Tech-Comm Alpha updated -
http://www.mediafire.com/file/ayeqcuvo3chilv4/TechComAlpha.zipList of changes (v0.27):
* Increased Tech-Comm craft recon range by 50-100%
* Added missing facilities to Tech-Comm bases. Only Training Center missing, to determine later if to add training as a separate facility or as a part of Housing Area
* All facilities can be built (research not required/implemented yet) and the UFOpedia describes their abilities
* Tracking Station renamed as Defense Center and upgraded - it gives the second shot to base defenses and it also has a very small radar with a high detection rate as an alarm system against Skynet retaliations
* Reduced Terminator armor values
* Added missing craft sprites, designed by elfrenespartano
* Added temporary base sprites for the new 20x20 facilities, taken from Dioxine's Piratez mod
![](https://i.imgur.com/afBPx64.png?1)
Greetings!
Finally, after many days and many hours of thinking how to draw a plane, I finished all of the current aircrafts of the Resistance! Yay! ![Grin ;D](https://openxcom.org/forum/Smileys/default/grin.gif)
It's still necessary to convert them with the correct palettes, it's something that I'm still don't know how to do. But all the sprites are complete.
I hope you like them! And I hope they have no problems with the colors, although if so, I will correct them in the shortest time possible.
I've attached a few Basebits, so you can check them out.
Have a nice weekend!
Thank you very much!
I've already added them to this release, most look good, a few still have issues.
If you want to check them all out, just edit the \mods\TechCom\Rulesets\startingBase.rul file with Notepad or Notepad++ and change the starting crafts.