*post merged #1*
Multiplayer tactical games yes, but not in the cityscape I believe
*post merged #2*
UPDATE 3, check the first post for more details.
Should you already be using the savegame, don't bother restarting, the only changes you won't see (i.e. have been done inside the savegame instead of UFO2P.EXE) are: X-Com craft not disappearing after landing again, and any existing police cars will still be easy to hit, police cars made after updating UFO2P.EXE will be fine though.
The game should be harder now, since you no longer start with an advanced workshop, and vehicles take a bit longer to build too. Police cars are becoming more and more useful, though I recommend using them in open spaces, as otherwise tall buildings will block their fire too much.
A few of the changes are rather experimental, such as the new disruptor cannon, improved point-defense cannons and improved justice/retribution launcher, I hope those work out a bit.
*post merged #3*
Small update here, cleaned up the first post, so it's a bit easier to see what's new
You can now use the old Megapol police stations&stuff as bases instead of the slums&warehouses.
Enabled some of the unused equipment: dimension destabiliser, forceweb and tracker gun+multitracker (not very useful but it's manufactured by you, so you can make some money out of it.
I also tried to allow you to down mega prime vehicles and raid them for their equipment similar to UFOs, but the game insisted on giving you the UFO propulsion, control & energy source techs + a UFO tech (which doesn't exist so it gives an alien building tech instead) when you recover it, so I disabled it.
If anyone's still interested I guess I could put it back up, but there are other issues too: the tactical UFO crash map for every mega prime vehicle is a senate building for some reason, and it's ofcourse still infested with aliens, LOTS of aliens...
Edited by j'ordos, 07 August 2007 - 12:06 PM.