Yes, this would be absolutely necessary.
Agreed, it's the first thing I'm planning on taking a look at. Coding-wise, I might also take a look at getting the geoscape texture for separate terrains like UFO missions, so it's not always concrete and asphalt samey-ness, but that'd take more work.
Tough; it's not like the base is overloaded with props, so it's hard to start taking them down and not end up with bare walls. What one could do is some .mcd magic with moving destroyed tiles outside the normal tile number range of 256, but it would mean building the base almost from scratch, so... not really viable. But I'm open to discussion regarding possible tile removal.
Adding above ground stuff to all the vanilla maps is still kinda re-building the base from scratch, but I don't think I'm up for .mcd magic.
Yes, it should work, as long as surface buildings are still connected to each other.
I'll come up with some basic ideas once I have some time to practice a bit more on the maps.
--- posts merged - Solarius Scorch ---Got some slight progress for ya - getting the shade into the base defense wasn't too hard with an edit to the engine code, then adding
shade: -1
maxShade: 8 #or maybe 7 to keep it from being too dark
to the alienDeployments gave the attached results for daytime vs. nighttime.
I have the world texture at the location grabbed too, it would just require setting new terrains for each texture at the base, maybe a ruleset definition for base terrain by geoscape texture - in other words, the hard work part of making this happen. =P
Edit: shade: 9 is the maximum setting that you still have daytime vision, right?