Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1861920 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1845 on: August 15, 2015, 01:53:55 pm »
I have no idea what is wrong with Ky3bMu4's save, and at this point I'm afraid to ask.

Offline NuclearStudent

  • Captain
  • ***
  • Posts: 92
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1846 on: August 16, 2015, 10:44:32 am »
I mean that's the ship
He appeared only once. For the past five years, it is not, it is a norm?

You were actually extremely lucky to see that ship even once. I've gone through, iunno, over a decade of gameplay without seeing that thing.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1847 on: August 20, 2015, 07:38:08 pm »
Ey Solarius :)

Just found some really minor Bugs on 2 of the LabShip Maps.
Fixed Maps attached (i renamed them already for you :))

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1848 on: August 20, 2015, 08:04:59 pm »
Ey Solarius :)

Just found some really minor Bugs on 2 of the LabShip Maps.
Fixed Maps attached (i renamed them already for you :))

Yay thanks :D Renaming is much appreciated too :D

Offline Zen

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1849 on: August 21, 2015, 05:53:40 am »
Hey guys, a thanks, a bug report, and a mod offer:

First, the most important part.  I've been playing with this mod for a few months now and I'm really enjoying the work you've put in.  This has completely revitalized my interest in XCOM, which I previously hadn't played for almost a decade.  New weapons, new enemies, new maps, and a much longer play cycle really bring this experience together.  So, thanks for bringing this world back to life.

Second, a bug report you may or may not be aware of.  When I started encountering Sectoid guardians I stuck enough darts in it to knock it out, only to have the game crash each time I ended the mission.  Going back to the save I confirmed that by destroying the captive or killing the guardian the game was able to continue.  This has persisted between 1.54 and 1.61, and has occurred each time I've found these foes.  I might suggest that there's something off about the base item, but I don't really know.  I can provide a save, if it's useful.

Thirdly, over the course of play I've put together a small handful of modifications that I think add to the game.  It's a weird combination of a few new units (like a manufactured attack dog wearing synth-suit armor) and a few little balance changes (like adding strength to the damage of the elerium mace, which I personally believe underpowered considering its accuracy deficit against the stun rod).  They rely on the other mods, though, and wouldn't work as a standalone.  I don't know if you're interested or not, but if so I could post them up for perusal.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1850 on: August 21, 2015, 10:22:32 am »
Hey guys, a thanks, a bug report, and a mod offer:

First, the most important part.  I've been playing with this mod for a few months now and I'm really enjoying the work you've put in.  This has completely revitalized my interest in XCOM, which I previously hadn't played for almost a decade.  New weapons, new enemies, new maps, and a much longer play cycle really bring this experience together.  So, thanks for bringing this world back to life.

Thank you. This is exactly why modders mod. :) (also to add boobs to their games, but that's another matter)

Second, a bug report you may or may not be aware of.  When I started encountering Sectoid guardians I stuck enough darts in it to knock it out, only to have the game crash each time I ended the mission.  Going back to the save I confirmed that by destroying the captive or killing the guardian the game was able to continue.  This has persisted between 1.54 and 1.61, and has occurred each time I've found these foes.  I might suggest that there's something off about the base item, but I don't really know.  I can provide a save, if it's useful.

Hmm. I can't say I'm very surprised, since they're a late addition and I could never find them in my campaign to test them properly. I guess you are right, something must be missing in relation to the geoscape item "live Sectoid Guardian". Should be easy to fix, I'll have a look later today.

Thirdly, over the course of play I've put together a small handful of modifications that I think add to the game.  It's a weird combination of a few new units (like a manufactured attack dog wearing synth-suit armor) and a few little balance changes (like adding strength to the damage of the elerium mace, which I personally believe underpowered considering its accuracy deficit against the stun rod).  They rely on the other mods, though, and wouldn't work as a standalone.  I don't know if you're interested or not, but if so I could post them up for perusal.

Sure I'm interested. Can't say much without seeing it, but I have nothing against upgraded dogs, and the mace can be looked at again (the entire stunning equipment is a bit of a mess, since I don't like the basic Stun Rod hitting automatically, but on the other hand making captures harder would probably scare away the players). Just drop it somewhere here or whatever suits you, and I'll have a look.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1851 on: August 21, 2015, 10:30:57 am »
Ey Solarius,

would you be interest in some other Power Suits / Flying Suits Sprites?

I am just putting together some standalones. I post some Screenshots later.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1852 on: August 21, 2015, 10:36:48 am »
Ey Solarius,

would you be interest in some other Power Suits / Flying Suits Sprites?

I am just putting together some standalones. I post some Screenshots later.

