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Weird. I've edited the .ini so this only affects the Proving Grounds.
Are you sure it's this mod? It doesn't affect the Defence Matrix
1. turret room
2. psi lab
both fo them not showing up despite I finished research turret and sectoid
If you mean "is this compatible with WotC?" then yes, the Infirmary doesn't exist in the base game. If you're asking something else then you'll have to re-phrase it.
Lab, Proving Grounds, Resistance comms are now all good candidates for building on a relay coil as fully upgraded they use 12, 8, 15 power respectively
I'm pretty confident this is because the Avenger-view small soldier staff slot icon is in "second place", what with there only being two unlocked slots, but inside the infirmary it is in "third place", while the second place corresponds to the locked engi/sci staffing slot.
Rearranging the order of the slots inside the infirmary so they are Sci/Engi -> Soldier -> Sci/Engi (upgrade) -> Soldier (upgrade) should solve this, if the underlaying issue is a code oversight interacting as I hypothesize.
Edit the .ini
Great mod. How do I reduce the upkeep costs? As is, they are way too high.
Next playthrough I will play it like it is, and see if it's actually OP. In the meanwhile maybe the author will show up and give some advice. Would be nice if he could add something like a support to [WotC] Mod Config Menu.
I don't know for sure but I think that could cause the script to fail, as that's disabling some variables the script's expecting.
Not sure if you can try a test campaign and console the facility in.
Maybe just set the Supplies cost to 9999 or something?
Woulkd this edit be correct:
ProvingGround_Level_1_Power = -1
ProvingGround_Level_1_UpkeepCost = 10
ProvingGround_Level_1_ResourceCost = (ItemTemplateName="Supplies", Quantity=80)
; ProvingGround_Level_2_Power = -2
; ProvingGround_Level_2_UpkeepCost = 15
; ProvingGround_Level_2_ResourceCost = (ItemTemplateName="Supplies", Quantity=100)
; ProvingGround_Level_3_Power = -2
; ProvingGround_Level_3_UpkeepCost = 20
; ProvingGround_Level_3_ResourceCost = (ItemTemplateName="Supplies", Quantity=120)
(I am afraid that with 4 staff it would be a bit OP)
Thanks to all of you willing to reply!
Breakthroughs are now becoming more a pain... it is hogging down my research!
So at the start of the ini file every thing that is set to true is activated. so i keep Laboratory to true. but i cannot build any additional slots. I tried false too but that did not work ether.
i can now see but not buy the upgrades.
2) Is it safe to use the [WOTC] Better Laboratory mod with this one?
I used them together in my last campaign, no problems spotted.
No mixing of different types of staff members.
Doesn't matter what you're building the facility on, it'll behave like it normally would.
I did have a workshop mod that i was working on :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1613189198
Tho just increasing the staffslots for it wasn't very useful so i didn't bother.
You should probably remove the facility first, then edit the config file and rebuild it afterwards, tho changing facility slots mid-game was never intended.
Nothing wrong with asking questions fam. :3
I'll do just that. Is it possible to switch from Scientists back to Engineers mid-playthrough? i.e: If I un-assign scientists, quit the game, edit the .ini and then start the game again, would I be able to assign engineers once more?
From reading the comments I'm guessing 'yes' as long as I rebuild the facility. Is that so?
Also, a few of questions:
1) Can I use a mix of Scientists AND Engineers for a single facility or is it restricted to either Scientists OR Engineers?
2) Is it safe to use the [WOTC] Better Laboratory mod with this one?
3) Does a Power Relay built on a Shielded Power Coil also give four staff slots when fully upgraded?
4) Do you have any plans to give the Workshop four staff slots as well? If not then is there any way for me to do it myself. I'm not a modder so I don't know how to go about doing it.
I know that playing the game will answer most of these but I still can't help but ask. Sorry if I'm coming off as a nuisance.
If I apply the improvements from this mod to the base relay (with 1 slot) - new slots appear (4 slots).
But if I try to upgrade relays that have been upgraded with the standard upgrades to two slots - all new upgrades do not add slots (there are still 2 of them).