aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1861090 times)

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1890 on: September 10, 2015, 04:26:22 pm »
I have it printed out on A3 paper and it looks quite OK.
I guess you have used A4, which indeed is too small for this.

Btw. I will update the diagram to v1.7 today or tomorrow... so maybe wait a little bit before you print another copy.

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1891 on: September 10, 2015, 05:12:34 pm »
Thanks Meridian and yes it's an a4 printer.

Offline Hobbes

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1892 on: September 10, 2015, 08:48:28 pm »
Those two error were easy to pick up since I live in St. John's. I must say it was fun to have a local terror mission even if the map had palm trees in what should be a boreal forest... Nice job RNG!

Actually the RNG wasn't involved but rather the globe settings. This will be fixed for the next version of the Terrain Pack.

Offline MakingUserSoIDontGetFined

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1893 on: September 12, 2015, 06:05:47 am »
Researching Chtonite Medic researches a random alien (corpse or captive) instead of Chtonite Medic. After researching, I can continue to research the medic. So far, at least Cerebral Larva autopsy and Celatid have been researched, havent even seen one of those yet. Not sure if it is related to something else or not, but am more than happy to help troubleshoot.

Offline MakingUserSoIDontGetFined

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1894 on: September 12, 2015, 06:30:41 am »
Edit to the above post, it seems to have gone away after researching medi-gas grenade. I have a save file from before I researched it if it is wanted.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1895 on: September 12, 2015, 10:04:15 am »
I've compared the Chtonite Medic entry to other Medics and they look the same to me, at least for now. Have you researched any other Medics?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1896 on: September 12, 2015, 10:33:13 am »
I think the confusion here is pretty basic.

@MakingUserSoIDontGetFined: Medics in general (including Chtonite Medic) are giving you information about other alien races too. They give you one random alien autopsy or live alien information. What you described is normal behaviour. You could continue researching Chtonite Medic, because you probably had more than 1 in the alien containment. If you had 20, you could research it 20 times...

Offline nonamenone

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1897 on: September 13, 2015, 12:00:24 pm »
Hi

Could someone tell me where I can turn off the "item is destroyed on research" option.

Also, can I turn off Psionics without affecting the mod?

Thanks in advance and thanks for all your efforts with the mod.




Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1898 on: September 13, 2015, 12:08:34 pm »
Could someone tell me where I can turn off the "item is destroyed on research" option.

In main menu, click on "Options", then click on "Advanced" and find entry called "Spend researched items"... then click on it until it says "NO".

Also, can I turn off Psionics without affecting the mod?

Most probably yes, why don't you try it and let us know :-)

Offline nonamenone

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1899 on: September 13, 2015, 12:14:13 pm »
Thanks for your reply

It was already set to "No", but noticed there was a problem when I got one of the Tablets, researched it and it was still there!

Any other ideas, I am running 1.6.4

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1900 on: September 13, 2015, 12:17:33 pm »
It was already set to "No", but noticed there was a problem when I got one of the Tablets, researched it and it was still there!

That is exactly why it is recommended to have it on "Yes" for this mod... so that Alien Data Slates disappear after research.

Offline nonamenone

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1901 on: September 13, 2015, 12:23:33 pm »
Sorry, my fault, I worded the original question wrong:(

Ill try the mod with psi turned off and let you know how I get on.

Thanks again

Offline DrakeEB

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1902 on: September 13, 2015, 01:56:14 pm »
Where can i find the tech tree? Is it in any of the FMP folders?

I can't research alien laser rifle clip for some reason is why i'm asking. Already did elerium, alien laser rifle ect. I have tons of them in my general stores too, so i do have them to research. Odiously, without it i can't continue to research laser weapons.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1903 on: September 13, 2015, 02:44:35 pm »
Where can i find the tech tree? Is it in any of the FMP folders?

It was made by Meridian and can be download from here https://openxcom.org/forum/index.php/topic,3714.0.html.

I can't research alien laser rifle clip for some reason is why i'm asking. Already did elerium, alien laser rifle ect. I have tons of them in my general stores too, so i do have them to research. Odiously, without it i can't continue to research laser weapons.
[/quote]

Hopefully the tech tree will help you with that, I can't really say anything else that already is there. Might be a bug, since I've tampered with the tech tree recently, but it's too early to say now.

niculinux

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1904 on: September 13, 2015, 08:11:12 pm »
@Solarius:

ON the latest nigthy 2015_09_12_0815, in battlescape happens that my soldier see the enemy, but sprite is not displayed; do not have a screenshot right now but i remember that it occured with the Antropod alien (the blue one from xcom: apocalyps).