I posted some of this before, in another post I made in the tools forum asking for advice on constructing this monster mod. Here I'd like to showcase my ideas and get feedback about what you like or don't like about it, any changes you might make, or anything you'd like to add to it. Please consider that it is designed to appeal to veterans of the franchise; while it should remain user-friendly, the wide array of choices is expected to be daunting to a newer player and I'm okay with that. Still, any tips on improving presentation without reducing complexity are appreciated!
I don't expect to get very far in modding this project due to my lack of coding experience, but Open X-Com has renewed my dream that it may someday come to be. I'm not going to give up on it, but I also wouldn't mind if any of you tried to make some of this or used some of my ideas in your own mods. And if you know how to do any of this, please share! A lot of it I don't really know how to do.
DETAILS:-----------------------------------------
Lots of new craft will be added, expanding the existing five to a grand total of sixteen, including four basic starter craft, four special-use craft, four basic X-Com craft, and four mind-shielded craft. Furthermore, after researching Alien Alloys, your conventional craft can be boosted in performance and hit points due to using these alloys in their construction. To do this, you expend the craft in a construction project which yields the alloy version.
Starter craft (you start with one of each, in your four hangars):Interceptor - 2100 knots, 1100 fuel, 1 weapon slot, 40 HP, 0 soldiers
* range: 9167 NM (73%)
* a bit more fuel than the original, but much weaker. I feel the original is too powerful compared to real technology from that time. This can still reliably take out a small or medium scout, but may have difficulty with large scout. Two can easily take on a large scout.
Punisher - 1400 knots, 800 fuel, 2 weapon slots, 100 HP, 1 soldier
* range: 6667 NM (53%)
* same combat capability as the original interceptor but slower and shorter range. I'm basically splitting up the original interceptor's capabilities into two more specialized craft. This one is a two-seater plane and you can fit one soldier in the copilot seat with minimal flight training if you're desperate enough.
Skyranger - 1140 knots, 1400 fuel, 0 weapon slots, 125 HP, 10 soldiers, 2 HWPs
* range: 12,090 NM (97%)
* Smaller cargo, but faster. This craft will get your soldiers from A to B in a reasonable amount of time. Important for fast response in the early game.
Custodian - 570 knots, 1600 fuel, 1 weapon slot, 150 HP, 18 soldiers, 3 HWPs
* range: 15,200 NM (122%)
* Slow but carries a large crew complement. Nice for alien base assaults. It has a weapon to defend its valuable cargo. Aliens can intercept your craft in my project, but they won't do this very often. But it's best to be on the safe side.
Special craft (you can buy these immediately-there is room in your aircraft storage facility):Sparrow - 1575 knots, 1750 fuel, 0 weapon slots, 30 HP, 0 soldiers, 0 HWPs
* range: 15,313 NM (123%)
* patrol time: 41.5 hours (maximum) https:// 24.5 hours (halfway around) https:// 7.5 hours (far side)
* This is a patrol craft which has a lot of on-board fuel. In addition, it has 50% greater on-board radar range. This is a long-range patrol craft which can get to the far side of the geoscape and still have enough fuel to patrol for a few hours. It spends a considerable amount of time refueling, however.
Albatross - 780 knots, 1200 fuel, 1 weapon slots, 60 HP, 1 soldier, 0 HWPs
* range: 11,143 NM (89%)
* patrol time: 66.5 hours (maximum) https:// 29.17 hours (halfway around)
* This is a medium-range patrol craft which, due to the way fuel mechanics work in X-Com, expends fuel much slower than a normal craft. It can't fly across the geoscape without running low on fuel, but it can patrol near your base for days before stopping to briefly refuel--also sporting quick refuel (explained as it actually not spending its fuel very fast as opposed to carrying a lot). It has double the radar detect chance compared to other on-board radar.
Stormstrike - 1710 knots, 1000 fuel, 0 weapon slots, 50 HP, 4 soldiers, 0 HWPs
* range: 9220 NM (74%)
* This is the fastest troop transport available with human technology. It carries only four soldiers with minimum equipment, but can arrive on-site quickly.
Vanquisher - 880 knots, 700 fuel, 4 weapon slots, 150 HP, 2 soldiers, 0 HWPs
* range: 6417 NM (51%)
* This modern fighter craft isn't really built for catching UFOs, but if it ever managed to, it would certainly know what to do with it. These can be good for disrupting a large amount of alien activity near your base and helping you to stay hidden, or for defending your base from an alien craft on a retaliatory mission.
