XCOM 2
AWC & Psi Lab Scientist Requirements
27 kommentarer
GoProne 28. nov. 2023 kl. 12:06 
shadow onion it does, the Awc is the medbay.
shadow onion 19. feb. 2023 kl. 19:41 
can this mod affect the medbay too?
Lucius Confucius 8. nov. 2019 kl. 13:34 
Seems to work for WotC
VS-lockon 6. nov. 2019 kl. 7:01 
hello any one home
VS-lockon 5. nov. 2019 kl. 6:44 
dose this work with gens mod if not not use full
Zoinho1 26. apr. 2019 kl. 7:50 
So will be compatible with True retroactive AWC?
Gwynbleiid 1. sep. 2018 kl. 22:03 
@RealityMachina Hi, I'm wandering if this mod work for WotC, i think that i have seen somewhere that the infirmary is called awc in the code, so if thats true it could work
Joseph 31. okt. 2017 kl. 13:34 
Anyone tested for WotC yet? Does it work?
lewiswall1 31. aug. 2017 kl. 15:42 
does this work with wotc and if not will there be an update
LunariSky 27. jan. 2017 kl. 4:46 
@RealityMachina Oh cool :D
RealityMachina  [ophavsmand] 26. jan. 2017 kl. 0:03 
@Hachiko It's redundant with Long War 2.
LunariSky 23. jan. 2017 kl. 4:18 
Does this work with Long War 2?
Hunter 30. okt. 2016 kl. 9:58 
Finally. Something that makes sense.
Never understood why you put an ENGINEER, who knows MATH, to treat WOUNDS, that requires MEDICINE! same with the Psi Lab, which i believe requires at least neurology to make it work.
Personally if i was an wounded XCOM soldier, i would prefer to stick in my bed instead of the AWC, this mod fixes that.
Siven 5. aug. 2016 kl. 10:43 
Great mod, and the changes make sense.
AWC Helps healing and even shows doctors, PSi -Lab ....well its in the name. :)

Can Gremlins still be used in those slots, or are they classed as engineers?
mR.MaG0o 18. juli 2016 kl. 18:35 
Awesome mod!
Do you have any plans to add the feature of canceling research bonus of scientists allocated on these rooms?
Sir Texas Sir 9. juli 2016 kl. 8:38 
I all ways wonder why it wasn't scientiest and now this gives all the extra ones I get something to do.
Alphadog 23. juni 2016 kl. 15:33 
@RealityMachina, Do you still get the research bonus if you place a scientist in those rooms?
pierre.fagnan 11. juni 2016 kl. 23:17 
This note so you know I'm enjoying the fruit of your efforts. Thanks for sharing thid mod. It is greatly appreciated.
/dev/null 6. apr. 2016 kl. 1:29 
@Zodyr: They aren't the same. Engineers2Scientists uses a class override while this one uses a UIScreenListener to safely change the templates.
Saint Void 27. feb. 2016 kl. 1:54 
mod totally makes sense, but when you place a scientist does it re-increase your research time? cause that would be a good balance instead of just 4 free engineer spots, plus if they are running the medical or psionic machines of the two rooms then they can't be helping with research, right?
Dov413 26. feb. 2016 kl. 9:52 
Hey I love the idea but it was making my game glitchy, and while I do enjoy the mod (It does technically work) I am not sacrificing performance for a few freed up engineers
Zodyr 22. feb. 2016 kl. 6:28 
@Kwissy, did you even read the description? Both mods are EXACTLY the same.
Taken from engineers2scientists: "Changes the Engineer slots in the AWC and Psi Lab into Scientist slots to make Scientists a bit more useful, it also seems to make more sense."
Ser Lancelot 19. feb. 2016 kl. 23:28 
Nexus, pretty please?
DON 17. feb. 2016 kl. 9:11 
There is also another mod called Engineer2Scientist that does the same thing here. I think this was posted first though
RealityMachina  [ophavsmand] 15. feb. 2016 kl. 7:11 
@guby, X2StaffSlotTemplate for both the AWC and Psi Lab is what's modified, so that should be what you're looking for in other mods for compatibility checking.
guby 15. feb. 2016 kl. 2:07 
Would you mind listing the exact classes you overrode to make this work? Gives me a way to make sure it doesn't conflict with other mods.
jweller12 15. feb. 2016 kl. 0:08 
can they still be staffed by gremlins, so i can design my base around it?