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Messages - Firestorm_01

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1
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 19, 2023, 01:43:01 am »
I've noticed updates for FMP Extended on github:
https://github.com/SolariusScorch/Final-Mod-Pack-Extended/commits/main
https://github.com/SolariusScorch/Final-Mod-Pack-Extended/blob/main/FinalModPackExtended_readme.txt
CHANGELOG:
1.1: New item: Fire Extinguisher.

But no sings of updates on mod portal:
https://mod.io/g/openxcom/m/final-mod-pack-extended-addon
There is still lversion 1.0.8

Is 1.1 FMP Extended version ready to be played?

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 26, 2022, 01:10:10 am »
First off, Merry Christmas.
Second, As far as I know in FMP extended, plasma has become flammable. It's a bit more dangerous than it used to be in old/regular FMP. Hope this answers your question
Merry Christmas.

But does not it make heavy plasma even more effective?

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 26, 2022, 12:02:41 am »
Quote
To be honest I don't understand the question. You ask about FMPE, yet describe vanilla weapons.
Is it about FMP vs. vanilla? FMPE vs. FMP? Or FMPE vs. vanilla?
It is question about FMPE.  As far as I know FMP was bound by rule "extend content but keep original with minor tweaks". But FMPE may have different concept about weapons that comes from vanilla.

Recently I've finished game without mods- and in the end I've used only heavy plasma as default weapon. And aliens as well  mostly used only heavy plasma.
Question is: does FMP or FMPE change semething about heavy plasma being strictly best non explosive weapon that being overused by XCOM and aliens in the end?
If no- are there plans to change it?

I have this question because I've looked into heavy plasma stats. And it looks like only max aim ranges was changed and CQC accuracy. Other stats remains the same.

I know that FMP exist for 8 years so I have suspision that somethings about overusing heavy plasma was done long time ago. Maybe I just don't understand what exactly.

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 23, 2022, 11:45:47 pm »
I have question about FMP Extended. Are there plans to do some further balance tweaks with vanillla weapons?
For example in vanilla heavy plasma is best asault weapon in the game and at the same time it is not even heavy by its weight. And Heavy laser considered not really worth to use at all.
Or things above simply was changed long time ago?

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 29, 2022, 11:13:30 pm »
I recommend to mention OXCE addon at mod page and  put link to OXCE addon there:
https://openxcom.mod.io/final-mod-pack

This way more player should notice addon.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2022, 06:09:35 pm »


To paraphrase Asterix & Cleopatra, "Have you read what I've written, or have you not read what I've written?" :P
Yeah, I know about submod approach, but it will be harder to manage and keep balanced, so it is somewhat like compromise. Also it will bring double the amount of work in testing and tweaking, since there will be 2 versions - with submod and without it. It will work through, but full transition to oxce is definitely valid option.
Anyway it is great that FMP still going forward.
 Thank you!

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 13, 2022, 03:22:29 pm »
Quote
One possible feature I am seriously considering is better integration with OXCE.
Considering oxce integration. I think it can be started with recommended game options feature. It may help new players to get proper mod settings, since they may not even know what is range bases accuracy, for example.
Overall maybe it is better to move to oxce completely since most new mods doing it. Oxce has to many benefits in various areas, including even ai.

8
Congratulation with 1.0 Release.
Should not this topic moved to released Mods?

9
Actually that video was ending video of full mod walkthrough series of the mod.
So, I guess it could be used as good representation of the mod.

10
Well, I've watched https://www.youtube.com/watch?v=Gu1rPS4fYX4&t=4558s
Looks like mods is good. But the one thing I find especially intresting is that mod fits category that a not a lof of mods have.
Like what mod  player should play if he want XCom like xcom? Most popular mods are heavy total conversions. That is also includes X-COM Files.
Well, there are FMP, hardmode expansion and that is basically all. Other mods that is plays somewhat like "vanilla" actually no longer supported and their time passed.
That is why I find Harmony unique. It is looks like vanilla, but better balanced and whith more stuff and with OXCE features supported.

11
Hello. What kind of options recommend to use with this mod?

12
XPiratez / Re: [MAIN] XPiratez - K2 - 2 Nov - Ice Ice Cool
« on: February 23, 2020, 12:51:51 pm »
What happened with direct download link? Is there something wrong happened?

13
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: February 18, 2020, 07:00:24 pm »
the warnings there are just about missing translations for "new battle" screen
You probably should not updating it since using it it restricted by author as far as I know. Probably it even should be removed at all.

14
Released Mods / Re: [UFO MEGAMOD] XCR: X-COM Classic Remastered
« on: February 17, 2020, 06:13:28 pm »
I've fixed issues with tilesets:
https://github.com/Coincident/XCOMClassicRemastered/pull/1

Some palletes copied from correct gifs. Some - from FMP.

Warnings disappeared and no trippy colors appeared.

Something still wrong in logs:
[WARN]   MAP_CULTAFARMA not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_CULTAFARMB not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_DESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_DESERTTEMPLE not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_FORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_FORESTPOLAR not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDDESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDDESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_GRASSLANDFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_JUNGLEMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_JUNGLEPOLAR not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_JUNGLETEMPLE not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_NATIVEUFO not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_POLARDESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_POLARDESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_POLARMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNADESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNADESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNAFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_SAVANNAFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEDESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEDESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_STEPPEFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGADESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGADESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGAFOREST not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TAIGAFORESTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TUNDRADESERT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TUNDRADESERTMOUNT not found in ru
[17-02-2020_19-05-18]   [WARN]   MAP_TUNDRAMOUNT not found in ru
[17-02-2020_19-04-48]   [ERROR]   Crossing the prime meridian in mission zones requires a different syntax, region: STR_SOUTH_ATLANTIC, zone: 1, area: 6, lonMin: 359.82, lonMax: 0.95
[17-02-2020_19-04-48]   [ERROR]     Wrong example: [350,   8, 20, 30]
[17-02-2020_19-04-48]   [ERROR]   Correct example: [350, 368, 20, 30]

But it is something else.


Also looks like this mod contains forbidden Terrain Pack. Or some parts of it.

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2019, 06:05:40 pm »
OpenXcom mods have 0 developers involved and 1-2 modders (and maximum 1 being the owner).
OpenXcom modders (with very few exceptions) are not developers (majority are not even IT people), they don't know how source control or continuous integration even works or what it is (no offense intended).

We have accountants, lawyers, geologists, etc. here... all doing this as a fun hobby.... not as any kind of serious IT project.
Also, people just make their "dreams come true", and I can assure you, everybody has a different dream...

Let's be glad that at least some of the mods are even published on github... I couldn't expect more.

Hm... So they can be teached and helped  with maintaining. It is rather interesting vector of work. Intresting thing to consider.

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