Starter craft alien-alloy versions:Interceptor - 2400 knots, 1200 fuel, 1 weapon slot, 80 HP, 0 soldiers
* range: 10,000 NM (80%)
* now fast enough to pursue some retreating UFOs
Punisher - 1600 knots, 875 fuel, 2 weapon slots, 200 HP, 1 soldier
* range: 7292 NM (58%)
Skyranger - 1300 knots, 1550 fuel, 1 weapon slots, 200 HP, 10 soldiers, 2 HWPs
* range: 12,917 NM (103%)
* now carries a weapon, but gained less armor
Custodian - 650 knots, 1750 fuel, 1 weapon slot, 300 HP, 18 soldiers, 3 HWPs
* range: 15,799 NM (126%)
Special craft alien-alloy versions:Sparrow - 1575 knots, 2100 fuel, 0 weapon slots, 60 HP, 0 soldiers, 0 HWPs
* range: 18,272 NM (146%)
* patrol time: 50 hours (maximum) https:// 32.83 hours (halfway around) https:// 15.67 hours (far side)
* no speed increase, more fuel capacity increase
Albatross - 780 knots, 1450 fuel, 1 weapon slots, 120 HP, 1 soldier, 0 HWPs
* range: 13,443 NM (108%)
* patrol time: 80.5 hours (maximum) https:// 43 hours (halfway around) https:// 5.5 hours (far side)
* no speed increase, lighter weight allows craft to use even less fuel during patrol
Stormstrike - 2200 knots, 1200 fuel, 0 weapon slots, 60 HP, 4 soldiers, 0 HWPs
* range: 10,000 NM (80%)
* very little increase to armor, mostly greatly improved speed
Vanquisher - 990 knots, 775 fuel, 4 weapon slots, 300 HP, 2 soldiers, 0 HWPs
* range: 7104 NM (57%)
Basic X-Com Craft (you can research these after researching alien craft tech):Firestorm - 4200 knots, 25 fuel, 3 weapon slots, 500 HP, 4 soldiers, 1 HWPs
* range: 8750 NM (70%)
* Super fast interception craft able to outrun almost all alien craft, also highly durable. Doubles as a troop transport, though only barely. I increased its fuel so it can actually make it more than halfway across the globe.
* dependency: UFO Construction
Lightning - 3100 knots, 40 fuel, 1 weapon slot, 800 HP, 16 soldiers, 4 HWPs
* range: 10,333 NM (83%)
* Super fast troop transport which can deploy a large combat force extremely quickly. Can be used for interception, though several alien craft can outrun it. New setup has four ramps leading outward from the center, and four 2x2 slots that can fit a tank or four soldiers. You can't fit a large tank into it, but at least you can fit small tanks. I upped the fuel of this one as well.
* dependency: UFO Construction
Avenger - 5400 knots, 60 fuel, 4 weapon slots, 1200 HP, 12 soldiers, 2 HWPs
* range: 27,000 NM (216%)
* Ultimate fighter - can outrun all alien craft easily and has the power to take down the larger ones with ease. Makes a good troop transport but it doesn't have the greatest troop complement. This has the interception capacity of the original Avenger plus a third weapon slot.
* dependency: New Fighter-craft
Vigilante - 4000 knots, 80 fuel, 2 weapon slots, 1500 HP, 26 soldiers, 4 HWPs
* range: 26,667 NM (213%)
* Ultimate troop transport - carries a tremendous fighting force and can deploy worldwide in under 4 hours. Also makes a good interceptor, though the fastest alien craft can still outrun it. This has the troop layout of the original Avenger.
* dependency: New Transport-craft
When you research UFO Construction, you will unlock two options: New Fighter-craft and New Transport-craft. Whichever one you research first will yield you a craft excellent at its job and capable of performing the other. You can then continue and research the ultimate craft for that job, or the new one for the other job. You really only need one ultimate craft, as either one is quite competent at both interceptions and transporting troops. Having both available just gives you more flexibility to choose what suits your style more.
Mind-shielded X-Com Craft (these require deeper research):Stalker - 3600 knots, 150 fuel, 1 weapon slot, 400 HP, 4 soldiers, 0 HWPs
* range: 45,000 NM (360%)
* Patrol craft which flies at only 10% speed during patrol. It can move into an area quickly and patrol for a long time without alerting aliens to its presence. It has a 50% increased radar detect range.
* dependency: UFO Construction, Medium Scout, Abductor, Mind Shield
Hercules - 2800 knots, 100 fuel, 1 weapon slot, 1800 HP, 32 soldiers, 8 HWPs
* range: 23,333 NM (187%)
* This is the largest troop transport, capable of carrying as much as 4 large tanks. You can take this one to Cydonia if you wish.
* dependency: New Transport-craft, Battleship, Supply Ship, Mind Shield
Starstreak - 7200 knots, 30 fuel, 2 weapon slots, 600 HP, 1 soldiers, 0 HWPs
* range: 18,000 NM (144%)
* This is the fastest interception craft, and also mind-shielded so they won't know you're coming. You can take this ship to Cydonia if you really want to. Might make for an interesting (and difficult) challenge.
* dependency: New Fighter-craft, Small Scout, Terror Ship, Mind Shield
Assassin - 4800 knots, 70 fuel, 3 weapon slots, 1000 HP, 14 soldiers, 3 HWPs
* range: 28,000 (224%)
* This craft is a capable interceptor and transport wrapped into one, in case you can't decide what you want. It also offers a chance to have a mind-shielded craft with more normal specifications. Finally, it has the iconic 2x7 internal space of the old Skyranger, in case anyone wants that for nostalgia. And yes, you can take it to Cydonia.
