These mods were designed for use with a mostly-vanilla game.
They are simple ruleset changes - no sprites, sounds, graphics, etc.
No, they are not impressive, but I find them useful so I thought I'd share.
They should be compatible with anything that doesn't directly conflict, e.g. a mod that changes plasma weapon stats/sprites/etc should work with Slower Weapons Research, just as long as it doesn't touch the research portion (or change/remove the names of the items)Slower ResearchThis kit is comprised of two rulesets: Slower Weapons Research and Slower Winning Research.
Slower Weapons Research has the following effects:
- can't research lasers until Elerium is discovered (not required for manufacture though - just assume we mimic some of the properties of Elerium to create hand-held lasers feasible)
- can't research or use any alien weaponry (including grenades) until a live alien engineer is researched/interrogated
- plasma weapons have a similar progression to laser weapons (pistol -> rifle -> heavy), BUT clips no longer have to be researched separately
- blaster launchers can't be researched until all plasma weapons, plus the small launcher, have been researched. Blaster bombs and stun bombs DO have to be researched separately.
Slower Winning Research simply slows down the "gamewinners" -- Alien Origins, The Martian Solution, and Cydonia or Bust -- by x3, x4, and x5 respectively. They will take a LONG time to research, comparatively.
Battle Tanks This module simple adds a new HWP (Tank/Battle) to the Buy screen.
The Battle Tank is equipped with both a HWP Cannon and a HWP Rocket Launcher, and requires both types ammo.
It is more expensive and less accurate than its lesser brethren... but it can do two things! Two!
Cyberdiscs Are Bull#@$% This module switches the terror units used by the Sectoids and the Ethereals.
The Sectoids get a (nerfed) Sectopod, the Ethereals get a (massively buffed) Cyberdisc.
Honestly these seem like more fitting matchups anyway. It never made sense to me that the first (usually) enemies you meet have the second-most-badass terror unit in the game, while the game-ending Ethereals had a crappy unit... seemingly named after the Sectoids... using inferior weapons tech.
Also, the Sectopod uses a laser bulletsprite instead of a plasma one, per its description.
Misc Also included are two little modules not important enough for their own headings - Heavier Tank Armor, and Less Terrible Rifles.
They do pretty much what they say on the tin:
- Heavier Tank Armor applies the heavier tank armor from XcomUtil_Improved_Ground_Tanks.rul, without all the other buffs
- Less Terrible Rifles slightly increases the starting AP rifle's power (still less than a laser pistol), and cuts aimed shot TUs down to 50% (from 80%)
I only am including them because the early game can be really painful with the shoddy vanilla rifles, and the battle tank is a lot less impressive when a couple of lucky reaction shots from a plasma rifle make it explode on turn 1.