Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855553 times)

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1590 on: June 09, 2015, 09:47:28 pm »
They wear those handy glasses.




I still remember this movie. Adromenda something? Or was it the aliens were from Andromenda?

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1591 on: June 09, 2015, 10:01:02 pm »
While it kinda would make sense, after all applying a fibre layer on the armor itself wouldnt be that difficult, there actually is no real reason to do so though. Power armor, Flying suits,loaders, Hazmat and toxic are all immune  to fire.
« Last Edit: June 10, 2015, 01:40:53 am by pilot00 »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1592 on: June 09, 2015, 10:07:02 pm »
The title was They Live!. A must see for an X-Com player. :)

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1593 on: June 09, 2015, 10:12:53 pm »
EDIT:
Meridian, I tested and it looks fine - having Plasma Weapons Calibration alone doesn't give you access to Plasma Weapons. I'll have to simulate half a campaign to test it more thoroughly, but for now it's peachy.

OK, I will make a video right now to show what I mean.

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1594 on: June 09, 2015, 10:45:16 pm »
Here is a video, which shows at least that:
1. After researching "plasma weapons calibration" I cannot use the guns... you said I should be
2. After researching heavy plasma+clip I can research the plasma cannon... which should not be possible without "plasma weapons" tech as you said
3. After researching heavy plasma+clip I can manufacture both... which should not be possible without "plasma weapons" tech as you said

https://www.youtube.com/watch?v=zWZzhiuUJzo

PS: if I misunderstood something, I am sorry in advance

Offline obsess

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1595 on: June 10, 2015, 12:29:22 am »


New game created after clean nightly install. FinalModPack 1.5b installed. Save game below. Crash happens shortly after on geoscape.

Save Game: https://1drv.ms/1KnEexX
Running windows 8.1 Pro

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1596 on: June 10, 2015, 01:35:23 am »
The title was They Live!. A must see for an X-Com player. :)

Oh right!

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1597 on: June 10, 2015, 10:29:41 am »


New game created after clean nightly install. FinalModPack 1.5b installed. Save game below. Crash happens shortly after on geoscape.

Save Game: https://1drv.ms/1KnEexX
Running windows 8.1 Pro

Sound like the Alien wanna start a Mission in a Region which is either nonexistent, wrongly defined.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1598 on: June 10, 2015, 10:52:18 am »
Ughhh.

Thanks. I'll deal with all that shit when I can.

Offline Random Commander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1599 on: June 11, 2015, 04:34:06 am »
I noticed this while playing FMP 1.5b...

Crashed Sentry ship, Floater race, Officer-887 "Lioness" and her two rookies in training (I prefer codenames for my soldiers, they sound cooler than regular names, and the numbers are there to uniquely identify them) are out grenade-spamming the hell out of them (because they're all grenadiers, even Officer Lioness), and the Floater shoots a Heavy Plasma which whiffs over Lioness' head and hits the door of the Skymarshall.

AND THEN SAID DOOR IS DESTROYED. I SHIT YOU NOT.

Was that supposed to happen?

If you don't trust me, I have a savegame. If you try to get Lioness or one of her Rookies to go into the Skymarshall, you will notice a severe lack of left door.

Offline Random Commander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1600 on: June 11, 2015, 04:44:02 am »
Gah, I should mention, that Savegame uses the Soldier Diaries mod. Pretty sure that could cause problems if you're not using that mod... though not sure.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1601 on: June 11, 2015, 12:22:31 pm »
Yeah it's normal, these are internal doors and therefore not as sturdy. :)

As for the bugs, I'll try to deal with them during the weekend and then release version 1.6.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1602 on: June 11, 2015, 01:56:07 pm »
Yeah it's normal, these are internal doors and therefore not as sturdy. :)

As for the bugs, I'll try to deal with them during the weekend and then release version 1.6.

hm.. maybe i have finished some more UFO Maps until then, so you can directly include them :)?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1603 on: June 11, 2015, 03:22:24 pm »
hm.. maybe i have finished some more UFO Maps until then, so you can directly include them :)?

Yes please :)

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1604 on: June 11, 2015, 08:41:04 pm »
Seems the alien engineers have gonne all inovating on their designs lately :P

EDIT: I believe there is something fishy with the scout drones. I have 2 and both of them start their turn with movement points allready spent akin to been overweight? I would normally think this is done as emotional comforting, because my whole crew is over capacity but machines dont have emotions right?  :o

Sick animations on the drone btw!
« Last Edit: June 11, 2015, 10:45:20 pm by pilot00 »