[WotC] RW Realistic Non Self Building Proving Ground Tech

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Author: krumiro

Last revision: 1 Feb, 2018 at 15:32 UTC

File size: 164.86 KB

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Description:

;My Proving Ground Technologies don’t magically "build themselves up" when no Engineer is assigned but instead their construction realistically doesn’t progress (exactly like for Rooms’ Debris-Clearings) and, as a consequence, my Proving Ground has a second Engineer-Slot (also exactly like for Rooms’ Debris-Clearings) to reduce Construction Time by 50% (and, to compensate the extra work, from the beginning of the Campaign Shen counts as an extra assignable Engineer), yours?

;Donations: paypal.me/krumiro

;BUILDING PROVING GROUND TECH WITHOUT THIS MINI-MOD
;0 Engineers –> Building
;1 Engineer –> 50% Time Reduction

;BUILDING PROVING GROUND TECH WITH THIS MINI-MOD (EXACTLY LIKE FOR CLEARING ROOM-DEBRIS)
;0 Engineers –> Paused
;1 Engineer –> Building
;2 Engineers –> 50% Time Reduction

;I COULDN’T STAND IT
;I know that there is other Crew in the Avenger besides Engineers, Scientists and Soldiers (the ones with gray suit) but, as a mechanical engineer myself, I simply can’t stand the fact that advanced technology could be entirely built without (at least the constant supervision of) a single Engineer… but apart from that, why Rooms Debris-Clearings need at least an assigned Engineer to progress while Proving Ground Projects don’t??? I couldn’t stand the incoherence… I simply couldn’t continue my first campaign until I modded this inconsistence out of existence once and for all… šŸ˜‰

;DIFFICULTY BALANCE
;To preserve the difficulty balance originally intended by Firaxis this disadvantage of Proving Ground Techs not progressing anymore without at least one assigned Engineer had to be compensated somehow. It felt not only an appropriate balance but also an elegantly realistic one to let Shen be an extra assignable Engineer from the beginning of the Campaign (what the hell was she doing standing there like an idiot all day?).

;SAME FOR BUILDING FACILITIES?
;If you want the same dynamics for that you can do it with my other Mini-Mod "RW Realistic Non Self Building Facilities"… šŸ˜‰ I was originally planning to move both these modifications into a single Mini-Mod during the "mutilation" process of my RW Mega-Mod but then said… naah, what the heck, let’s cut it into 2 separate Mini-Mods…

;CLASS OVERRIDES
;Not a single one… šŸ˜‰

;INCOMPATIBILITY LIST
;Please help me update this list

DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don’t offer me a beer?
Need me to add an option you like?
Want to help to keep this mod ā€œsurvivingā€ XCom updates?
Youā€™d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn’t pay the rent and free time is limitedā€¦ Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority listā€¦ here is the Paypal link and I’ll have a beer (or maybe lunch) in your honour. šŸ˜‰
https://www.paypal.me/krumiro

DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for ā€œ+ModClassOverrides=(BaseGameClass=ā€œ
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the ā€œ=ā€œ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).

BIRTH OF ā€œREALISTIC WARā€ COLLECTION
(ALSO KNOWN AS THE ā€œMINE YOURSā€ COLLECTION šŸ˜‰ )
Long story short: One Megamod that rules them allā€¦ ā€œMutilatedā€ into tiny little self-functioning Mini-mods šŸ˜‰
Short story long: I always wanted to publish my millionaire Smartphone App super-idea but totally forgot how to program from my first University years. I tried to relearn with Youtube channels and online Tutorials but got bored to death after a week. One day, playing my favorite game ever (and the only one I have the luxury to have time to play) I asked the author of my favourite Mod to please apply a tiny little idea on his Mod for me. No answerā€¦ I got struck by the brilliant idea: relearn programming by making your only stress-release game more fun and the way I wished it to be!!! Modding was love at first sight. Not only I didnā€™t get bored relearning to program from zero, but I actually have became so enthusiast and obsessed by the constant intellectual challenge that it now keeps me literally hypnotised for hours, days, weeks, monthsā€¦ I now have 10 times more fun by reprogramming my only game than playing it! How crazy! Solving programming puzzles turned out to be for me much more fun than solving this strategy-game puzzles themselves! My first XCOM Modification starting from 0 took agesā€¦ literally weeks: to interpret the code of other Mods achieving a similar result and to understand what I needed to change (no need of reinventing the wheel, right?), to understand that it wasnā€™t enough to naively just ā€œpaste/editā€ text inside someone elseā€™s Mod files but that I also had to ā€œrebuild the solutionā€ with a ā€œsolution builderā€, to discover Modbuddy, to find a way to run XCOM Development Kit on a Mac, to find a way to shrink it from 60GB to 2GB ā€˜cause I had only 8GB available (deleting the graphic/sound content), etcā€¦ But the gratification and earned experience was way worth it once finished. Then each next Modification, like a university exercise, once solved made me realise that I learned 1 or 2 new important tricks that allowed me to program the next one. An so on, modification after the next I completely changed XCom exactly the way I always wanted it with a SINGLE HUGE MEGAMOD that puts its hands everywhere in the game. Now, I canā€™t give you the Megamod because it has way too many modifications at once for another single person to have the chance to like them all (and God knows which other Mods it isnā€™t compatible with). Now Iā€™m simply multitasking between making additional modifications (the hardest ones, now that I have the skill) and simultaneously ā€œmutilatingā€ the Megamod into tiny little self-functioning mods (dozens and dozens of them!!) to share with you guysā€¦ but mainly because the mutilation process is an additional superfun and challenging programming exercise (even making these stupid Mod Preview Images. Until yesterday I didnā€™t know how give a transparent background to pasted images) that pushes my skills every day one step closer to my future millionaire supersuccessful Smartphone App. Wish me luck! šŸ˜‰