Inside the mod:
Bazookamen have roughly 85% chance to destroy a tank with a hit. Yes, they can miss, they're rockets, ergo not homing in. You can kill infantry and destroy walls with it, but splash range is really small, thus, with low ammo, it might be better to leave those few shots for the intended targets and not let the enemy know where your Bazookas might be advancing (with fewer shots now).
Mortars are REALLY hard to use effectively. You have to aim to NEXT turn's order thingy, it land's then. Mortar shells hang time is roughly 5 secs. They need REAL wall in between the target and launch position to shoot high. If not, shot goes flat. Shots are timed. If there are another arch drawn, it should explode immediately, or shortly after the bounce. If it starts to go really high and not effective anymore, you're shooting outside effective range (shooting inside effective range is harder).
Snipers almost always kill living target on hit. Also if you allow the opportunity for them, snipers are especially good at observing the skies for incoming shells, so not putting them in the immediate shade of building and to more open area might sometimes be a good idea.
Infantrymen are naturally the close combat guys of the force. Good laser assault rifle shot might kill any infantry guy on one shot if you're lucky, or get completely absorbed by any of the living target's flak/ablative armour suits of latest design they're wearing if you get unlucky. Usually it's something in between. Most of the times first hit wounds, second puts out of action. Lets hope if that's one of our side, we win and he hasn't bled to death(or gotten a fatal wound to start with) when after party medics arrive. These guys should win any of the other living targets up close. Can't harm a Tank even if they could throw it with their rifle. At all. (btw, they now have str 6 shots and have a chance to "kick" down sandbags, etc)
Tactical Tanks. 4 explosive shots a turn. Nobody likes them. They don't like other Tanks, but at least it's somewhat fair fight. They really don't like Bazookamen, 'cause they usually are too fast to be stopped to launch that damn rocket, and most of the cases they get away with it too. Snipers can only scrath their paint job with a lucky hit, and Mortar shells are rather inaccurate, so it's not a guaranteed hit even for a full trio or quatro of those, even if you're still and observed. Besides, they are meant for infantry wiping, so they'd need at least three hits nearby enough. So Tanks pretty much laugh at everyhing and usually make their presence rather clear with all that racket and green shots.
Then comes the Bazookaman from behnd some corner - It ain't funny anymore.
And of course there's the HQs. I'ts quite armoured now too (not as muh plating as on Tank tho) so don't waste Infantrymen's ammo on them.
As you noticed, there's no medics, the front line is way too dangerous for them. Instead, each person's suit is their own medical robot under that flak/ablative armour suit, acting as life support and trying to preserve the host's life in case something nasty happens in the hopes own side's medics get to the site before it's too late.
In case of a direct hit of a Tank or a rocket, well, I wouldn't have too high hopes.
More (and partly same info) can be found from the mod's modded fluff text thingies under the game's own info button.
About brick walls (brown and white) - They've been reinforced a bit to withstand some more punishment. No other terrain have been altered.
Lots of terrain and units have been harmed rather brutally and mutilated beyond recognition during testing and alpha. Several times.
About technical stuff, you REALLY want to safecopy the files you would copy the files onto, because it causes at least one thing I would not want to go to wrong hands, that is automatically used on online deployments. The other I might have mis-seen due late night coding and extreme tiredness (these two if mod is on naturally). These things are one thing Fletch and apparently Count Zero (tho CZ bumped only to these) bumped into when they coded their thingies.
Anyhow.
Cityscape maps are best for the mod I think.
Putting the mod on and off is very easy task indeed. I'll explain how to use it in the text file I'll put on the package when I get home If you'll agree to do the beta.
Whadda ya say, folks? Wanna give it some spins?

































