Yeah, I'm finally done hijacking this thread
What we have here is a mod that merges UFO and TFTD. You get a full world map, and can stage missions in pretty much any terrain you want.
This is, however, an alpha release. Consider it more of a "trial run" then a "working game". It's quite playable; just filled with bugs. Some of them I know about, more important are the ones I don't. There's plenty of polishing to do but the rough edges must first be found.
Installation & Usage:
Currently the mod is "invasive", that is to say, if you install it on your copy of TFTD, then it can no longer be played normally. Copy your game folder somewhere (anywhere) and use this secondary version for the mod instead.
Grab my toolpack
and extract it into the game folder. Run the hybrid game generator with the path to your Enemy Unknown game as the parameter. This will create a Hybrid subfolder in your TFTD folder.
To do this, you'll need to open a command prompt window (Windows button + R, type "cmd", press enter), switch to the "bb_tact" folder in your game directory (eg, "cd\games\tftd\bb_tact"), then enter the command:
hybrid "<path to EU installation>"
When that's complete, copy the contents of the Hybrid Maps/Routes folders into your TFTD Maps/Routes folders. Say yes to any file overwrite prompts.
Do the same for the Terrain folder, but don't copy the files "plane.mcd", "plane.pck" or "plane.tab".
If you're using the CE version of TFTD, you must split your executable. If you have XcomUtil installed then this is already done. If not, run "_EXE Split.bat" (included with my toolkit) and that should do the job for you.
Ok, now extract the combomod into your game folder as well (again allowing any file overwrites). Run the batch file "CreateComboModBackups.bat" and the setup is complete.
To play your modded game, run "ComboMod.bat" (do this under DosBox if not using the CE version of the game).
You can build your bases pretty much anywhere you like (but note that aliens prefer flying around the sea, so make sure you've got at least some radar coverage in that area).
Sea missions have a 25% chance each of being either a plain seabed setting or coral. That leaves a 50% chance it'll be anything else.
Land missions work much the same as they do under Enemy Unknown (if you land in the snow, you get a snow mission, etc).
Artifact/base missions on land skip the entry phase and jump straight to the second stage of the mission (as the first stage is supposed to be on the sea floor).
Island/Port missions have a 1/3 of a chance of turning out to be Urban missions.
* Mod is currently only for TFTD (due to the work required to create a new land/sea geoscape for EU, which uses less polys).
* Urban missions aren't generated very well, your dropship can land on the roads and certain other modules are placed badly.
* EU Alien/X-Com bases are plain broken, I need to mess with the unit/object tables to make them work, it's probably easy enough. I intend on introducing new "entry" missions by adding the bases elevators into the EU terrain sets. The artifact missions probably work.
* If a USO is involved, then your flying suits will work on land.
* Mod installation is a bit messier then I'd like it to be - it'll eventually be non-invasive so the game can be played as normal without requiring two copies on your drive.
* Saving the game mid-mission will only work for underwater stages.
* The modded geoscape uses very large polygons for the sea. The game will occasionally tell you that a base cannot be built in a certain location (when you should really be able to build the things ANYWHERE). Zooming ALL THE WAY IN results in the large polygons becoming invisible.
* TFTD thinks the whole world is made up of "sea" (so USOs will ALWAYS be flying "underwater" even when over a mountain range). This is about the only thing I can't do much about, though it's more of a cosmetic issue then anything (assuming the USOs aren't able to dive deeper on land then your craft can go, I dunno if this is the case or not).
* The hybrid generator currently can't deal with the overhead map sprites at all. I can probably fake this support pretty well though.