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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856494 times)

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2100 on: January 25, 2016, 05:44:21 pm »
I have mastered the big unit sprite making and nothing can stop me!)

Bring them on...   ;D

SpoilerFire of desire:
Fire of desire


What terror now awaits
horror never abates
the master of creatures, dark and foul
his desires, nightmares of my soul


It's time to take the fire
from my heart into my hand
to turn the state from dire
and march through the land


Let me hire soldiers with pyromania
no mercy aliens - next mission I will scorch
my flames of fire spreads - as do your inertia
your bravery will melt - like ice next to a torch


(C)Kjetil Hvattum, 2016

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2101 on: January 27, 2016, 02:09:24 am »
i see the new structure...... translating again the last to spanish-es. and i am with hype to see your new mod......XD

--- posts merge - Solarius Scorch ---

hi, nice to see the new update and while thats coming up i want to suggest two mods i found some time before and imho worth using paired this mod:

first its the alternative smoke graphics from meridian, at first sight it doesnt look too much, but if you play some missions, you'll notice how usefull is the mod per se, if you see it, you'll notice how its "easier" to see stuff inside smoke and its less annoying.

the second one is overhauled xcom mod from civilian, it changes drastically all the base "textures" into something much better, they make it less "brownish" and more gray metallic one :) . also it brings more light into the base and it looks more military and less cave (you have complete 20 tiles ilumination inside the bases anyways).

i would love to give you the links but sadly i dont have a decent internet now, sorry  :'( :'( :'(...

ps:i am working in a translation into spanish so my brother can play this mod..but after all i also decided to make it in english (im adding fluff text into most of the ufopaedia entries...)so it would be very usefull if someone could provide me a late game save, specially if is one with most (if not all) the entries unlocked, thanks a lot folks!.
The mod is translated to spanish spain. Her code  is es-es if you want use...

Otra cosa es que quieras traducirlo al español latino que su código es es-419 si mal no recuerdo. Si necesitas ayuda ya sabes. Pídela...

Enviado desde mi ECOO E04 3GB mediante Tapatalk
« Last Edit: January 27, 2016, 06:44:47 pm by Solarius Scorch »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2102 on: January 27, 2016, 06:43:36 pm »
Bring them on...   ;D

SpoilerFire of desire:
Fire of desire


What terror now awaits
horror never abates
the master of creatures, dark and foul
his desires, nightmares of my soul


It's time to take the fire
from my heart into my hand
to turn the state from dire
and march through the land


Let me hire soldiers with pyromania
no mercy aliens - next mission I will scorch
my flames of fire spreads - as do your inertia
your bravery will melt - like ice next to a torch


(C)Kjetil Hvattum, 2016

This should be made into a metal song. (Especially since I'm stealing stuff from Diablo.)

The mod is translated to spanish spain. Her code  is es-es if you want use...

I think the Spanish translation is very incomplete and probably outdated, too.

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2103 on: January 27, 2016, 09:08:39 pm »
This should be made into a metal song. (Especially since I'm stealing stuff from Diablo.)


Unfortunately, I'm not good at making music. I can write words, but that's it.

If you, or anyone, actually manages to fit this little poem in with some kind of melody... be my guest!   8)
It'd be interesting to hear how it turned out...

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2104 on: January 28, 2016, 04:50:49 pm »
The translation only need the last medals incorporación and the name of 3 wepons. The Rest is complete... And i added new strings to complete the ufopedia
« Last Edit: January 28, 2016, 04:54:19 pm by arrakis69ct »

Offline davef

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2105 on: January 31, 2016, 12:57:40 pm »
Ive read the info on Final Mod pack and have seen Meridian's U tube games, I'm am just trying to confirm,

are alien fighter craft, the hybrids, the attack dogs, and recce robots, actually included in Final mod pack, as although they are part of Meridian's cool Final mod pack youtube campaigns they are not listed in the final mod pack literature on this site.

Other than the nighty which thanks to a reply from meridian, I have just installed, do I need any other actual mods, to get the above extras.

Guidance appreciated

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2106 on: January 31, 2016, 01:40:34 pm »
Yes, all of the above is included in the Final Mod Pack already.

I would recommend also:
1. HQ sounds for FMP: https://www.openxcom.com/mod/high-quality-sounds
2. Cydonia's Fall OST: https://www.openxcom.com/files/UFO_Cydonias_Fall_OST.zip

Offline B1ackwolf

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2107 on: February 10, 2016, 05:55:15 am »
 Hi, its me again, just a few suggestion again, as said before im playing in superhuman so this is more like personal thoughts, there is a lot of things i though these days but i forgot most of them so expect a lot of edits after i start remember things....

caution walltext ahead..take your precautions....
Spoiler:
Now its possible to make aircraft a crafting material :D!, my suggestion is to use interceptor to build raven but lessening a lot the cost, but increasing the Alien Alloys cost in order to balance.

