I would tend to agree with LordZarth on the fact that the TA editing powerhouse of tools will certainly provide any modders HUGE help in plenty of areas.
This is exactly why i'm holding on the scenario/campaign/techno-tree(s) adaptations for X-Worlds. Namely, the surface buildings DO have an impact in the multiple research nodes and if i'd want to be absolutely fair to the X-Com data and miscellaneous different technos i would NEED to alter a
**lot** of defaults both in their names and in the structure(s) of given assets (SuperProjects, Weaponry, Hull Types, percentages, categories... just to name a few!).
Without a dedicated editor, i can't even imagine how tedious the whole process must be.
Besides, for compatibility reasons - i'd prefer a valid-final-genuine asset from SD. Another way of saying that if i don't buy the expansion, i'd be stuck with DL/DA features while (maybe) 75%+ of active players are using TA.
I'm pretty good at crunching numbers also; Where is the
value in working 100's of hours on a MOD which would be picked only by a few gamers? When, thousands have upgraded to the latest fluke with TA additional stuff.
Which is why, i will most probably wait to expand X-Worlds beyond the current races, planets & movies. Possibly fixing a few small details, here & there while giving out other features like Improvements Buildings & Invasion Tactics (already in version 05-D, btw).
When i DO get to have the TA editors though... just watch me. It's gonna be wild & crazy. Cuz, i have
plenty of things to design and add-in.

- Zyxpsilon.