XCOM 2
Scientist Staff Slots: WotC Edition
84 Comments
ShadowDragon8685 24 Feb @ 1:26am 
I love this, but it seems it conflicts with Facillities+. My main gripe with that is that I'm drowning in negative quirks and injured personnel and wanted to rid myself of the negative perks faster.
GoofyGamer.avi 1 Dec, 2024 @ 5:17am 
Got a damn problem - Whenever I try to swap an Engi with Scientist: the game crashes.

For more context - I used this mod in the existing save, didn't tried making a new game, but I'll try that if the game like this is still playable.
Thunderforge 10 Oct, 2024 @ 5:16pm 
Played through this, and I think it made the early game a little too easy. I never was unable to fill Engineers when I needed them, and often times could max out excavation.

I like the idea, but I think it might need some balance changes to keep up the difficulty.
Whyte One 29 Sep, 2024 @ 1:55pm 
@BottomScorer wow you are a D-bag. Go find a life.
BottomScorer 6 Jan, 2023 @ 6:54am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Kanario97 21 Sep, 2022 @ 4:45am 
Spanish Translation:

[ResistanceRingStaffSlot X2StaffSlotTemplate]
EmptyText="ABIERTO: CIENTÍFICO REQUERIDO"

[AWCScientistStaffSlot X2StaffSlotTemplate]
EmptyText="ABIERTO: CIENTÍFICO REQUERIDO"

[PsiChamberScientistStaffSlot X2StaffSlotTemplate]
EmptyText="ABIERTO: CIENTÍFICO REQUERIDO"
minecraft with gadget 8 Sep, 2022 @ 11:02pm 
For anyone wondering, this is configurable, so you can make it to where the Ring still needs an Engineer.
XpanD 26 Aug, 2021 @ 11:36am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Blobby Hill 17 May, 2021 @ 12:22pm 
@ragnakore
I hope you found it already but if not or for others, here it is!
https://sp.zhabite.com/sharedfiles/filedetails/?id=1933622888
BurgerKing 31 Mar, 2021 @ 10:25pm 
Anyone knows which mod adds 3rd, 4th Lab slots?
RoboCobra 29 Mar, 2021 @ 3:02pm 
The training center has also doubled in duration. Something must be glitching not detecting any staff in them.
RoboCobra 25 Mar, 2021 @ 12:07pm 
Hi, I am suddenly having my Psi Lab and Infirmary wait times much longer, as if it no longer detects an "engineer" in the slots even though I have scientists in them. Wasn't doing this to me the other day, not sure what changed. Having to wait 13 days for Psi Lab abilities is getting gruelling.
Rikimaru 27 Feb, 2021 @ 10:50am 
Yeah, Planewalker is right. :xcom2sharpshooter:

For some help on that, my location for the config was
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1123056484\Config

Yours may differ.
If so, find XCOM's workshop folder, sort by date created, do some quick edits :xcom2ranger:
Planewalker 22 Jan, 2021 @ 3:17am 
@anyone: IF you want to change anything, just edit the config.ini for the mod!
(set a ; in front of lines to disable them in the file, or look at picture^: true/false)

RealityMachina has done a great job with mods!
TatlTael 3 Jul, 2020 @ 10:54pm 
I'm getting some weirdness where it's telling me I don't have any scientists available for the Infirmary, even though I have an idle scientist. I had them staffed in the Resistance Ring, but after removing them, I can't staff them in the infirmary.
评论都不让发没意思 27 Feb, 2020 @ 10:48pm 
科学使用科学家:反抗军议事厅(Resistance Ring应该是吧),灵能实验室,医务室消耗科学家,纠正原版的工程师。
EvKLaZ 27 Jan, 2020 @ 10:09pm 
Is it works normal with "Resistance Ring+"?
Panos Sigma 29 Nov, 2019 @ 8:56am 
@t64
Thank you. I've changed the resistance ring to be as it was in vanilla.

Placing scientists to the psi lab and infirmary is quite logical. But for this mod to also swap engineers for scientists to the resistance ring is questionable. Not that an engineer is more suited for covert ops planning, but IMO it fits a lot better from the limited options we have.
nobubblegums 6 Aug, 2019 @ 5:12am 
This needs an accompanying mod buffing or decreasing the cost of workshop, since the changes render it a lot less desirable. Great mod nonetheless
Nononym 9 May, 2019 @ 11:39am 
@BTAxis It says that's the case in the mod description.
BTAxis 15 Apr, 2019 @ 2:08am 
When I staff a scientist in the Ring, my research time is not increased to reflect the loss of that scientist from the research team.
ptt172906 29 Mar, 2019 @ 8:26pm 
将电阻环、Psi实验室和医务室插槽转换为使用科学家而不是工程师。

科学家们仍然会减少投入研究的时间。
Cúchulainn 20 Feb, 2019 @ 3:37pm 
Can you staff either one ? Like does it just change it to scientists so engineers can't be used?
Solitude 28 Dec, 2018 @ 11:16am 
@smkngbuddha I believe you can edit the XcomGame.int file in the localization folder of the mod.
Kalarian 27 Dec, 2018 @ 10:38am 
@yes_commander if you reach that point you made some wrong decisions. You don't ever have to take engineers so only take the 4 you need.
yes_commander 19 Nov, 2018 @ 3:59am 
I haven't used this yet, but I've been considering it for a while. One thing I'd kind of like to see (not necessarily from this specific mod, but in general) is the option to 'sell' excess staff to the black market for a few Intel or something. Eventually you reach a point where you have more engies than you can put to work, and it seems like that would happen much faster with this, since some of their responsibilities are handed over to scientists. I think we've all been in a situation where we wanted a certain type of staffer but were just 20 Intel short, and would gladly give up a scientist to be able to afford an engineer, or vice versa.
liftedBodhi 8 Nov, 2018 @ 11:41am 
I wany yo keep the resistance ring using an engineer. I deleated the lines that have resistance ring, but the text still reads out as a scientist when it uses an engineer. Is there a way to change the text for the ring back to wngineer?
t64 23 Oct, 2018 @ 12:14pm 
Ok so i can confirm this DOES WORK mid campaign. it will instantly show the new scientist slots BUT your engineers will still be assigned in the rooms, so just take your engineer out of the slot and add the scientist.

