
However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:Ĭheck the individual instructions included by the mod author. XcomUtil Statstrings: Soldiers get Statstrings added to their names based on their stats.XcomUtil Starting Defensive Improved Base: Combination of the two mods above.XcomUtil Starting Improved Base: Gives the starting base a Large Radar, Alien Containment, 50 scientists and 20 engineers.XcomUtil Starting Defensive Base: Moves the starting 3 Hangars to the top to make the base easier to defend in Base Defense missions.XcomUtil Skyranger Weapon Slot: Gives the Skyranger a craft weapon slot.XcomUtil Pistol Auto Shot: Gives the standard-issue Pistol an auto shot.XcomUtil No Psionics: Removes all Psi tech from the game, both X-COM and alien.XcomUtil Improved Heavy Laser: Increases the damage and accuracy of the Heavy Laser.

XcomUtil Improved Ground Tanks: Gives ground Tanks the same stats as Hovertanks.

XcomUtil High Explosive Damage: Increases the High Explosive damage to 200, letting it pierce UFO walls.XcomUtil Fighter Transports: Allows fighter craft ( Interceptor and Firestorm) to carry soldiers and tanks to ground missions.XcomUtil Always Nighttime: Forces all ground missions to nighttime.XcomUtil Always Daytime: Forces all ground missions to daytime.UFOextender Starting Avalanches: All starting X-COM craft come with Avalanche Missiles equipped.UFOextender Psionic Line of Fire: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.The TU/Damage is based on the weapon's class: Weapon Class UFOextender Gun Melee: Adds a stun melee attack to every weapon (called Stun Fest in UFOextender).PSX Static Cydonia Map: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.Limit Craft Item Capacities: Limits the number of items you can take on a craft to 80, just like in the original X-COM.

