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报告翻译问题
you will need to use console commands to give yourself an "empty room facility " in that slot. It's been that long since I did any xcom2 work though I have no idea what the commands are anymore... should be able to find them with google, maybe.. good luck :)
There are some other mods out there that allow swapping Engineers to Scientists like Core Room Slots ....but there are few mods with actual new facilities that utilise a hybrid setup. In fact, there's this mod and Psionics Ex Machina... and that's it, to my knowledge ...
I was confused for a bit why I wasn't able to make the Spider Suits, EXO Suits, etc. in the Proving Grounds anymore.
Turns out I missed a part in the mod description about how the default config makes these exclusive to the workshop. So in case anyone runs into this, that's the reason. :)
This mod does not have 4xslots in its "lab portion" or "intel rebates" on projects completed.
By the default settings you can however still build the normal lab and get all of Oni's benefits from it.
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 ;)