Added, plus the precursor Garage mod.
I did notice that this submod is not just three extra hangars, a lot of other facilities have also had their parameters fiddled with. Perhaps consider making 'pure' version?
Since the issue the old Hanger Expansion Mod had was basically incompatibility with BAI, and this version is now in turn incompatible with 'vanilla' OXCE, I figure it's better to leave everything up until the day Meridian gets to variable hangars himself.
I would recommend listing both mods... long term. Mostly because the two mods are so different I think a lot of people may want the old mods features. I'm trying to figure out how to label them so people don't get confused. I don't know if you are planning on having a "CHEAT" section for X-COM Files mods list. But in my opinion the old hangar mod is more of a cheat or enables a MUCH easier play through.
Old Hangar Expansion Pack (standalone facility expansion, research tree only for it's own components)
- General Building Materials
- General Building (1x1 Facility)
- Architecture Building Materials (
CHEAT??? - highly profitable)
- 2x2 (Hangar x2)
- 3x3 (Hangar x8) (
CHEAT??? - 8 crafts is a bit excessive)
New Facility Expansion Pack (more integrated mod that modifies the research tree to get acces to crafts and hangars)
- General Building - (
Removed - I saw this a duplicate to the
Corridor which I don't think was originally in xcom-files when this mod was 1st released)
- Garage mod - (
Dependency - start with 1x bay garages instead of hangars)
- General Facility Access - (
Some restrictive progression to build an "
Operational X-COM UFO Defense Base" inline with the spirit of the X-Com Files beginings)
- Starting Base Facilities - (Reduced access because of new progression requirements,
slight enhancement to some xcom-files facilities storage and living space)
- Regular Hangar - (
Advancement Gated - requires research advancement to get access to)
- 3x3 (Hangar x4) - (
Balanced - more realistic to the space of hangar & craft size)
- 3x3 (Hangar x4) - (Now an
Aerocraft Shop - requred facility to manufacture crafts)
- Interceptor and Skyrider trees - (A few more
minor research gates before getting access to researching and crafting them)
- 2x2 (Hangar x3) - (
New Advanced Hangar for Ultimate Base Management)
- ALL New Sprites - (New Pixel Art -
no down sampling images, everything done by hand, pixel by pixel)
I've played through a bunch of times, testing up through getting the 2x2 (Hangar x3) and I feel it's well balanced, BUT completely different than the previous mod. I can't please everyone, but I'm definitely open to getting feedback to help improve and mature this new mod.
From your statement
Perhaps consider making 'pure' version?
I'm guessing that you are ask to have a separate mod that just adds the facilities at specific research times without modifying any of the existing X-Com and X-Com Files research trees and facility stats?