You know I am. :)

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1853 on: August 22, 2015, 09:46:05 am »
You know I am. :)

I just noticed that i actually did the same sprites you already had in the FMP for Moriaties Power/Flying Suit :D
So nevermind this.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1854 on: August 22, 2015, 10:16:18 am »
I just noticed that i actually did the same sprites you already had in the FMP for Moriaties Power/Flying Suit :D
So nevermind this.

No problem. :D I'm thinking of some upgraded versions anyway, with less movement restrictions. I know the penalty to TUs is controversial, but I still believe it profitable to the balance. Still, for those who want to get to the very end of the tech tree it could be attractive to get a faster armour of similar values.

EDIT:

Version 1.6.3 released.

  • Integrated Luke's Extended Terror, modified by Hellrazor (under Urban Alternative).
  • Gauss and railgun tanks ammo is cheaper to sell now.
  • Added a Small Scout to the Alien Terror wave.
  • Fixed a problem with Harvester maps (by re-applying maps by Grzegorz).
  • Fixed a bug with catching Sectoid Guardians crashing the game.
  • Added some missing listOrder flags for sorting research items.

The rare geoscape crash problem still persists, sorry. I just can't find it yet.
« Last Edit: August 22, 2015, 01:58:07 pm by Solarius Scorch »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1855 on: August 22, 2015, 03:17:47 pm »
Hi Solarius,

Check the positions of your cities!

example:
Yours:
Code: [Select]
        - [308.54, 308.54, -64, -64, -1, STR_NUUK]

Mine:
Code: [Select]
        - [308.8, 308.8, -64.07, -64.07, -2, STR_NUUK]

Don't bother of the different texture asignment, your not useing the Port Attack mission from the Terrainpack.

This just a example, which might lead to crashes, since craft trying to land on those location, will lead to crashes.

It is also possible that your missionszones are somewhat off.
« Last Edit: August 22, 2015, 03:20:35 pm by hellrazor »

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1856 on: August 22, 2015, 03:39:25 pm »
I presume you are using the older Version of the TerrainPack stuff,
i assume Version 3.6.
Here is a diff of the City Locations between Version 3.6 and Version 3.7

Code: [Select]
<         - [337.68, 337.68, -64.39, -64.39, -2, STR_REYKJAVIK]
---
>         - [337.99, 337.99, -64.47, -64.47, -2, STR_REYKJAVIK]
843c843
<         - [3.125, 3.125, -6.20, -6.20, -1, STR_LAGOS]
---
>         - [3.10, 3.10, -6.36, -6.36, -1, STR_LAGOS]
946c946
<         - [67, 67, -24.875, -24.875, -1, STR_KARACHI]
---
>         - [67.39, 67.39, -24.9, -24.9, -1, STR_KARACHI]
1007c1007
<         - [132.02, 132.02, -33.03, -33.03, -1, STR_HIROSHIMA]
---
>         - [131.87, 131.87, -33.88, -33.88, -1, STR_HIROSHIMA]
1016c1016
<         - [141.27, 141.27, -43.66, -43.66, -1, STR_SAPPORO]
---
>         - [141.46, 141.46, -43.69, -43.69, -1, STR_SAPPORO]
1154c1154
<         - [180.13, 180.13, -63.86, -63.86, -2, STR_ANADYR]
---
>         - [179.31, 179.31, -63.91, -63.91, -2, STR_ANADYR]
1216c1216
<         - [308.54, 308.54, -64, -64, -2, STR_NUUK]
---
>         - [308.8, 308.8, -64.07, -64.07, -2, STR_NUUK]

First line is Version 3.6 and second line is Version 3.7 respective.
Those changes were made because of random geoscape crashes, which originated from Cities which were not properly sitting on land locations.
You can follow this up if you are interested in it, in the Terrain Pack Thread, see here.

I hope correcting these city locations, will fix those random crashes for all FMP users.

Best regards hellrazor

EDIT: but you also wanna check your Australian mission zone see here
« Last Edit: August 22, 2015, 04:24:01 pm by hellrazor »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11731
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1857 on: August 22, 2015, 04:16:56 pm »
Many thanks for the cities fixes, I've been meaning to do it for some time.

but you also wanna check your Australian mission zone see here

It looks to me the same as mine, with the exception of not having Fiji.

Sorry for the spam,

No problem, but you can just merge these posts by editing, no? :)

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1858 on: August 22, 2015, 04:24:22 pm »
Many thanks for the cities fixes, I've been meaning to do it for some time.

It looks to me the same as mine, with the exception of not having Fiji.

No problem, but you can just merge these posts by editing, no? :)

Done ;)

Offline robin

  • Commander
  • *****
  • Posts: 1224
  • ULTIMATE ROOKIE
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1859 on: August 24, 2015, 09:01:05 am »
Was watching the last Meridian's video and the Holodrone seems to be missing "constantAnimation: true" for its armor type, since it stands completely still instead of spinning around:

« Last Edit: August 24, 2015, 09:16:50 am by robin »