Tried the mod, a few comments:
- You get wayyyy too much money with all of these combats and enemies. When I have 100 scientists and 3 bases by february, something feels wrong. I'd suggest reducing the sell value of plasma weapons, say by 25-33%.
You also do not get the normal UFO Mission in the beginning, getting a huge lump of money is understandabel, if you raid the supply ships or maybe even the battleships.
I don't think it is to much money, but a reduction by the amount you suggest would be possible. But that would require replaying the early game conpletly and i am to far in at the moment (end of June).
- Increased monthly cost of personnel is really annoying, because you get so much money from weapon drops but your monthly funding doesn't go up with it, so every month you end up taking a 3-5 million net loss due to all of those extra personnel and facilities you built. I'd suggest reducing the monthly salary back to normal, or increasing average funding.
X-Com suffers from bad financing sponsorwise.
You do sell all those shiny alien weapons right? You also can later on produce LaserCanons to finance yourself.
I did this on purpose.
- Not a fan of the new base layout, if the vanilla layout was an option I'd appreciate it. I know some people like the chokepoint strategy, but I like surrounding the aliens and dropping explosives in every hanger on turn 1 more.
Switch on Custom Initial Base in Advanced Option and you can place the modules like you see fit.
- Maybe make it more clear in the readme what is required to research Alien Containment. I had to check the files to figure out the requirements, since normally in X-Com you sell that stuff immediately.
You get everything you need for the Alien Containment from the Alien Base raid, Alien Food and Alien reproduction. Those are the dependencies so far, but i will add a plot topic "Alien Biology" which explains some things and gives a hint towards the base Raid.
The README is not yet complete, also i am missing a research tree graphic. Since i had wrapped my head arround how to reorganize some parts of the tech tree.
Which occured during my own testplay.
So far i have decided the following:
New Research Topic:
- Alien Biology comes avaible after researching any alien corpse, is dependency for Alien Containment, gives hint towards getting Alien Food and Alien Reproduction -> Base Raid.
- Alien Language comes avaible after interrogating your first alive alien, it opens up the Alien Data Slate for research and gives hint towards interrogating a Navigator, also dependency for UFO Navigation, next interrogation of a Navigator will unlock Hyperwave decoder as in vanilla.
- Alien Power Systems comes avaible after Alien Alloys and Elerium-115 is researched, dependency for UFO Power Source, gives hint to interrogate Alien Engineer and UFO Construction (which require another Engineer and Navigator).
- Psionics comes avaible after researching a psi alien (Sectoid Leader/Commander or Any Ethereal), opens up Psi tree. Gives hints on Interrogating Alien Engineer and Alien Medic to unlock Psi-lab, also dependency for psi lab.
PSI Research Tree rework:
The psi will be reorganized in a fashion that can get the PSI much quicker then now, but the PSI Amp will be way of in the tree. So you can psi train you soldiers before yo get bested by the alien Mind control.