name For Now 24 febr. 2018 la 12:14 
Psi Labs. Yes. This should be how it works.
Infirmary, as there's only two options which are Scientist and Engineer, it's logical for the Infirmary to have Scientists instead, though maybe they should make it so a Specialist does this instead? Just a thought.
Resistance Ring? Eh, neither seems logical, but tactical data, could work for either.
derekdwhite25 23 febr. 2018 la 23:38 
Agree with PaleFace; I'd love to use something like this, but feel that there needs to be a sacrifice on research time if scientists are being used elsewhere, otherwise scientists become too powerful.

Any way to edit the .ini to make a change like this? Better yet, I'd love it as a settings option.
Philadelphus 16 febr. 2018 la 20:21 
This is perfect. Just what I was looking for. Thanks!
Lil-Estrogen 2 febr. 2018 la 22:40 
I like this but would prefer if assigning a scientist, he will not reduce research time
yappy118 9 ian. 2018 la 10:14 
RealityMachina, you are a paragon of common sense! Thank you for this and your other mods, as well.
Shandrogar 8 ian. 2018 la 3:29 
Thanks for this mod! Does it work with an ongoing campain where engineers are already slotted in all of these facitlities? Or should I remove thos ings first before activiting the mod?
tox 16 dec. 2017 la 19:18 
Another great mod,you along with other modders do a great job and I hope you keep at it.
Ragic 8 dec. 2017 la 12:00 
Would love it if you needed the lab in order to get research breakthroughs. lab really feels extraneous otherwise.
CommanderShepard153 5 dec. 2017 la 7:33 
What about the laboratory?
Tyrant 28 sept. 2017 la 23:48 
@SteveS just discovered you can fix this by editing Localization\XComGame.int
Tyrant 27 sept. 2017 la 7:58 
I have the same problem as SteveS, never noticed it before.
SBlack 21 sept. 2017 la 8:44 
Also have the issue where either the tooltip is incorrect or the entire thing doesn't work. I don't want scientists in the Resistance Ring, so I commented out that line and set ReplaceRing = false. It lets me staff an engineer, but the button says scientist
Tyrant 18 sept. 2017 la 7:55 
Thanks Player!
Player 16 sept. 2017 la 18:23 
Okay figured out how to change which buildings this affects:
Go to 1123056484\Config\xcomgame.ini and change "true" to "false." Easy!

Thanks again RealityMachina for so many great mods!
Player 16 sept. 2017 la 18:04 
Very cool, one of the changes I liked in LW. Makes sense for Psi and Infirmary, not sure about the Ring though
R2_Opus2 11 sept. 2017 la 4:51 
I agree, as far as late game engineers cluttering up the UI. They need more love, considering we can't fire them. Last play through I had around 10 hanging out. I think there is something to be said for trying to figure out people capacities for all the buildings that have them or require them, see if you can get six, seven or eight crammed in there.

Just to be clear, I have no real preference for scientist or engineer requirements on them, but I would like to have more slots in total for both. Also I'd be curious to find out if it is possible to have hybrids - buildings that need both in there.