* dependency: New Fighter-craft, New Transport-craft, Large Scout, Harvester, Mind Shield
Mind-shielded craft become available once you have finished researching the Mind Shield technology and have also researched enough requisite alien craft designs.
Yankes' MoreCraftWeapons mod:
https://github.com/Yankes/OpenXcom/tree/MoreCraftWeaponsYankes' thread:
https://openxcom.org/forum/index.php?topic=2425.0Tanks:I'm also planning on adding large (2x4) tanks, costing much more money but with much higher health and armor, and more powerful weapons. Tanks will come in three flavors:
1.) guardian tanks - high HP and armor, pretty even armor on all sides; low TUs, reactions and accuracy
- small guardian tank: small turret mount
- large guardian tank: medium turret mount
2.) battle tanks - small has the same attributes as the old tanks
- small battle tank: medium turret mount
- large battle tank: large turret mount
3.) assault tanks - low HP and armor, highest armor in front; high TUs, reactions and accuracy
- small assault tank: large turret mount
- large assault tank: X-large turret mount
You buy or manufacture tanks separately from their turrets. Small turrets have power between a rifle and a handheld cannon; medium turrets are a bit more powerful than handheld cannons; large turrets are a lot more powerful than any handheld weapon; X-large turrets are so powerful they can be used to overwhelm a target that is normally impervious to your current technology. X-large are great against sectopods.
Tanks cannot be destroyed in a single hit other than from an explosive or a large turret-mounted weapon:Max damage a small tank can take from one shot from a given weapon:* handheld/small turret - 60%
* medium turret - 80%
* large/X-large - 100% (can destroy it in 1 hit)
Max damage a large tank can take from one shot from a given weapon:* handheld/small turret - 40%
* medium turret - 60%
* large - 80%
* X-large - 100% (can destroy it in 1 hit)
Cyberdisc weapon: large turret
Sectopod weapon: medium turret
this is just to keep a huge block of steel from splatting in one shot from a tiny gun, and mostly shouldn't affect the overall gameNew Handheld Weapons:Each basic weapon has a high-power version and a fully-automatic version. The high power version usually has a good auto-fire capability: auto-pistols/submachineguns can unload a lot of rounds in a turn, machineguns have a fairly accurate auto shot, autocannons can only fire one auto shot per turn but if you hit all three shots, you can deal a LOT of damage. Semi-auto pistols have rapid snap and aimed shots, rifles still have burst fire but their auto-shots are usually inaccurate--they instead do excellent snap and aimed shots with high accuracy. Heavy cannons are slow and unwieldy with poor accuracy, but deal tremendous damage.
The aliens will carry the three non-automatic plasma variants and once any one of these has been researched, X-Com can devise its automatic counterpart. Heavy Plasma is getting hugely nerfed, being made far less wieldy and having its accuracy reduced but time unit costs greatly increased. On the flip side, its power is being increased a bit.
Craft Weapons:Craft weapons have been expanded a bit--I have split the laser and plasma weapons into two variants and added a new, smaller fusion weapon:
Pulse cannons: 21 range, 20 damage, 2s reload time, 200 shots - this is the short-range laser weapon and it can not only replace your cannons for shooting down a craft intact but can also replace your stingray missiles in that it out-ranges the medium scout and hits pretty hard.
Laser Beam: 44 range, 140 damage, 24s reload time, 20 shots - this is the long-range laser weapon and it easily replaces stingrays for taking alien craft down, but also has a tendency to destroy them or deal so much damage that the wreck isn't very valuable.
Plasma Cannon: 26 range, 70 damage, 3s reload time, 100 shots - this weapon has a tremendous capacity for dealing a lot of damage quickly. It has a pretty short range, but a very fast craft can get into range much more quickly, making this weapon more useful.
Plasma Beam: 52 range, 140 damage, 18s reload time, 25 shots - I made the weapon fire slower and reduced the number of shots it has. It is still an excellent weapon, but this nerf will give other weapons a chance to compete.
Small Fusion Missile: 56 range, 180 damage, 24/36/48s reload time, 8 shots - can outrange almost all alien craft and is also particularly accurate, making it easy to shoot down small scouts.
In addition to this, I'm increasing the damage of fusion ball and also increasing the HP on the Battleship. Multiple craft with fusion balls can make short work of it, but with the ability to have your damaged craft take off, it's more possible to fight these with other weapons now.
Small scouts will have a -60% hit modifier, making them difficult to hit. Stingrays will be your best bet, having a 125% base hit chance, not reduced by range. Avalanches aren't terrible either, with 100% chance to hit, but they will usually miss a small scout. It only takes one hit with either one to take the thing down, though. Medium scout has -40% and large scout has -25%. A stingray will always hit a large scout. The small fusion missile has 150% accuracy and therefore has a 90% chance to hit a small scout.