 I have found that money its not a problem after march-april , i have three bases and im swimming in money after selling a lot of stuffs from missions and crafting a few stuff in order to inject cash to my pockets, so i suggest increasing a little the cost int early tier projects, for example the alloy vest cost the same as personal suit, i would suggest increasing the cost of the later, im okay with the fact they cost the same AA (because personal suit is unlocked after the advanced cutting thingy so its logical that after they found a better way to cut AA they found more efficient ways to use it) , but they cost the same cash price and that feels kind of dull, there should be some kind of "decision punishment" stuff deciding if you want to standarize the suits over the vest, just think about the "BATSUIT"...is not worth to make all infantry use 200 k clothes..but maybe officials or key soldiers!, because money its not a problem its not so HARD decision, but increasing the cost will make the alloy vest find a niche use in your troops, a cheaper alternative to better protection because the personal suit is already superio in every single way.


I found the HMG being completely useless, in my mind, they are suposed to be used mostly in base defense, sitting down inmobile in bottle necks, spitting tons of bullets against enemies, but instead they are way to heavy to even shoot no matter what you try, i suggest reduccing their wheight, so soldier could just carry them across the map and settle down in some point and then wait until the next turn to shoot (imagine they have to arm the tripod and stuff), i had guys with 70+ str and still being unable to shoot it because they require way too much TUs and because they are too heavy, it ends eating a lot of TUs from soldiers, also if the tu cost is enough to cut half the TUs aviable from a soldier in half it should ever feel a lot more "LOGICAL", i hope you understand what i mean.

Also there is a new feature to allow starting units to being edited...i suggest increasing their stats...why? because just starting the game you have to face your first question...ignore all the early ufos landings until you get more troops, or risk your more precious soldiers for money but having the possibility of get them wipped out of your ranks...also because there is the "first to serve" medal , i feel there should be some additional need to protect them other that a "flashy unique medal" you know?, they are the first to serve because they are the most fitting soldiers they found sounds very fitting and logical.

also as just veeeeeeery veeeeeery personal taste...i hate the "recruit" and "squaddie" terms, i always edit it to being called RECRUITS and PRIVATE because it feels way more militar-ish and also its pretty normal that most of your troops its compossed from privates(they are the backbone of any army anyway).

also take a look on this two mods:

this one adds more battleships layouts
https://openxcom.org/forum/index.php/topic,4258.0.html

and this one is specially usefull, because sadly most of the ufos in the mod are quite buggy so if you approach from certain directions you can magically peek a boo inside the ufo layout..
https://openxcom.org/forum/index.php/topic,4283.0.html
So, this is my thoughts until now...what do you think about them?.
« Last Edit: February 10, 2016, 06:04:36 am by blackwolf »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2108 on: February 10, 2016, 01:32:25 pm »
also take a look on this two mods:

this one adds more battleships layouts
https://openxcom.org/forum/index.php/topic,4258.0.html

and this one is specially usefull, because sadly most of the ufos in the mod are quite buggy so if you approach from certain directions you can magically peek a boo inside the ufo layout..
https://openxcom.org/forum/index.php/topic,4283.0.html
So, this is my thoughts until now...what do you think about them?.

The Darkened UFO vanilla variants Mod, already contains the Extra Battleship Mod, i also added 1 Battleship design i created myself.

Offline davide

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2109 on: February 10, 2016, 02:53:16 pm »
There may be a problem about Ufo map naming  :'(

I wish I play he Darkened UFO vanilla variants maps and the maps contained into FMP/Redux that you did not reworked

Which them are now  :-\

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2110 on: February 10, 2016, 07:31:35 pm »
Hi, its me again, just a few suggestion again, as said before im playing in superhuman so this is more like personal thoughts, there is a lot of things i though these days but i forgot most of them so expect a lot of edits after i start remember things....

Cool, feedback is good. :)

Now its possible to make aircraft a crafting material :D!, my suggestion is to use interceptor to build raven but lessening a lot the cost, but increasing the Alien Alloys cost in order to balance.

I don't think it'd be logical, since both planes look completely different. It'd be easier to build the Raven from scratch.

