JellyfishGreen Posted February 12, 2004 Share Posted February 12, 2004 "Say, Chief Scientist O'Connor, how's that Alien Psi Research project going, on which the very lives of my soldiers depend?""Oh, excellent, excellent.""So that means we stop losing men, what, Tuesday?" Does anyone have a table of the scientist-hours needed for research? I turned up some figures on https://www.silverblades-suitcase.com/xcom/info.html but that seems to be for an RPG version of XCOM and doesn't include research time for clips, etc. Link to comment Share on other sites More sharing options...
Hobbes Posted February 12, 2004 Share Posted February 12, 2004 If you have XComUtil open the xcomutil.cfg file. At the bottom of it check the table for the ResearchHelp option. The first column for each technology listed shows the number of scientists/day necessary to complete the research. Link to comment Share on other sites More sharing options...
Pumpkinhead Posted February 12, 2004 Share Posted February 12, 2004 If you don't have XCOMUtil, I could re-type the list from the OSG if you want... I'll await your answer before I do though Link to comment Share on other sites More sharing options...
Hobbes Posted February 12, 2004 Share Posted February 12, 2004 If you don't have XCOMUtil, I could re-type the list from the OSG if you want...I'll cover and raise over that offer....I'll send the .cfg file PLUS a second-hand surplus Stun Rod. The batteries on it are dead but it's still good to poke your scientists to get back into work. Link to comment Share on other sites More sharing options...
Pumpkinhead Posted February 13, 2004 Share Posted February 13, 2004 What, are we competing to see who can be the most helpful? Anyways, here's the list from the OSG: (and I didn't type it, I OCR'd it ) Laser Weapons 50 Motion Scanner 180 Medi-Kit 210 Personal Armor 180 Power Suit 205 Flying Suit 330 Laser Pistol 100 Laser Rifle 300 Heavy Laser 460 Heavy Plasma 800 Heavy Plasma Clip 400 Plasma Rifle 700 Plasma Rifle Clip 400 Plasma Pistol 600 Plasma Pistol Clip 400 Blaster Launcher 900 Blaster Bomb 300 Small Launcher 550 Stun Bomb 180 Alien Grenade 200 Psi-Amp 500 Mind Probe 600 Elerium-115 450 UFO Power Source 450 UFO Navigation 450 UFO Construction 450 Alien Food 150 Alien Reproduction 150 Alien Entertainment 150 Alien Surgery 150 Alien Abduction 150 Alien Alloys 400 New Fighter Craft (Firestorm) 600 New Fighter-Transporter (Lightning) 700 Ultimate Craft (Avenger) 900 Craft Laser Cannon 420 Craft Plasma Beam 660 Craft Fusion Ball Launcher 880 Laser Defenses 510 Plasma Defenses 620 Fusion Defenses 800 Grav Shield 930 Mind Shield 360 Psi-Lab 420 Hyper-Wave Decoder 670 Tank/Laser Cannon 250 Link to comment Share on other sites More sharing options...
Hobbes Posted February 13, 2004 Share Posted February 13, 2004 What, are we competing to see who can be the most helpful? Actually I was trying to get rid of some of my surplus useless equipment laying around on my bases that I can't seem to sell...Anyone interested on 20 pairs of personal armor jock straps, all blue colored, sometimes can be a little itchy to wear, or one slightly damaged Hovertank: can only move up or down, currently being used as an elevator? Maybe I should just post them on Ebay Link to comment Share on other sites More sharing options...
EclipseDog Posted February 15, 2004 Share Posted February 15, 2004 Eh... that's a nice chart and all... but you're missing quite a few researchables from it. Namely corpses, liv'uns, the alien origins, and the final conquest prelim. Might even be a few others since that count still comes out wrong for me but if so I can't figure out which ones are also missing. Oh and Hobbes..? If that hovertank of yours is extremely cheap I'll buy it since the mobility isn't that big of an issue to me. I figure I can just get one of my fly-boys to get off their lazy butts and push that tank around. Will probably make for a great portable shield and if the cannon is still functional it might make for a great map opener by firing off random shots in the dark. Link to comment Share on other sites More sharing options...
JellyfishGreen Posted February 16, 2004 Author Share Posted February 16, 2004 Thanks, I do have a .cfg somewhere... presently between computers...OK, that gives me a Psionic Critical Path like this: 18 days......build Alien Containment facility1 week?.......capture Sectoid Leader alive (luck & skill of Tactical team)1 week?......research Sectoid Leader (???/50 Scientists) (should be exact)8.4 days.....research Psi Lab (420/50 Scientists)24 days.....build Psi Lab training facility____ subtotal74 days + 1 month....training 10 soldiers So no psionic screening results until May, on the fastest of fast tracks.Since training starts the first of the month AFTER you get the Psi Lab complete, (8.4+24=32.4) you should apparently aim to start your psi lab research before the 28th of any month to avoid having the facilities sitting empty for most of the month in which they're built. If I get the "research sectoid leader" time pinpointed, that should tell you the best time of month to concentrate on capture missions! Psi Amp research can overlap with training time, so I left it out. Link to comment Share on other sites More sharing options...
EclipseDog Posted February 16, 2004 Share Posted February 16, 2004 Since no one's been quick on the reply in regards to time taken for those things I mentioned as being absent from the list I'll give in my own observation here. With 255 scientists researching the same project together at a base the time taken to study any of the corpses or live aliens varies from instantaneous to a single day. I've researched like 5 different ones in a row without time passing only to find that the next one only is researched at exactly midnight. This leads me to believing there's prolly something buggy going on but if not then it otherwise means that it can only handle discoverring new projects at midnight and each new discovery advances the time minutely until the next project doesn't register as belonging to the same midnight and so lasts an entire day instead. Either way you look at it though that is illogical, so if anyone can come up with another explanation, but that actually makes sense, I'd love to hear it. Link to comment Share on other sites More sharing options...
