Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1861781 times)

Offline yrizoud

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1815 on: August 10, 2015, 04:39:59 pm »
The "civilian" weapons are documented in Ufopedia so that if you recover some in a battle, you know their stats.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1816 on: August 10, 2015, 06:19:37 pm »
The "civilian" weapons are documented in Ufopedia so that if you recover some in a battle, you know their stats.

Exactly. You may encounter these weapons (machete, uzi, kalashnikov, domestic shotgun etc.) and can keep/use them, but it doesn't make much sense since they're crap and you can buy much better ones in the store.

I could add them to the store of course, but again, they're generally sub-par when compared to standard X-Com equipment and would just clutter the purchase list.

Offline yrizoud

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1817 on: August 10, 2015, 07:05:52 pm »
In fact Solarius, you could make them non-recoverable (recover=false). If the player never really needs to keep and use them, it doesn't change a thing, and this lets you reduce the amount of Ufopedia "new info" (for old players).

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1818 on: August 10, 2015, 07:09:42 pm »
In fact Solarius, you could make them non-recoverable (recover=false). If the player never really needs to keep and use them, it doesn't change a thing, and this lets you reduce the amount of Ufopedia "new info" (for old players).

You are right, but then I don't want to take it away from people who just want to use AK-47 for fun. I feel it would be unfounded to prevent them from doing so just because I said so. If they don't want to, they can always sell it - missions with these are rare enough to not make this a problem.

Offline DoxaLogos (JG)

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1819 on: August 10, 2015, 07:16:10 pm »
Is it normal to see almost 10 excavators in one month?  I've just restarted with FMP, and my first month has been a lot of landed excavators with Sectoids near my base.   Not complaining, because I'm making moolah.  I just seemed odd to have so many.


Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1820 on: August 10, 2015, 07:20:12 pm »
Is it normal to see almost 10 excavators in one month?  I've just restarted with FMP, and my first month has been a lot of landed excavators with Sectoids near my base.   Not complaining, because I'm making moolah.  I just seemed odd to have so many.

No, it's not normal. But it can happen. :) It's just RNG trolling you (unsuccessfully, like you said).

BTW Excavators are great for having so many Engineers. Engineers are crucial in FMP.

Offline DoxaLogos (JG)

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1821 on: August 10, 2015, 07:31:13 pm »
That's good to know. I do have 2 live engineers already, so my last mission I better get one more (last day of the month).

Offline Bonakva

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1822 on: August 11, 2015, 09:14:21 pm »
Hi, it's me again, thank you very much for the assembly, it is amazing.
Can I add mode to the assembly? it will not break?
I want to put this is https://www.openxcom.com/mod/mass-accelerator-weapons

Nobody came up with mod night vision goggles? annoying me that people see on 9 cells, while 20 aliens
« Last Edit: August 11, 2015, 09:23:27 pm by Bonakva »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1823 on: August 11, 2015, 09:46:29 pm »
Hi, it's me again, thank you very much for the assembly, it is amazing.

Thank you, good sir.

Can I add mode to the assembly? it will not break?
I want to put this is https://www.openxcom.com/mod/mass-accelerator-weapons

No, it won't break, and isn't even very unbalancing (you need to research heavy plasma first, which is hard in FMP). But you would have to remove or change STR_HEAVY_LASER dependency, because FMP has no STR_HEAVY_LASER research, so you'll never be able to research accelerators.

Nobody came up with mod night vision goggles? annoying me that people see on 9 cells, while 20 aliens

This is possible in Openxcom Extended. The Piratez Extended mod uses it to good effect.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1824 on: August 11, 2015, 10:25:38 pm »
Hi Solarius,

fresh out of the Mapeditor (i tested them of course), i hereby present you with "Lukes Expanded Terror Reworked".
All routes have been either fixes or completly remade.
Several wall tiles and details have been fixed, for full experience.
I also stripped away the cellars and the underground levels, since they caused serious trouble.

Also some teasers attachend.;)

Solarius please read the README.TXT in the zip file.
« Last Edit: August 11, 2015, 10:29:52 pm by hellrazor »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1825 on: August 11, 2015, 10:35:40 pm »
Awesome, thanks. I'll take care of this right when it gets cooler. :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1826 on: August 11, 2015, 10:59:09 pm »
Awesome, thanks. I'll take care of this right when it gets cooler. :)

I hope the people will like it.
Removing the cellars is the most biggest change.
In any case i can't see Mapview for a week, especially after doing ~140 routenodes today on CF18....

Offline Bonakva

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1827 on: August 12, 2015, 12:24:04 am »
Modes on a permanent day doesn't always work. Maybe it's worth add mod "MASS ACCELERATOR WEAPONS" in the build?

Offline zetzet13

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1828 on: August 12, 2015, 12:25:04 am »
That apartment building looks like a nightmare to breach in a terror mission...
I imagine Chryssalids lurking under the beds.  :'(

But that was your plan all along, wasn't it?

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1829 on: August 12, 2015, 12:28:25 am »
That apartment building looks like a nightmare to breach in a terror mission...
I imagine Chryssalids lurking under the beds.  :'(

But that was your plan all along, wasn't it?

Mine?