here some small mods
This mod adds two tools to the purchasable items in TFTD.
1. The Breaching Charge. A one-tile ranged device to open USO hulls. It takes a lot of TU to fire it, so provide cover for the unit using it, as there's only enough time to step 1 tile aside aside after using it. It has a weight of 3 and is 1 width x2 height tiles big, perfect for the belt.
2. The Tranquilizer. A device that keeps stunned units unconscious for the rest of the mission (provided you do not play longer than 100 turns in a single mission, which never happened to me in 20+ years of XCom playing...) It has a weight of 2 and a size of 1x1, so you can put it everywhere in your inventory where you want. It can be used as a stun weapon, too, BUT it takes 30 TUs to use it, so you have to be VERY close to use it that way. Also: A standing unit, treated with one dose of tranquilizer, will not drop down right away as OpenXcom does not update the stun status of units too often. But as soon as you or the aliens use a weapon somewhere on the map, or if you end the turn, the unit will drop. Some (unstunned) rare units on highest difficulty levels might need two doses, but usually one dose is way more than enough. One more note: Enemy units under your mind-control can NOT be treated, you will have to wait for them to be uncontrolled again.
3. Both devices come with an Ufopaedia picture and a custom inventory icon. They can be bought right from the start and are not too expensive. They have been carefully balanced and play-tested for a VERY long time (in XCom EU actually) and then were converted to TFTD as I missed my 2 mods in that game. :-)
Feel free to use those files in any way you see fit. 2016 new_civilian aka civilian
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and
This mod changes the look, the layout and the time unit usage of the TFTD inventory screen.
It is meant to streamline that interface enormously and make it easier and WAY more intuitive, no longer will you have to study any TimeUnit usage lists to avoid excessive wasting of precious TUs, no longer will you need ~20 TUs just to put something in your backpack. On top of that you get a better belt and a TAC slot, which simulates a (slung) quick-slot on your shoulder.
You will spend much less time (and TUs) in the inventory, making the game less boring and much more focused.
Changes:
-ALL actions into and from the backpack take 4 TUs.
-ALL actions into Shoulder, Legs and Hands take 2 TUs. There is also one action that takes 0 TUs: If you drop something from your hands to the ground. I mean, come on, you just open your hand, that hardly takes time at all.
-ALL actions from the BELT and TAC slot take 2 TUs as well, with the exceptions of dropping things to the ground and equipping them into and from your hands/belt. Both those actions take 0 TUs to give a a quick-slot ability.
-BELT layout slightly changed, has more capacity without going over-board. Nice to put your mind-probes in.
-TAC slot added which is great to e.g. shoulder your Thermal Tazer. It also works as a quick-slot, meaning it requires no TUs if you put items to/from your hands there or on the ground.
-Grid darkened
Feel free to use those files in any way you see fit. 2016 new_civilian aka civilian
credits for the dark grid idea goes to XOps, who made something similar for his XenoOperations mod.