This mod grows and grows, ideas upon ideas
i want to suggest an idea how to manage this
first i would split the one big awesome mod into parts:
FMP=BaseDatahere are all .rul-items,graphics,.. that are integrated into (most of) the mods
that way anybody who starts with this mod can dis/enable parts of the mod with less chance to crash - the items them self are there they are hidden and is less likely to crash the game if one plays with the additional mod parts
all new items/crafts that can be bought at start have costBuy=0 => hidden
all new items/crafts/techs have STR_ALIENS_ONLY as requirement => hidden
One could try to make FMPBaseData as similar to Vanilla Xcom as possible
or use this to introduce new central concepts like "alien technology" or "power source miniaturization" or "different alloys" or ... and integrate this into a mostly normal game
FMP+Earth_Weaponsearth tech: shotgun, simple medikit, sniper rifle, knifes,...
for directly available weapons the rule is a simple
items:
- type: STR_YOUR_EARTH_WEAPON
costBuy: [your value]
for tech/weapons that are allowed with enabling this part remove the STR_ALIEN_ONLY requiremnt is deleted
research:
- name: STR_YOUR_NEW_TECH
requires : []
FMP+Gauss_Weaponsenables a laser-like gaus research tree
remove the STR_ALIEN_ONLY requirements
FMP+Earth_Craftsadds the raven,sentinel,thunderstorm,.. +new fuel?
remove the STR_ALIEN_ONLY requirements
FMP+More_Armorpsi armor, jump armor (dont see the point in >10 armor types but why not)
remove the STR_ALIEN_ONLY requiremnts
FMP+Recyclingremove the STR_ALIEN_ONLY requiremnts
enables elerium/armor/psiolin/alienCPU recovery/recyling
FMP=MoreUfoLayoutsadd some more variety
was not mentioned in the thread IIRC
FMP-ComplexWeaponResearchhere it is a bit more complex - there is a dependency: a more complex
weapon research tree needs gaussweapons in most diagrams i saw in the thread
solutions:
- mention this dependency in the readme
- just "copy" gauss-mod in this mod = no complex tree without gauss
- have a 1-day-tech that replaces all gauss based dependencies in the tree and enabling gauss weapons mod part "removes" the easy-1-day-tech and replaces it with gauss techs
that part gives an option to have 13 laser techs or the known
treeladder for laser and stuff
FMP-ResearchNeedsAliensadd live alien reseasrch to some specific techs dependencies
FMP-CraftWeaponRebalanceplasma beam mod, ...
FMP-SlowerResearchincrease the research costs for all/some techs
regardles of the dis/enable state of a tech this mod part can still increase the cost in the basemod
FMP-CheapSellinglower the sell price for some things
further ideas...
FMP-PlasmaDownsize
FMP-RandomUfoRange
FMP-RandomAlienArmor
FMP-SuicideBombAliens
FMP-ResearchNeedsMoreAliens/AlienInterrogationCanFail
perhaps you could see the mod part names have +,= or - as delemiter - that way a user can see what part is giving a benefit, is neutral or makes the game harder
what do you think about this?