Questions:
Are the minor lab buildings (HQ, BIO and INFORMATION) still required for all research types? can I just use the LAB?
Why does the large Living Quarters give extra storage and not extra living space?
Requests:
Large Manufacturing, so I don't have to build my eight small ones, I can just use two of these.
Access research materials from any base (with time delay for shipping)
Be able to higher soldiers after promotion 3 which have base stats the same that the GYM trains to but with a higher purchase and monthly cost.
Because they are not agents, they cannot go under cover. When the game becomes deadlier, your highly trained veteran agents are more likely to die, this would help soften the blow somewhat.
Review:
Excellent mod, I love the X-Files feel combine with so many other elements, Cult of Dagon for example. The Tactical Scape feels very well balanced, working up to weapons which are actually useful takes quite a while, and it is great when you get Alloy clips. The Aliens themselves being well done, however, on my second UFO, I found Etherials and on almost every UFO after. Which leads me to the Geo Scape.
The I feel like base facility cost could be higher however, once I got Durathread i had very little problems with money due the the low cost of the bases. Only until I built 6 Raven Interceptors did I have issues, but these where eliminated by switching to Alien Alloys. this may be my personal opinion, but there is too many mission per month, I feel that fewer, harder missions would be better, and place more emphasis on the tactical scape, which is ware this mod really shines, and it would help exacerbating differences between weapons which have rather subtle differences.
Overall, I have very much enjoyed playing this mod, truly fantastic work.