Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 459412 times)

Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2925 on: August 10, 2018, 02:33:50 pm »
You are literally the first person ever to say this... Shotguns in OXC are so inaccurate that most players (though not all) consider them useless.

Ok. I will not feeel myself as a cheater.

Soldier with 84 Acuracy standing with
Alien Laser rifle has 40% result acuracy (the number near the aim cursor) of Snap Shot
and 66% Acuracy  with Shotgun rifle of Snap Shot
(AUTO SHOT Alien Lasre rifle - 16%)
Both hands busy
Distance ~ 12

AND

30% Alien Laser
18% Shotgun rifle
(AUTO SHOT Alien Lasre rifle - 0%)
Distance ~ 20

You shure it's OK?

And it's only numbers on practice i hit with shotgun very often from very high distance
Seems like rounds of shotgun has more size and hits more foten.
Maybe it depends on my style of game.
I feel Alien Laser rifle (and all other weapon before gauss and laser) useless compare to shotgun

Damage of Shotgun on practice much more then Laser Rifle

Time needed for snap shot for ShotGun and LAser Rifle is almost the same
Realy?

So on medium distance We have the same acuracy with better Damage
In close combat Shotgan just the best

6 rounds is enouph for me

And inside a base or ship shotgun with scatter brings death

I don't pretend something if most of people think that it's ok
I just don' want to feel like cheater

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2926 on: August 11, 2018, 03:20:12 am »
Ok. I will not feeel myself as a cheater.

Soldier with 84 Acuracy standing with
Alien Laser rifle has 40% result acuracy (the number near the aim cursor) of Snap Shot
and 66% Acuracy  with Shotgun rifle of Snap Shot
(AUTO SHOT Alien Lasre rifle - 16%)
Both hands busy
Distance ~ 12

AND

30% Alien Laser
18% Shotgun rifle
(AUTO SHOT Alien Lasre rifle - 0%)
Distance ~ 20

You shure it's OK?

And it's only numbers on practice i hit with shotgun very often from very high distance
Seems like rounds of shotgun has more size and hits more foten.
Maybe it depends on my style of game.
I feel Alien Laser rifle (and all other weapon before gauss and laser) useless compare to shotgun

Damage of Shotgun on practice much more then Laser Rifle

Time needed for snap shot for ShotGun and LAser Rifle is almost the same
Realy?

So on medium distance We have the same acuracy with better Damage
In close combat Shotgan just the best

6 rounds is enouph for me

And inside a base or ship shotgun with scatter brings death

I don't pretend something if most of people think that it's ok
I just don' want to feel like cheater

i think maybe you might have a point on the shotgun snap vs laser snap numbers.  I'm not sure.  I think the AP dmg is the reason for this disparity, though whether it needs to be that large? i don't know, i never noticed this problem while playing.. i did eventually move from rifle/assault rifle to more shotguns for acc, but more cuz i kept wiping squads and starting over w/ shit rookies that needed extra aim, then cuz i thought it was OP.  I never equipped a vet with shotty after early game.

I find the shotgun lack of auto makes it not so good breach weapon; i'm surprised to find you prefer it there.  Even on the squishiest aliens, I find it only 1-shot kills about 50/50, and if I put a shotgun 1st through the door & land a hit, often get a turning reaction fire at point blank... ie dead.  But an auto-shot wep on a decent soldier doesn't have this prob nearly as much.


Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2927 on: August 12, 2018, 02:45:03 am »
I found Alien Data slates but can't research. They just in my storage
in tech tree they just initial item with no requirements
What i need to research them

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2928 on: August 12, 2018, 04:48:26 am »
I hear ya... took me hours to figure out the rulesets, but for naught.  Definitely gained some appreciation for yours and others' work though.

Have you thought of using those pyramid rebirth UFOs in FMP?  seems it would fit well w/ the vanilla-focus, since these were hidden files in the original and all

took another stab at this... i'm going with a alien habitat/garden terrain for the surface.  just did a quick test, seems to work.  the appearance isn't nearly as jarring as "mars on earth"..  Won't have any time to play for a few days but I'm gonna park it here in case anyone else is interested.  I'll try to iron out any problems in a week or two, and maybe build a little more mapblock variety in.  1st stage is just set to kill everything.. 2nd stage is not changed from fmp alien base map & objectives.

right now there's a missionscript ruleset to start an alien base w/in 1st few days of 1st month, for testing... delete that file to make it work 'normally'

Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2929 on: August 12, 2018, 12:36:39 pm »
I found Alien Data slates but can't research. They just in my storage
in tech tree they just initial item with no requirements
What i need to research them

I faced that Alien Electronics required for Alien Data Slate
So tech tree from Mod archive is not correct or there's something unclear

Offline ksaturn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2930 on: August 13, 2018, 12:15:24 am »
Enjoying the mod throughly, but this apparently easy fix was driving me nuts.

I was out with my team playing with the scout tank, and it got shot. Well darn, at least it wasn't one of my guys. And it let me know which direction the alien was in. It served it's purpose.

Comes to the end of the mission and I see the score screen. -50 points. My jaw hit the floor. I lost 2 rookies and the suits are more worried about the drone? How the hell did that happen?

The thing costs 50k which is worth taking a bullet to save a 40k rookie's life if they have potential. The POINT of the drones is to save lives. If I told my guys to execute a farmer I would get the same amount of political backlash. That... is just awful. It's not even justified by cost.

I stopped using the drones on that ground alone for a long time. Eventually I tried attack dogs and was worried about the same thing, but at -6 that seems perfectly sane. Losing a half-million dollar tank nets -20, same as a rookie, which is sensible. It hurts a lot financially, but is politically tolerable.

