Anbar Posted October 15, 2012 Share Posted October 15, 2012 (edited) hey all, does anybody know the control for the engineering bonus? i.e. the reduction in engineering time & item discount by the number of engineers. Seriously needs nerfing but i cant seem to find the trigger for it. WORKSHOP_MINIMUM=6 - required # of engineers to build a workshopWORKSHOP_MULTIPLE=10 - ??????? (edit - lowering this to 1 had no effect on prices to build btw)WORKSHOP_REBATE_PCT=5 - % rebate on building items, by each workshop builtWORKSHOP_ENG_BONUS=4 - number of engineers "produced" by each workshop Atm, with a starting # of 5 engineers I have a satellite cost set @ 160after 1 mission, adding +3 engineers that cost is only 130 the rate of "discount" produced by the extra engineers is far too high... similar issue exists with scientists also.. although it isnt apparent as the research times are so low that you dont usually even require Laboratories too increase research rate. Is the trigger/control from this outside of the DefaultGameCore? Edited October 15, 2012 by Anbar Link to comment Share on other sites More sharing options...
PepprmintButler Posted October 16, 2012 Share Posted October 16, 2012 Yes, I think engineer/scientist boosts are outside of DefaultGameCore.You could use the balance modifiers to make it take more time/money (but that will not nerf the engineers/scientists per se, just up the values all around) :TECH_TIME_BALANCE=6.66ITEM_TIME_BALANCE=1ITEM_CREDIT_BALANCE=1 Or you could use the Second Wave Marathon option, which makes the games pacing much more enjoyable IMHO. Research times are way up, meaning you absolutely need laboratories to get anywhere, and engineering costs stay quite high even with a lot of guys at work. It does probably change the above settings, but I believe it also stretches the timeline for scripted events and alien level progression to keep things balanced. Link to comment Share on other sites More sharing options...
Anbar Posted October 16, 2012 Author Share Posted October 16, 2012 yeah i've made changes to some of those stats but what i REALLY need to get at is the method by which increased engineer produce the discount in buildable items.... I.e. i want to reduce the "Massive" cost reduction that engineers produce early-game. those stats wont do it. Second wave settings can only be used if the player has completed the game once. Link to comment Share on other sites More sharing options...
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