Hobbes Posted February 17, 2004 Share Posted February 17, 2004 There's also no mention on the .cfg file about how long it takes to research a live alien. Based on my experience I would say about 50 to 100 scientists/day but this is not certain because I've seen happen what Eclipsedog described. Sometimes I would even get the data, assign the scientists to another live alien and immediately get the research without having to wait a day or an hour. Another thing....the 8.4 days figure gets rounded up to 9 since the hours don't count, only the days. And another thing that can delay the research is the base-transfer scientists trick to avoid paying their salaries at the end of the month. I usually use the bug because the $$$$$$$ it allows you to save on the first months. PS - Eclipsedog, the HWP is yours if you want it. However the AI has caught some sort of a virus and now believes itself to be a toad. Just keep an eye on it while on Floater terror sites because it believes that Reapers are of its kind. Link to comment Share on other sites More sharing options...
Psy Guy Posted February 17, 2004 Share Posted February 17, 2004 Me and my x-com gaming buddies have a running joke about scientist researching progress. The joke is too long to explain but involves coffee, doughnuts, runaway aliens, and a macintosh computer. If your giving away stuff then I got a bunch of blaster launchers just sitting and collecting dust. Saddly they all got empty blaster shells stuck in there and I tried taking a screwdrived to them but that also got stuck in one of them. You can keep the screwdriver but i must warn that they maybe in rather poor condition as repeated attepts to dislodge the shells with the screwdriver and the end of a pistol has scraped off the paintjob and might of screwed up the electronics. I only ask you send me a money order for shipping and the launchers are yours. Expect 4-6 weeks for shipping. Goods are in as is condition. No refunds. -Psy Guy- Link to comment Share on other sites More sharing options...
EclipseDog Posted February 18, 2004 Share Posted February 18, 2004 Heh... keeping the trading spaces theme going, since the bugginess (is that even a word..?) of research kind of leaves the rest of this thread unfinishable, I'll take all damaged high tech goods offered. What can I say... I'm a man who specialises in using things in ways other than they were intended in creation. I'll just let that hovertank go on thinking reapers are its own kind but tell it that it's a female reaper then have 'her' kiss all those 'lovely' male specimens. If she really is a toad then maybe I'll get lucky and she'll give em warts and make em too busy scratching and picking at em to munch on my troopers. As for those blaster launchers... hell yeah I'd love those, Psy! Send em my way express delivery. I've been looking for a good way to use up my 50 miles of old western union telegraph wire from back when it was first being strung that I got at a swell deal. Sure it's been so badly weathered that... well nevermind... Anyway the point is that those stuck in screwdrivers would be a perfect place to string that wire. I figure I'll just rig those launchers of yours around each of my bases and then string the wire connecting the two and set myself up an instant alien barbecue should I be having any unwelcome visitors. Hehehehehe hahaha. Alienburgers anyone..? Link to comment Share on other sites More sharing options...
Psy Guy Posted February 18, 2004 Share Posted February 18, 2004 Glad to see somebody can spot a good deal. I've been wanting to clear inventory to make room for laser rifle production but that unknown buyer refused to take any more dead bodies. The reaper fur trade is down this year and muton meat is banned by the FDA. I would just pitch the things but the fees to dispose of aliens is murder (literally). I tired to sell sectoid skulls as plant pots but most people prefer the cheaper clay pots over bone. I tired blowing the bodies up but my blasters keep jamming. So im trying to make room selling most anything i got in stock. I do have a messed up HWPs that refuse do anything. After an encounter with a chrysalid it lost all will to live. I would sell it but i sank too much money in robotic rehab and psycilogical therapy to give it up. Also i have lots of electro flairs. My former buisness partner thought they would become biggest craze sence cell phones. I can easly fill orders for over 50,000 flairs. The general stores are overflowing with goods and im practicly giving the stuff away. Call now and receave a free sectoid corpes free of charge. If you use your credit card within the next 10 post you gain a years supply of electroflairs for absolutely free. THATS AN AMAZING 50 DOLLAR VALUE FOR ABSOLUELY FREE!!!!DIRT CHEAP ALIEN STUFF(Note) site may be unavaliable due to unpaid bills Link to comment Share on other sites More sharing options...
maxoman Posted February 18, 2004 Share Posted February 18, 2004 I could offer you some personal armor in technically perfect state.They just got a smell problem, because those alien alloys aren't washable over 30 degrees celsius and aliens jumping out of dark on you can be quite scary.Man I'll nevermore let the cantina cook beans for my troops. Great mistake. Link to comment Share on other sites More sharing options...
JellyfishGreen Posted February 19, 2004 Author Share Posted February 19, 2004 I'll take a hundred of your electro-flares. My quartermaster got confused and ordered a hundred polyester flares by mistake. Fat lot of good those trousers did us on the next night mission. The aliens seemed to like them, though - NKF has pictures. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted February 19, 2004 Share Posted February 19, 2004 it's PANTS! Link to comment Share on other sites More sharing options...
JellyfishGreen Posted February 20, 2004 Author Share Posted February 20, 2004 Yeah, that's what my squaddies said. Polyester and plasma are not a good mix. Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted February 20, 2004 Share Posted February 20, 2004 "argh! the polester is sticking to me, sergent""hold your position, squaddie! the world's safty will have to go ahead of your fatherhood" ...weeeell....lets hope the rest of your squad fair better... Link to comment Share on other sites More sharing options...
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