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Messages - Fizztron

Pages: [1] 2
1
Hardmode Expansion / Is there an equivalency for TFTD?
« on: July 02, 2024, 01:00:03 pm »
Was interested if there might be a mod already or if anyone is working on one. :^)

2
What is affected in your case?  Could we discuss some specific scenarios?

It should be possible to override the numbers for the 2x2 facility in a small addon mod of your own, if it's the numbers that affect the design balance primarily for you.
It's just the 2x2 big rooms.

I'm only interested in the alternate tilesets for the 1x1 rooms.

3
OXCE Support / What are the biggest differences between this and OpenXcom?
« on: November 11, 2023, 10:44:51 pm »
Like it's major selling points.

The differences a normal OpenXcom user would care about, or would like to know.

So far there is very little that I can tell, outside of graphical bugs. :-\

4
I have several "playthroughs" (quick defeats) of that combination on my YouTube-channel. At least for how far I got I did not run into any incompatibilities.
Was it hard to install?

Did you just put them in the mod folder and enable them?

5
Any updates on if Brutal AI and Hardmode are compatible with each other?

I must play!!!!!!!!!!!!!!!!!

6
What Meridian says is true mainly for base living quarters. Unwanted objects are not difficult to remove. Corrections to the text of the mod will be minimal.

But the Men in Black will be a bit tricky. They have a lot of missions, prescribed in different files mod. Need to find them all and remove.
But that's not all. The Men in Black must have some place in the exploration tree FMP. And it's quite possible that without encountering these enemies once, without researching them and their equipment, you may not be able to access any other meaningful research.

When creating a large mod, each part of the mod is assigned a role. And sometimes simply removing something will leave too big a hole in the gameplay.

But I can't say unequivocally. In the Final Mod Pack I played a long time ago and one of the very old versions. I don't remember the details of the research.
I've begun doing so and I'm running into "Wrong index 1151 for surface set BIGOBS.PCK" errors.

How do I redo the indexs for the now shifted objects?

7
OXCE Support / Re: Best mods for OXCE 2023?
« on: March 03, 2023, 10:05:50 am »
You should not enable multiple big mods at once, more big mod is then bigger chance of conflict is, and this could end up in crash
Well if someone just hand rewrites them all to be compatible with each other then there should be no worries! : D

8
I don't really believe those fit with the spirit of the game.

I have my own valid reasons for believing so.

I did not start this post to debate with anyone, and nothing you say will change my opinion on it for all eternity.

Was just wondering how I could get rid of these files from the mod pack without crashing it, or install all of the other mods for simultaneous use instead.

Appreciate any help. : )

9
MINDBLOWINGLY good work on the new aliens!!!!!!

Capture's the orignal game's look perfectly, how did you do it by the way?

Also is there any way to mod out the MIB faction and just keep the aliens?

10
Sure, I've got my own numbers I'm using in my mod, I'm just trying to spread a little wisdom is all. Maybe if someone picks up the mod, they will read what I said and update their own copy accordingly.
Is there a way to mod this out of the Final Mod Pack?

I feel like it changes the design too fundamentally.

11
OXCE Support / Re: Best mods for OXCE 2023?
« on: March 03, 2023, 05:47:20 am »
I am not aware of a mod called "hardcore".

If you meant "hardmode" mod (by hellrazor), then the answer is no, you cannot use both at once, they are not compatible.

In general, any two big mods currently in existence (as of March 2023) are incompatible.
You can only combine one big mod with some small mods.
Do I need to install the submod OXCE and FMP or can I just install the submod for Extended?

12
OXCE Support / Re: Best mods for OXCE 2023?
« on: March 03, 2023, 05:26:15 am »
I am not aware of a mod called "hardcore".

If you meant "hardmode" mod (by hellrazor), then the answer is no, you cannot use both at once, they are not compatible.

In general, any two big mods currently in existence (as of March 2023) are incompatible.
You can only combine one big mod with some small mods.
Ahhhhh that's a bummer : (
Wonder if there's a way to make them compatible with each other.

Yes I meant hardmode me bad T_T

Will try them out individually first.

13
OXCE Support / Re: Best mods for OXCE 2023?
« on: March 02, 2023, 04:48:13 pm »
TWoTS (The World of Terrifying Silence): https://openxcom.org/forum/index.php/topic,5566.0.html
Piratez: https://openxcom.org/forum/index.php/topic,4465.0.html
FMP (Final Mod Pack): https://openxcom.org/forum/index.php/topic,2027.0.html

You install TWoTS and FMP like any other mod:
1. download
2. extract into %Documents%/OpenXcom/mods/
3. run OXCE
4. enable the mod under the MODS menu item

They are standalone mods.
Do not combine.
Oh excellent thanks for the help Meridian!

Though I was wondering, can you combine the hardcore hardmode mod with the Final Mod Pack?

Seems like that would create the ultimate UFO experience.

14
OXCE Support / Re: Best mods for OXCE 2023?
« on: March 02, 2023, 09:33:17 am »
1. TWoTS
2. Piratez
3. FMP
What is FMP and TWoTS and how do I install them?

Are they meant to used independently of each other?

15
OXCE Support / Best mods for OXCE 2023?
« on: March 02, 2023, 02:37:02 am »
Howdy yall!
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Am new to the forums, though this account is somewhat old.

Was blown away by the mere existence of a extended version of Open Xcom!?

Though I'm quite curious what you guys think are the best must have mods you would recommend everyone.

Thanks again for any help. : )

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