Eventually I figured out to set 'value: 10' for 'STR_SCOUT_DRONE' in my units_FMP.rul file, but it seems like it should come standard.

...

Also, is the light machine gun's autofire not affected by UFO EXTENDER accuracy drop off option? Is that a bug?

Offline ksaturn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2931 on: August 13, 2018, 02:19:27 am »
Also, tangentially related, has anyone found a good use for incendiary grenades? I usually ignore them, but I consistently see them in grenade-related mods so I figured someone must have found a use for them.

I use Incendiary Grenades often. I usually have one team member in a hazmat suit, the designated pyromaniac with >20 bravery, 35+ strength and 80+ throwing accuracy. This is the only role in MY army you can get away with being a bad shot. He wields as a sidearm a flamethrower, machine pistol/pistol or nothing. As a primary he carries as many incendiary grenades as possible, and some smoke / normal grenades.

Whenever some alien is in an awkward-to-shoot place he lights up the area from afar with his already-primed arsenal while my other guys keep behind good cover. Sectoids and MiB cook pretty well. Nobody wants to stand near him, and he keeps to himself. FAR away from anyone else. If he ever dies once out of the ship, anything nearby is going up in flames.

It's a pretty specialized role, I probably wouldn't want more then one in a squad. I mean... a whole team of pyromaniacs would just be ridiculous... right? Hmm...

The incendiary grenades also act as a rich man's flare, and is definitely more combat versatile per pound then flares. The fires don't keep burning very long though, so it's not a complete replacement.

They reward a cautious, methodical playstyle, where you generally keep control of the situation and don't have 'Oh shit someone take this alien down NOW!' moments all the time. The reduced urgency means you can wait a round or two to see if the alien cares more about being in cover or on fire.

By the way, an alien dying by ongoing fire damage is not a kill for the person responsible for the fire. My poor pyro isn't getting his due in ranks, cred and XP and awards. Talk about being unappreciated. Is this fixable? Seems like a good candidate for a commendation too.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2932 on: August 13, 2018, 09:31:14 am »
Yep, the drone costing 50 points is a bug. I have already fixed it on my end a week ago and will release an update soon.

Offline hujciwdupej

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2933 on: August 21, 2018, 09:23:48 pm »
A great modification kept in the old ufo convention.
FMP will it be further supported ?
Im asking because i read somewhere that it will not be.

Offline The Reaver of Darkness

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2934 on: August 21, 2018, 10:19:12 pm »
By the way, an alien dying by ongoing fire damage is not a kill for the person responsible for the fire. My poor pyro isn't getting his due in ranks, cred and XP and awards. Talk about being unappreciated. Is this fixable? Seems like a good candidate for a commendation too.
I hope it can get fixed, however it'll be difficult and might not happen. The game doesn't track what caused a fire. The best solution is to find some ways around it:

1.) Make sure the incendiary hits targets so you get hit credit.
2.) Use fire to soften them up and finish them off with more shots or a grenade.
3.) Perform some special training missions just to boost your flamer-operative's experience.

If you're really desperate to make a change, you can edit the experienceTrainingMode for the weapon and choose something more substantial.
https://openxcom.org/forum/index.php/topic,4230.0.html

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2935 on: August 22, 2018, 09:07:08 pm »
A great modification kept in the old ufo convention.
FMP will it be further supported ?
Im asking because i read somewhere that it will not be.

I will maintain if further, but major innovations are unlikely.

Offline SparroHawc

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2936 on: August 29, 2018, 01:32:01 am »
Is there a way to edit the tech tree?  At the point that you can research it, the mind probe is useless.  You're supposed to be able to use it to identify ranks of aliens, so you can capture them for research... but by the time you can research the mind probe, there's a good chance you're pretty much done researching absolutely everything else, unless you get lucky with a captured medic.  I'd like for the mind probe to be available to research once you've captured any live alien.  Or at least once you've interrogated any medic/engineer/leader.  I'm having to resort to stun-grenading entire swaths of aliens just to get the one or two aliens I need, at which point I'm wondering why I'm bothering to even bring regular firearms to the missions.

The color-coding helps, but it's not an ideal solution when I have mind probes that have been sitting in my inventory for practically the entire game...

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2937 on: August 29, 2018, 10:34:49 am »
Is there a way to edit the tech tree?

Find and open file called "research_FMP.rul".
Find this rule:

Code: [Select]
  - name: STR_MIND_PROBE
    cost: 600
    points: 25
    needItem: true
    dependencies:
      - STR_ALIEN_NEUROPSYCHOLOGY
      - STR_ALIEN_OPTICAL_PROCESSOR

Change as desired.

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2938 on: August 31, 2018, 05:53:01 am »
I found an oversight of one brand or another.

Code: [Select]
- id: STR_TANK_LASER_CANNON
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_LASER_CANNON
    requires:
      - STR_LASER_CANNON
Code: [Select]
- name: STR_TANK_LASER_CANNON
    cost: 70
    points: 10
    dependencies:
      - STR_LASER_CANNON
      - STR_MOTION_SCANNER
    listOrder: 510

I have Laser Tanks in my UFOpedia, but I can't build them. Apparently I still need to research them.

I poked around and the conclusion I came to is one of two things. Either the UFOpedia gives you the Tank entry ahead of schedule when you research Laser Cannons, -OR- you're supposed to get Laser Tanks when you research Laser Cannons and it has a research entry by mistake.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2939 on: August 31, 2018, 08:28:46 pm »
Hmmm, it's fine on my side. Probably a problem with an older version.