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Scientist Staff Slots: WotC Edition
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0.070 MB
Aug 29, 2017 @ 7:28am
Sep 9, 2017 @ 7:20am
6 Change Notes ( view )
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Scientist Staff Slots: WotC Edition

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
84 items
Converts the Resistance Ring, Psi Lab, and Infirmary slots to use scientists instead of engineers.

Scientists still decrease research time when slotted in.

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BTAxis Apr 15 @ 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.
特感杀手 Mar 29 @ 8:26pm 

Cúchulainn Feb 20 @ 3:37pm 
Can you staff either one ? Like does it just change it to scientists so engineers can't be used?
Marxist Cutie Dec 28, 2018 @ 11:16am 
@smkngbuddha I believe you can edit the XcomGame.int file in the localization folder of the mod.
Kalarian Dec 27, 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 Nov 19, 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.
smkngbuddha Nov 8, 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 Oct 23, 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 Oct 7, 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 Oct 6, 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.