I have found that money its not a problem after march-april , i have three bases and im swimming in money after selling a lot of stuffs from missions and crafting a few stuff in order to inject cash to my pockets

That's actually normal for X-Com. :P

so i suggest increasing a little the cost int early tier projects, for example the alloy vest cost the same as personal suit, i would suggest increasing the cost of the later, im okay with the fact they cost the same AA (because personal suit is unlocked after the advanced cutting thingy so its logical that after they found a better way to cut AA they found more efficient ways to use it) , but they cost the same cash price and that feels kind of dull, there should be some kind of "decision punishment" stuff deciding if you want to standarize the suits over the vest, just think about the "BATSUIT"...is not worth to make all infantry use 200 k clothes..but maybe officials or key soldiers!, because money its not a problem its not so HARD decision, but increasing the cost will make the alloy vest find a niche use in your troops, a cheaper alternative to better protection because the personal suit is already superio in every single way.

Sure, I can make it more expensive. Like you said, it's not very consequential.

I found the HMG being completely useless, in my mind, they are suposed to be used mostly in base defense, sitting down inmobile in bottle necks, spitting tons of bullets against enemies, but instead they are way to heavy to even shoot no matter what you try, i suggest reduccing their wheight, so soldier could just carry them across the map and settle down in some point and then wait until the next turn to shoot (imagine they have to arm the tripod and stuff), i had guys with 70+ str and still being unable to shoot it because they require way too much TUs and because they are too heavy, it ends eating a lot of TUs from soldiers, also if the tu cost is enough to cut half the TUs aviable from a soldier in half it should ever feel a lot more "LOGICAL", i hope you understand what i mean.

I think I do, but sorry, I can't make it an overpowered alternative to the rifle. ;) HMG is useful, but it's not a no-brainer, you need to know how to use it. My favourite tactics is using it with a flying armour, just floating in a corner at a high altitude and auto-sniping everyone. Yes, it's heavy as fock, but otherwise it would be too good - you need a specialist.

Also there is a new feature to allow starting units to being edited...i suggest increasing their stats...why? because just starting the game you have to face your first question...ignore all the early ufos landings until you get more troops, or risk your more precious soldiers for money but having the possibility of get them wipped out of your ranks...also because there is the "first to serve" medal , i feel there should be some additional need to protect them other that a "flashy unique medal" you know?, they are the first to serve because they are the most fitting soldiers they found sounds very fitting and logical.

To be honest, I couldn't understand your request. :o Yeah, I get it you want better starting stats (they have always been editable BTW), but I have no idea why...

also as just veeeeeeery veeeeeery personal taste...i hate the "recruit" and "squaddie" terms, i always edit it to being called RECRUITS and PRIVATE because it feels way more militar-ish and also its pretty normal that most of your troops its compossed from privates(they are the backbone of any army anyway).

I'm sticking to the original names for clarity's sake, but it's extremely easy to make a separate mod just for that. Simply make a text file with extension .rul and write this in it:

Code: [Select]
extraStrings:
  - type: en-US
    strings:
      STR_ROOKIE: "Recruit"
      STR_SQUADDIE: "Private"

Of course if you use some other language than EN-US, change the "- type: en-US" part.

also take a look on this two mods:

this one adds more battleships layouts
https://openxcom.org/forum/index.php/topic,4258.0.html

It's already integrated and will be bundled with the next release.

and this one is specially usefull, because sadly most of the ufos in the mod are quite buggy so if you approach from certain directions you can magically peek a boo inside the ufo layout..
https://openxcom.org/forum/index.php/topic,4283.0.html

I'll do it too I think, but it'll take more time.

Cheers!

There may be a problem about Ufo map naming  :'(

I wish I play he Darkened UFO vanilla variants maps and the maps contained into FMP/Redux that you did not reworked

Which them are now  :-\

This scares me too. :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2111 on: February 10, 2016, 08:59:30 pm »
There may be a problem about Ufo map naming  :'(

I wish I play he Darkened UFO vanilla variants maps and the maps contained into FMP/Redux that you did not reworked

Which them are now  :-\

Whats the issue with names of the files?
Is there a issue with the map names?
« Last Edit: February 10, 2016, 09:41:17 pm by hellrazor »

Offline davide

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2112 on: February 10, 2016, 10:34:03 pm »
the problem is to discern which maps you have changed and which you have created
from those unvanilla maps that you have discarded.

We want yours maps and the discarded too.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2113 on: February 10, 2016, 11:07:52 pm »
the problem is to discern which maps you have changed and which you have created
from those unvanilla maps that you have discarded.

We want yours maps and the discarded too.

Well, i only have interior variants of vanilla Maps.

Offline davide

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2114 on: February 10, 2016, 11:52:28 pm »
Yes and I want play them
but I like those in FMP/Redux too

The problem is to obtain a unique list of all ufos, without duplication.

In your pack exists some ufo with different name already contained into FMP/Redux mods