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Thanks!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126757582
I initially wanted to see whether labs still sucked with the changes in WotC, but it looks like they still kinda do. Expect an update.
All the mod really does, is give you resource rebates -so intel, elerium and etc after having spent it on a research project.
I've created a german translation for this mod. If you want to include it, you can find the files at the following url:
https://drive.google.com/open?id=0B2zReRE6W6hScWNQc0phVDl0Q1k
I could see maybe extending its role to a "Robotics Lab" if SHIVs or MECs ever get released... maybe Shen's Last Gift will do something like that?
Its really really helping me with the intel rebate part. Commander mode is unforgiving in that field normally.
One big issue I have with Xcom 2 is that the late-game techs are utterly pointless to research. There's little chance you'll ever actually get to research them, let alone use them, because labs are too expensive to maintain and the Avatar project's deadline is too soon.
I'm glad that there're some mods which make the whole science thing a little more worth it. Thanks!
@Spinosaurus, yep, it should work fine with alien hunters.
It does work with alien hunters right?
If you do find an issue, let me know!
I also added default bonuses for 3 and 4 slots, so modded lab slots won't break it. No additional rebates though, that would be pretty broken.
Having said that - the mod has a minor compability issue with Grimy's Loot Mod - the item inside ADVENT and Alien Strongboxes does not display after their corresponding research is complete. Is there a way to override this behaviour in the XComEngine.ini file?
For the "extra lab slots" mod, you will need to add bonuses for 3 and 4 scientists to the INI, but it should work fine after that. You will probably want to rebalance the bonuses while doing that, since that mod buffs the lab also.
Also, all bonuses are configurable, so anyone worried about balance is free to nerf them.
However, given that you are trading off a lab with some other facility (eg. psi lab, proving ground, etc...) I feel like the opportunity cost is high, and the bonuses need to be significant to be at all competitive.
Might actually build one with your mod for a new campaign.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=643812550