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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1860219 times)

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1740 on: July 15, 2015, 10:36:12 am »
unfortunately those are not the same as the FMP games i am currently playing, whereby i dont have laser weapons and i have to fight 10 cyberdiscs

The last one (beginning of March) is a FMP game.
And if I remember correctly, I had lots of Cyberdiscs as well... and no laser weapons.
« Last Edit: July 15, 2015, 10:38:22 am by Meridian »

Offline DarkerDark

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1741 on: July 15, 2015, 11:30:16 am »
fire takes forever to kill something meanwhile the cyberdisc is shooting back

I thought the same thing with flamethrowers when I first played FMP, but then I found out that the flamethrower ignores armor and actually does more damage to big 4-square terror units. I play on Superhuman and cyberdiscs will routinely die to a couple of good hits from the flamethrower. The trick is to catch them when they're at ground level and to use smoke grenades (or smoke caused by the high-explosives you've been pelting them with) to mask your approach so you can get in range.

My early squad loadouts usually included 2 flame throwers, 2 rocket launchers with 6 - 9 rockets, 10 - 15 high explosives, 10 - 15 smoke grenades, and 12 - 15 regular grenades. I found the only time cyberdiscs were really scarey is when they were flying high, because then they'd see over the smoke and pick off anyone who would try to scout ahead. Of course, there was that one mission where a few of them were hiding on top of my skyranger and decided to reveal themselves the turn after my officers jumped out of the craft... That battle didn't end well.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1742 on: July 21, 2015, 10:10:23 am »
Solarius a slight Bug report:

Came just over the IRC.
Your ruleset lists a map called FIGHTER1.MAP, but you do not have a file named like it.
Maybe you renamed them wrongly or so?
« Last Edit: July 21, 2015, 10:12:12 am by hellrazor »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1743 on: July 21, 2015, 10:14:24 am »
Solarius a slight Bug report:

Came just over the IRC.
Your ruleset lists a map called FIGHTER1.MAP, but you do not have a file named like it.
Maybe you renamed them wrongly or so?

Got it. Will be fixed.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1744 on: July 21, 2015, 11:47:06 am »
A small question Solarius: is FMP compatible with the newest nightly? I'd like to upgrade and I see some notes to modders, so I thought I would ask first.

openxcom_git_master_2015_06_30_0026.zip:
 - Note to modders: New Battle map names now start with "MAP_" to avoid conflicts.

openxcom_git_master_2015_06_30_2146.zip
 - Note to modders: This makes UFOs "briefingText" obsolete, as now you can specify custom briefing text directly in the alienDeployment's briefingData.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1745 on: July 21, 2015, 02:27:02 pm »
A small question Solarius: is FMP compatible with the newest nightly? I'd like to upgrade and I see some notes to modders, so I thought I would ask first.

openxcom_git_master_2015_06_30_0026.zip:
 - Note to modders: New Battle map names now start with "MAP_" to avoid conflicts.

openxcom_git_master_2015_06_30_2146.zip
 - Note to modders: This makes UFOs "briefingText" obsolete, as now you can specify custom briefing text directly in the alienDeployment's briefingData.

No idea how the mod behaves under the newest lightly yet. :P But I haven't received any complaints, so I guess it should work.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1746 on: July 21, 2015, 03:12:51 pm »
Hi Solarius,

would you mind if i redesign the Route Nodes for the Labship?
I so far have a turned Version ready to go and one Variant (also with turned Map).

I also have found and fixed some Minor Bugs on the Sentry Maps.
I did also redesign the Route Nodes for the Fighters, the Sentry Ship and the Excavator.
I did stick to your orignal Route Nodes in the general layout, but i added Importences, to
control the behaviour of the Aliens a little bit.

Spoiler:
Let's say the Aliens in Excavators have now a strong tendency to walk around the roof :)
For example ;)

Let me know if it is ok todo something similar towards the Labship, and i can provide you within the next coming days,
with a upgrade package containing those changes.
« Last Edit: July 21, 2015, 03:15:16 pm by hellrazor »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1747 on: July 21, 2015, 03:32:42 pm »
Hi Solarius,

would you mind if i redesign the Route Nodes for the Labship?
I so far have a turned Version ready to go and one Variant (also with turned Map).

No, I certainly don't, though I would appreciate some info on what was changed.

