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Rapporter et oversættelsesproblem
Thank you!!!
Report any problems here. Thank you.
New suggestion: if possible, is it doable to create later on, a simple mod that allows AWC facility to train rookies pretty much the same way the 'guerrilha tactical school' facility already does.
Some players don't like AWC just resetting and re-training skills soldiers already have.
Do you have any other mods, that touch the research time?
Time = BaseTime / (ScientistsOutsideLab + ScientistsInLab*LabEfficiency)
And lets say that LabEfficiency = 2 (100% increase), that would mean, that with 4 scientists in lab, we have time/(0 + 4*2) = time/8.
That would mean, that every scientist decreases the time by 12.5%. If we look at the screenshot it says 14%, 13%, 11% and 10%.
(14+13+11+10)/4 = 12, so we can say that the game doesn't show decimals, and it's around 12.5%
Ok so the only way to power up the lab is to increase the lab efficiency. The problem is that if it is 2, then it probably just adds a second scientist (time/all_sci + sci_in_lab), and I don't know if I can add a 0.3 of a scientist, so the only way to increase would be to double the power of lab (time/all_sci + sci_in_lab*2).
Well I can definitely look into it, but I think that adding basically 12 scientists for the price of 4 is a little too much.
@voice_of_enigma I'll take a look at that. Did you already have the laboratory upgraded before installing this mod?
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after the mission to improve the lab disappeared, and now there is a maximum of 1 scientist and does not assign any more. and improvements can not be rebuilt because they had already built.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=631980662
http://www.nexusmods.com/xcom2/mods/378/?
Yeah that works with basic scientists, but if you add scientists to the lab (take my 4 for example), you get the basic time/scientists + aditional +14/13/11/10% spee per scientist in lab, but when you add aditional scientists NOT in the lab, the percentage in the lab decreases. It seems, that it just takes the scientist in the lab as *2, but I would like instead, that the scientist i8n the lab would be a calculation of their own FE (time/scientists)/scientists, but that could be a litle overpowered.
Perhaps you would consider increasing research time when using this mod, so that you will be hard pressed NOT to build a lab?