Falko had a good idea with this. For example, to get either laser or gauss as a early gun:
- Advanced Weaponry research project: getOneFree: Laser Weapons OR Gauss Weapons
-> Player randomly gets one but not the other, representing the scientists making a breakthrough in either one of the fields instead of both at the same time.
If you want to make both eventually available, you can make a "Laser Weapons Gauss unlock" which gives Laser Weapons and has dependencies on having developed the whole Gauss tree, representing the scientists getting another idea for weapons tech after perfecting the first breakthrough.
It's actually quite nice and an interesting way to mix up how the game progresses. You could even make it so that "Advanced Weaponry" unlocks either the pistol or the heavy weapon, making it so you either develop the high power system which needs to be big, or the miniaturized system because you haven't yet figured out a big power source.
Thanks, that's a great idea!
Right now I am slowly updating my personal megamod-soup as I was absent for some month, I think I will make use of this^
About the new soldiertypes... After some thinking I realized that they are (surprising to me at the beginning) not really THAT important for my personal mod. If I want good soldiers at the start I might as well edit the default stats, and if I need them later.... well I will have troops trained in the training facilities (Extended-feature only), so basically the new soldiertapes are "only" a tiny improvement. For me, that is. I can see that they are quite useful for other purposes, though.
Anyway, I would understand if you would not add them.
I will only use the Extended exe for my Openxcom gaming. It has too many features that should be in the default exe like editing TUs for several actions.. and it is MUCH more flexible.
TLDR: Thanks, Yankes!