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Easy gremlin and reduce tech search time,gremlin can do multi excavating and unlock rooms faster,giving supplies too
Main Facility: 42 Days, -5 Power, 333 Supplies, 69 Supplies Upkeep
2nd Staff Slots: -2 Power, 111 Supplies, 42 Supplies Upkeep
I never set any costs for any other difficulty, I don't play on anything less than legend ..... ....
You won't get double-breakthrough chance though. The bonus increase is an on/off type thing rather than an actual %.
If it is after building a laboratory or workshop, then maybe not.. but before those, maybe yes.
I would say to try it, but tread cautiously. Testing was all done on mid-game saves, but the preferable option is always new-game.
I doubt it
will there be a compat for the MEC Redux mod? if not that's fine I was just curious is all!
You can also edit the configs to basically move all projects back to the proving ground by commenting them out, this might help you recover your game
I've had reports before on this but I've never managed to reproduce it myself, I don't know how to fix it.
I have a theory that it is because someone moved a *research* tech instead of a *proving ground* tech ... but again, couldn't reproduce it.
The facility uses the "standard/default" scientist/engineer staff slots.
I have no intention to integrate something like that directly into this mod.
Do you have any intention like this to integrate?
2. engineers reduce time required to complete projects and give gremlins
3. I don't understand the question
X. the mod is designed for plug'n'play behaviour, you don't have to adjust anything ....
do i need to touch these?
I have no mods that alter tech tree.
2- does staffing engineers give credits like other mods do?
3- can i disable "Proving Ground" mimicking of item manufacturing?
Thanks a bunch,
https://old.reddit.com/r/xcom2mods/wiki/index#wiki_first_steps_to_becoming_a_modmaker
1) Got to admit I forgot to add breakthroughs for cost reductions on the new combination facility or any of it's upgrades. - noted as something to add for the future!
2) The breakthroughs for the old facilities all check if the facility is 'valid'. They should fail this check and thus not show up if you decide to enable the options to remove them.
1) Did you ever add in the research breakthrough for the Combi Lab? Didn't see confirmation in comments or the changelog. Just curious - maybe I missed it?
2) If bTrashTheOldLab and bTrashTheOldShop are set to True (campaign start) are the corresponding Research breakthroughs for these old buildings also removed from the deck, or will they still be gifted (and useless)? I understand you've left the facilities enabled for maximum compatibility (other mods, amIright?) but as you've exposed an option to nuke them, wondering if the breakthroughs are also removed?
Thanks for all of your contributions ... you help make the game timeless ;)
An early Lab is so important for keeping up on the strategic layer, and rushing mag weapons+predator armor.
That is correct, as the crew count would no longer count your scientists and engineers towards the limit.
Does anyone know a solution for this?
It didn't update in such a long time and since those were always there I never thought it would suddenly change,that threw me SO off guard
And suddenly today its gone,since it always appeared from the moment I got this mod I thought it was from this mod,but maybe its not? But yeah a tad confuse if anyone had that happen/know where those 5 researches were from lmao,cause they gone is a real bummer to me.
1. Remove the scientist and engineer out of the R&D room. Then make a save.
2. Turn off the mod. Then load the save, the R&D room will not be visible again.
3. Make another save, comment the code in the config. Turn the mod on again and load the new save. These stuck armor project start appear back on research screen instead in R&D projects.
ISSUE: doing these step will return those armor research back in research window and you can start research them normally without getting pause. But doing so still not solve the problem of you no longer be about to do any project ( like generate resource) in r&d cause the game still decided it stuck at 0 day. And you can’t remove the facility even though there’s no project active.
I have no idea why the projects won't complete though, and the only thing I can think of is it's a bad project in some way. I will try to code up a way to Force-complete/remove a stuck project but this will take a little time as I need to try and recreate this condition first to find out how it happens.