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Messages - Firestorm_01

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16
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2019, 05:23:15 pm »
Why does it appear not actual?
It appears actual enough to me :/
Ops, my bad. It is really actural:
https://github.com/SolariusScorch/Final-Mod-Pack/commits/master
Quote
Some terrain fixes
@SolariusScorch
SolariusScorch committed on 24 Oct

Looks like it is readme text quite old.
Quote
THE FINAL MOD PACK 2.2b

No such thing ever worked.
If you have more than 2-3 authors, it will fall apart.

Is that OpenXCom mod specific? I mean other projects survived having insane activity per weak from bunch of random pepole. For example this:
https://github.com/CleverRaven/Cataclysm-DDA

It has around 6 developers and dozens of random cotributors. Dozens of Pull request passed during 2 weeks. This includes codebase edits, json edits and even mods for that game.

To be fair this project has some sings of being, well, mess (I can critisize this project for hours). But it is still stable and fun to play. And it survived more than 8 years it that state. So with proper control  and properly inmpelented Continious Integration with unit tests even insane activity is possible.

I am actually surprised that mods for OpenXcom is almost always sole works (of course with sharing resources from other mods).

17
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: December 11, 2019, 04:27:58 pm »
I have question about github FMP repository mentioned in the first post
 Is it actual? It appears it is not.

And did anyone try or plan to make somewhat like community version of this mod there anyone can contribute?

18
Released Mods / Re: [COMPILATION] FMP Extended
« on: May 12, 2019, 11:06:53 pm »
I don't know how much you want to change FMP, but if it's just a few additional OXCE features, you can also just create a small FMP submod... no need to copy the entire FMP.

Yes I undertand. But is much easier to bundle it this way. Just donwload, copy orignal Xcom files, enable mod and play. Solarious went this way with Xcom files. Also not all players know how to install mods and where to set some options neccesary options.

And certanly it is easier to tweak it this way.

Also I can't find FMP on github (only it's outdated version). Maybe it is time to put updated version with some extensions. Maybe someone will fork it.

19
Released Mods / [COMPILATION] FMP Extended
« on: May 12, 2019, 10:47:34 pm »

20
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 11, 2019, 04:36:19 pm »
Could I suggest a small change?

It is logical that STR_AUTO_CANNON is machinegun like weapon. In FMP machine guns have extended auto range for balance. But STR_AUTO_CANNON is missing it.

I suggest to add autoRange: 30
to STR_AUTO_CANNON.

Orignal stats are unaffected

I've uploaded the change.

21
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: May 10, 2019, 10:52:01 pm »
I appreciate idea of this mod. Tweaking gameplay without mass of new content keeping things short but balanced. No dogs or cyborgs- just like it could be in original xcom.

I have few questions.

By the weapon stats this mod intended to be played without ufo extender accuracy. Am I right here?

Is this mod works without issues with latest OXCE? It appears to be working at the first glance, but who knows?

22
As far as I know game already has improved content of FMP with a lot of new features from OXCE+. But accessing it without moving throught a lot of x-fles contents is hard. And all of this without exploding aliens with rocket launchers.

At the same time there is no plans to port features from Xcom files to FMP. But this is that it is not needed since content already there.

If there will be possiblity to start from multiple points of time with already unlocked researches and predefined base then Xcom files instantly become FMP 2.0.
It is like

Select starting chapter:
1) Begining of the X-com (Deafult start).
2) We know- they are coming (Promotion I or II, later by time)
....
N) Aliens invasion (familiar fighting with aliens, starts with invasion time).

It can be even synronized with arcs.


Is it technically possible?
Likely with OXCE+ suggestions to add multiple starting conditions? It technically should be possible since it is should (probably) use same mechanism as usual save.

If not is there another way?

23
Builds & Ports / Latest nightly builds for Ubuntu?
« on: February 08, 2015, 10:50:47 pm »
Is there any way to get latest nightly builds for Ubuntu?
Or the only way to compile it for yourself?
https://www.ufopaedia.org/index.php?title=Compiling_%28OpenXcom%29

By the way I compiled source for myself with CMake using: https://www.ufopaedia.org/index.php?title=Compiling_with_Make_%28OpenXcom%29
But result was marked as 1.0 and there was no extra languages.

24
Open Feedback / Re: Questions About OXC Firing Accuracy
« on: February 19, 2014, 06:47:06 am »
Quote
But aliens knows his accuracy. Like you)
But do they use their accuracy in thier planning? I mean:"Should I shoot him if my accuracy lower 30%".
It they do, do they take in account Ufo Extender Accuracy if it is on. For example:"My accauracy on snapshot  is 45%. But wait, Ufo Extender Accuracy is on, so my accuracy actualy  to that target is lower than 30%. Let's do something else instead snapshot. Maybe aimed shot".

25
Open Feedback / Re: Questions About OXC Firing Accuracy
« on: February 18, 2014, 08:57:11 pm »
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If you got a "hit", then you have almost 100% chance to real hit (less 100% possible on long distances).
If you got a "miss", you still have chances to hit because all calculations of trajectory does in 3D (you can press F10 for saving 3D screenshot).
Two questions:
So the best option is still autofire?
Ufo Extender Accuracy should prevent upper thing. But do alines know their chance to hit with Ufo Extender Accuracy on and use that knowledge to calculate their actions?

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