Nighteyes, rendering explosions additive is very simple.
You don't have to sort them.
When two explosions overlap, on each pixel in the overlapping area, the color values from the corresponding pixels of the explosions will be added to the color of the pixel of the background.
The order doesn't matter.
1+2+3=6 2+3+1=6 3+1+2=6Once there is alpha you
have to sort them.
FS2 didn't really sort this stuff originally, afaik.
Taylor improved the sorting a lot already, but don't underestimate it.
With camera-facing sprites, it might still be "easy", but once you've odd-shaped alpha geometry, there will be some situations when it will be impossible to sort them right.
Just an example. Two meshes with an alpha texture intersect like this:

Now... the engine has to render one of them first and it will cover the other one.
Which one would you render first?

So much for the sorting.
The other thing you request sounds like a pretty complex shader+screen effect system.
It might be possible with just a shader and a modified blending (not just additive) though.