Author Topic: Requirements for Improved Lab?  (Read 3743 times)

Offline MadBarriga

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Requirements for Improved Lab?
« on: April 12, 2019, 04:20:43 pm »
I got all the tech possible from engineers and leaders, got alien commanders, have psi-labs and hyper-wave decoders, jump armors, disabled the tasoth factory and still cant get the improved lab. Im also facing ethereals and mutons. I have destroyed all cults with the exception of the Red Dawn, their cult base missions arent appearing at all. So i have not gotten the cyberweb questline yet. Is that a requirement? Can anyone help?

Offline krautbernd

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Re: Requirements for Improved Lab?
« Reply #1 on: April 13, 2019, 08:40:29 pm »
Code: [Select]
  - name: STR_IMPROVED_LABORATORY
    cost: 500
    points: 80
    dependencies:
      - STR_MILESTONE_3_SUMMARY
      - STR_LABORATORY
      - STR_ELERIUM_115
      - STR_ADVANCED_AI
      - STR_ALIEN_OPTICAL_PROCESSOR
      - STR_PRECISE_ALLOY_SHAPING

You might also want to check the tech tree in-game ('q') if you are playing an otherwise modded game.
« Last Edit: April 13, 2019, 08:46:26 pm by krautbernd »

Offline Niewiem

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Re: Requirements for Improved Lab?
« Reply #2 on: April 16, 2019, 01:32:21 pm »
From what I remember - STR_ADVANCED_AI is from Cyberweb so I would say that you need to finish Red Dawn and do some cyberweb

Offline Solarius Scorch

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Re: Requirements for Improved Lab?
« Reply #3 on: April 16, 2019, 02:05:19 pm »
From what I remember - STR_ADVANCED_AI is from Cyberweb so I would say that you need to finish Red Dawn and do some cyberweb

There is also another alternative source of this tech, but the Cyberweb is usually the easier option.

Offline zee_ra

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Re: Requirements for Improved Lab?
« Reply #4 on: July 27, 2022, 10:55:10 am »
There is also another alternative source of this tech, but the Cyberweb is usually the easier option.

I wonder, if improved lab, and its advanced version, do provide the standard lab service?

Offline Juku121

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Re: Requirements for Improved Lab?
« Reply #5 on: July 27, 2022, 11:15:03 am »
I wonder, if improved lab, and its advanced version, do provide the standard lab service?
No.

Offline zee_ra

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Re: Requirements for Improved Lab?
« Reply #6 on: July 28, 2022, 05:16:25 am »
No.

Ok.  Thank you.

It's slightly unfortunate, since the hacking and dismemberment activities now almost need an extra workshop on a research base, that is already filled with modules for containment.  Adding more than one type of lab on a manufacturing base takes too many cells.

Offline Juku121

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Re: Requirements for Improved Lab?
« Reply #7 on: July 28, 2022, 08:13:08 am »
Yeah, I'm not a fan of the three-tier lab model. Nor the creeping abundance of different facilities. At least it's not Piratez with its absolutely massive list of shit to build.

Offline zee_ra

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Re: Requirements for Improved Lab?
« Reply #8 on: July 28, 2022, 01:40:47 pm »
Yeah, I'm not a fan of the three-tier lab model. Nor the creeping abundance of different facilities. At least it's not Piratez with its absolutely massive list of shit to build.

The split into lab tiers isn't that bad, considering the common space requirements (i.e. a lab has half as many staff as a living module).  The issue is with having "just a few more" engineering spaces.  With advanced hangars available, it makes sense to leave only one hangar on the research base, which eliminates those extra 5 spaces.

A recent play experience suggests that 10 spaces is actually adequate for these purposes, so there's hardly a ground for concern atm.

Offline Juku121

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Re: Requirements for Improved Lab?
« Reply #9 on: July 28, 2022, 05:02:01 pm »
My issue with labs is not actually the space premium. You're right that an R&D base is the least space-intensive of all base types besides an interception outpost.

The trouble I have with the current system is that I can no longer specialise. Increasing research capacity is a matter of sprinkling labs all over, not building one big research mega-base. I am also largely forced to build up a base's research capacity over time, as new facilities become available, not all at once when I want to and have built up the funds for it.

With advanced hangars available, it makes sense to leave only one hangar on the research base, which eliminates those extra 5 spaces.
Advanced hangars are officially a thing now? Where? How? :o

What's the fifth space, BTW?

A recent play experience suggests that 10 spaces is actually adequate...
Um, I tend to need more than that for a research base. Or is it purely research facilities?

Let me see... A research base ought to have HQ, Intel, Bio, Standard, Improved and Advanced Labs. For convenience, also a Psi Lab and 3-4 prisons (ghosts can likely be omitted), and a Lunar Control. A base needs general stores, at least two living quarters (and probably three, for the garrison), one hangar, one radar/HWD, access lift. Gym and Sick Bay for training and transformations. Maybe a Workshop as well.

That's about 20-24, all told. You can probably make do with HQ, Standard, Improved and Advanced Labs, one prison of the type you're docusing on, stores, 2 living quarters, a radar and a hangar. Plus the lift. That's still 13. What are you omitting, stores, HQ, prison?