anyone who wishes to disable certain rooms goto 1123056484\Config\xcomgame.ini and change "true" to "false". also goto 1123056484\Localization\XComGame.int (edit it with notepad) and change rooms you want to still require enginner to EmptyText="OPEN: ENGINEER REQUIRED".

credits to Player, Tyrant, SteveS, RealityMachina.
R2_Opus2 7 Oct, 2018 @ 12:37am 
I just wish there was more done with the excess engineers. I mean the longer you draw out a campaign, it isn't scientists spamming the UI. I think a lot of that kind of thing though could be minimized if you could just increase the people spots for most rooms anyway. Like it seems as though you could squeeze about 8 of those slots under each room or so.
jweller12 6 Oct, 2018 @ 5:01am 
@Atrocious well they are still scientist, they can be assigned to the infirmary and still hangout in the labs, checking up on their patient when they need it, or when something goes wrong.
jweller12 23 Sep, 2018 @ 12:43am 
i like the idea that a soldier should be stationed in the ring, the higher his rank the quicker the op is done.
A†rocious 11 Aug, 2018 @ 6:48am 
I like the idea, but I also think that there shuld be a downside (i.e. research bonus is lost while the scientist is busy in the rooms). As it is now it's a bit cheesy, because you need less engineers.
Rainman 4 Apr, 2018 @ 6:58pm 
The most logical thing for the Resistance Ring, would be that you stationed an officer there, lieutenant or above. But I understand this might be difficult to accomplish, due to how the game mechanics work.
Seti 30 Mar, 2018 @ 5:34am 
@ Ragic
Now that is a good thought, that's what i want to see really
Undecided Name For Now 24 Feb, 2018 @ 12:14pm 
Psi Labs. Yes. This should be how it works.
Infirmary, as there's only two options which are Scientist and Engineer, it's logical for the Infirmary to have Scientists instead, though maybe they should make it so a Specialist does this instead? Just a thought.
Resistance Ring? Eh, neither seems logical, but tactical data, could work for either.
derekdwhite25 23 Feb, 2018 @ 11:38pm 
Agree with PaleFace; I'd love to use something like this, but feel that there needs to be a sacrifice on research time if scientists are being used elsewhere, otherwise scientists become too powerful.

Any way to edit the .ini to make a change like this? Better yet, I'd love it as a settings option.
Philadelphus 16 Feb, 2018 @ 8:21pm 
This is perfect. Just what I was looking for. Thanks!
Lil-Estrogen 2 Feb, 2018 @ 10:40pm 
I like this but would prefer if assigning a scientist, he will not reduce research time
yappy118 9 Jan, 2018 @ 10:14am 
RealityMachina, you are a paragon of common sense! Thank you for this and your other mods, as well.
Shandrogar 8 Jan, 2018 @ 3:29am 
Thanks for this mod! Does it work with an ongoing campain where engineers are already slotted in all of these facitlities? Or should I remove thos ings first before activiting the mod?
tox 16 Dec, 2017 @ 7:18pm 
Another great mod,you along with other modders do a great job and I hope you keep at it.
Ragic 8 Dec, 2017 @ 12:00pm 
Would love it if you needed the lab in order to get research breakthroughs. lab really feels extraneous otherwise.
CommanderShepard153 5 Dec, 2017 @ 7:33am 
What about the laboratory?
Tyrant 28 Sep, 2017 @ 11:48pm 
@SteveS just discovered you can fix this by editing Localization\XComGame.int
Tyrant 27 Sep, 2017 @ 7:58am 
I have the same problem as SteveS, never noticed it before.
SBlack 21 Sep, 2017 @ 8:44am 
Also have the issue where either the tooltip is incorrect or the entire thing doesn't work. I don't want scientists in the Resistance Ring, so I commented out that line and set ReplaceRing = false. It lets me staff an engineer, but the button says scientist
Tyrant 18 Sep, 2017 @ 7:55am 
Thanks Player!
Player 16 Sep, 2017 @ 6:23pm 
Okay figured out how to change which buildings this affects:
Go to 1123056484\Config\xcomgame.ini and change "true" to "false." Easy!

Thanks again RealityMachina for so many great mods!
Player 16 Sep, 2017 @ 6:04pm 
Very cool, one of the changes I liked in LW. Makes sense for Psi and Infirmary, not sure about the Ring though
R2_Opus2 11 Sep, 2017 @ 4:51am 
I agree, as far as late game engineers cluttering up the UI. They need more love, considering we can't fire them. Last play through I had around 10 hanging out. I think there is something to be said for trying to figure out people capacities for all the buildings that have them or require them, see if you can get six, seven or eight crammed in there.

Just to be clear, I have no real preference for scientist or engineer requirements on them, but I would like to have more slots in total for both. Also I'd be curious to find out if it is possible to have hybrids - buildings that need both in there.