Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1721217 times)

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3450 on: April 25, 2024, 04:53:14 pm »
I haven't really played around with the globe much, but just changing the countries' funding and areas shouldn't affect much beyond local score and council income, so you should be reasonably safe.

Playing with regions and terrains, on the other hand...


I don't really recommend pooling so many countries into one block, since if the aliens infiltrate that (and the increased area also increases infiltration chances), the player's financials get a rather rude cut.


The date is just cosmetic.


If you had a million MiB bases, these could have eaten your score by themselves. The other stuff indicates you did things without really understanding what exactly you were doing. :)

I don't think there's a magic method for even an experienced modder to assure you nothing will ever go wrong based on just one part of the changes. This is a complex game, and even ten lines of code can sometimes produce surprising results.

Offline _Raven_

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3451 on: April 30, 2024, 08:18:54 pm »
What a complex world, you practically have to do everything yourself.
If you want to do something well, do it yourself.
I finally finished reviewing all the CMP and FMP locations (I just didn’t have the strength to get to the Terrain Pack) and this is what I got (the file “MAP_FMP-CMP.zip” is attached below<error - big size file. Reduced weight by 10x).

These are all the locations that are in CMP and all the FMP locations (I did a review on my FMP-RAVEN, so there are different UFOs and a lot of civilians and there are 2 locations with a ship in the port from TP). Apparently, almost all locations from CMP were added to FMP (there are 12 more locations in CMP), only those locations that cannot be reduced to 6 floors and maybe a few more minor ones are not there, all the rest are there.

Well, CMP and a bulky mod, the locations are 9 floors, the game was slow on my 32-bit phone, it’s good that in FMP they are limited to 6 floors.
As for the list of all locations, what I did should have been done long ago either by the creators of CMP or someone else. I had to do everything myself to see the entire list of locations and decide what to do with them.
If you want to see what all the locations from FMP or CMP look like and how they differ and which ones were added to FMP, then you don't need to take 200 screenshots like me, just download the file below and see all the locations.
« Last Edit: May 01, 2024, 11:17:44 am by _Raven_ »

Offline Hadan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3452 on: June 09, 2024, 09:15:05 am »
Im sure this has been adressed here, but if there is a way to search a thread i havent found it.

Is there some problem with unlocking the PSI AMP?
I did the research, but I didnt get the option to manufactor it, no ufopaedia entry, nothing.

I looked at the rulesets, there is only one mention of PSI_AMP in research_FMP.rul

Am I missing something?

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3453 on: June 09, 2024, 02:17:31 pm »
The other data is inherited from the original game.

I don't immediately see what the problem would be, I can research and produce/pedia it well enough.

Are you playing with the Extended version, or vanilla FMP? Can you post your save, so we can see whether you've accidentally hidden some topic or something similar?

Offline Hadan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3454 on: June 09, 2024, 05:00:47 pm »
I am using the Extended Version and Brutal-OXCE.
I did some tinkering with the rul-Files, but mainly to patch the MiB out of the game. I did a quick test with a fresh download of FMP, same issue.

Save is attached, thx!

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3455 on: June 09, 2024, 05:48:50 pm »
Your problem is lack of reading. :D

Check your (sub)mod list, especially the descriptions.

Offline Hadan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3456 on: June 10, 2024, 07:52:51 am »
Ok, im dumb  ;D

Thx for the Help!

Offline Lava_Viper

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3457 on: July 19, 2024, 01:31:11 am »
Great mod. Did notice one issue (shoutout to the Brutal AI sectoid for spotting it). The starting ship, the skyraider, is missing some voxels between the wall and floor. This is letting enemies walk up and shoot through it. I checked the Xcom Files mod, and I saw it was fine there. Any chance to backport the voxels for the ship into Final Mod Pack?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3458 on: July 25, 2024, 04:11:43 pm »
Sure, looks like I missed this change. Will fix ASAP.

EDIT:

Final Mod Pack updated to version 3.4:
- New Sectopods: Gauss and Railgun.
- Fixed a hole in the Skyraider.
- Terrain fixes.

Final Mod Pack Extended updated to version 1.1:
- New item: Fire Extinguisher.
- Added support for the new Sectopod types.