I'm playing around a bit with Apoc modding, trying out various mod ideas to see what works and what doesn't. Here's my results so far: Merge Air/ground weapons Theory: Ground vehicles may end up pretty good. Practice: Ground vehicles still suck! Comment: All ground vehicle weapons have atrocious range. Even the light disruptor has a paltry 150 range. Vehicles can't get close enough to even try shooting due to the short range of their guns. Only the heavy disruptor tank benefits, barely. Ideas: Experiment with increasing ground weapon range, firing arc, and bullet speed. Try buffing light disruptor range as well. Try increasing ground vehicle weapon bays, perhaps give the wolfhound a 2x3 for medium disruptor. Change tank guns to 3x4 Theory: Their icons are about that size anyway. Practice: Ohhhh yesss. Comment: Seeing an annihilator unleash dual rumble cannons with a heavy disruptor is a beautiful thing. Dual Elerium cannons are glorious. Annihilators are just great no matter what but this was pretty fun. Doing anything with fire Theory: Maybe fire can be good? Practice: Too many things are hard coded about fire mechanics. Can't be done. Comment: Oh well. Better luck next time. Changing anything with difficulty level Comment: There does not appear to be any way to do this. UFO missions, alien stats, alien numbers, UFO construction rates, market values, market stocks, and just about everything else appear to be unchanging across all difficulty levels. At least the mod programs don't seem to have that ability. Bummer. :-\ Changing alien missions Theory: Maybe they can be ramped up towards the end? Comment: It seems that the full alien mission roster is accessible all game long. ??? UFO missions seem to be excluded based on what UFOs are inside the alien dimension at that moment. There does not appear to be any way to change when missions are available or how large/small they are, other than to construct more or less UFOs per week. Missions allow a maximum of 3 UFO types, each with their own UFO cap (there are a lot of "rule of 3's" in Apoc). It seems that aliens can attempt missions despite not having enough UFOs to fill the mission, but I dunno how that works. Missions appear to be stored in some kind of priority order, with the lowly probe missions being last on the list. This would explain why players see the higher tier UFO missions the moment they're added to the Alien Dimension. Changing alien troop deployments Huge UFOs have disappointingly small drops. That can be changed up to the alien cap of 36 units. Alien behavior can not be altered, so there's no way to make terror missions. It is unknown how huge aliens like Megaspawn will behave in regular buildings. Chances are they'll get stuck or something because I doubt Apoc has special deployment pads for huge units. Changing alien UFO garrisons Comment: Does not appear to be possible with the given editors. All UFOs are stuck wandering the alien dimension until they're shot down. Shame. Elerium weapons that use more ammo per shot Comment: This is bugged in vanilla. The Rendor plasma gun is set to use 2 ammo, and the plasma multi system 3 elerium per attack. The inventory screen correctly displays the desired number of shots if it worked correctly, but all weapons always consume 1 ammo per attack. Offroading with road vehicles Comment: Road destruction is instant death to ground vehicles. Armor won't save them. The Overspawn's movement type is super glitched and won't work for ground vehicles. Bummer.