I did stick to your orignal Route Nodes in the general layout, but i added Importences, to
control the behaviour of the Aliens a little bit.

I did also redesign the Route Nodes for the Fighters, the Sentry Ship and the Excavator.

No problem, as long as the aliens
Spoiler:
start in the UFO and generally defend it, rather than go out to hunt X-Com. Fighter is a defensive design, and the crew is poorly armed.

Spoiler:
Let's say the Aliens in Excavators have now a strong tendency to walk around the roof :)
For example ;)

Well, I think it works pretty well - it makes the UFO more dangerous, and why wouldn't the AI take advantage of this.

Let me know if it is ok todo something similar towards the Labship, and i can provide you within the next coming days,
with a upgrade package containing those changes.

Yes, absolutely. Thank you. :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1748 on: July 21, 2015, 03:42:39 pm »
No, I certainly don't, though I would appreciate some info on what was changed.

Some screenshots of some route layouts would be ok as info i presume.

No problem, as long as the aliens
Spoiler:
start in the UFO and generally defend it, rather than go out to hunt X-Com. Fighter is a defensive design, and the crew is poorly armed.

That was actually the intension of the Importence Points and it works pretty well, even thou i am useing larger crews, but the behaviour should be similar.

Well, I think it works pretty well - it makes the UFO more dangerous, and why wouldn't the AI take advantage of this.

Enemies with flying ability are really something with this ;)

Yes, absolutely. Thank you. :)

OK, i keep you updated.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1749 on: July 22, 2015, 10:30:11 am »
Hi Solarius,

if you do not mind, i will attach here a reworked Version of the Labship Routes.
If you find time, please take a look at them. I added Importance Points and some more nodes outside and on the roof.

Spoiler:
Aliens with flying ability will move up to the roof and patrol there ^^
The Variant Version i made doesn't have the Cow anymore, but has instead a Lab for human experimentation.
As compensation it has a door towards the roof (haven't made the Routes for it yet thou).

See Zip File attached.
« Last Edit: July 22, 2015, 01:43:20 pm by hellrazor »

Offline new_civilian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1750 on: July 22, 2015, 12:32:52 pm »
The labship is my favourite new ufo type, it really is something when the aliens jump out of that door in the south and start firing right away, cool! A good opportunity to get reaction training (or killed lol). Smoke is essential here however, otherwise the aliens will stay at the door and inside and snipe your guys off.  :D


I love this ufo type!  8)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1751 on: July 24, 2015, 10:37:03 am »
Hi Solarius,

if you do not mind, i will attach here a reworked Version of the Labship Routes.
If you find time, please take a look at them. I added Importance Points and some more nodes outside and on the roof.

I had a quick look and it looks very nice. Some people would say it's way too many nodes, but I do not think so. :)

Spoiler:
Aliens with flying ability will move up to the roof and patrol there ^^
The Variant Version i made doesn't have the Cow anymore, but has instead a Lab for human experimentation.
As compensation it has a door towards the roof (haven't made the Routes for it yet thou).
It's OK if there's no cow in a different version, as long as it's justified by having something else. So I'm all for it.
[/spoiler]

The labship is my favourite new ufo type, it really is something when the aliens jump out of that door in the south and start firing right away, cool! A good opportunity to get reaction training (or killed lol). Smoke is essential here however, otherwise the aliens will stay at the door and inside and snipe your guys off.  :D


I love this ufo type!  8)

Thanks! Do you think the same of the Supply Ship with the loading gate? ;)

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1752 on: July 24, 2015, 08:39:28 pm »
@Solarius: I've just seen a quite nice Boomasaurus corpse in Ivan's LP. Maybe you can re-use it for the Salamandron corpse? Currently Salamandron corpse looks like a Reaper corpse, which somehow doesn't fit...

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1753 on: July 24, 2015, 08:54:23 pm »
@Solarius: I've just seen a quite nice Boomasaurus corpse in Ivan's LP.

Heh heh, I tend to think about it as the "cheapest corpse-gfx in the mod" :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1754 on: July 24, 2015, 09:42:34 pm »
A long promised gift is now here attached.

Solarius there is a Readme.txt in the Zip file please read it for further Information.

Spoiler:
Contains:
- Reworked Routes for Fighters, Sentry Ships, Excavators and the Labships
- Fixed Sentry, Excavator and Labship Maps
- 3 New Labship Maps (1 turned Version, 1 variant with turned Version)