Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855724 times)

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2280 on: June 22, 2016, 07:59:53 pm »
That's strange indeed .. i suspect ethereal involvement ;)

Some other observations regarding obliterators in the download of 1.9.3:

* In Items_FMP.rul@57 , STR_OBLITERATOR_TERRORIST has the following entry:
Code: [Select]
listOrder: ???, is that intended?
* In commendations_FMP.rul@346 the killcriteria for STR_MEDAL_ANTITERROR_NAME uses
Code: [Select]
        1: ["STR_OBLITERATOR", "STR_LIVE_TERRORIST", "FACTION_HOSTILE", "STATUS_DEAD"], somehow i suspect that STR_OBLITERATOR_TERRORIST was meant (as is also used in the definition STR_MEDAL_SAPPER_NAME [@278]).
* extrastrings_FMP.rul does also seem to miss a translation for STR_OBLITERATOR_DISASSEMBLY


Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2281 on: June 22, 2016, 10:29:04 pm »
That's strange indeed .. i suspect ethereal involvement ;)

Makes sense :)

Some other observations regarding obliterators in the download of 1.9.3:

* In Items_FMP.rul@57 , STR_OBLITERATOR_TERRORIST has the following entry:
Code: [Select]
listOrder: ???, is that intended?

Yes, some items just don't have a listOrder bcause I never did it for one reason or another (such as, I couldn't be bothered yet). In these cases I leave an "???" entry to track that it needs to be done.

* In commendations_FMP.rul@346 the killcriteria for STR_MEDAL_ANTITERROR_NAME uses
Code: [Select]
        1: ["STR_OBLITERATOR", "STR_LIVE_TERRORIST", "FACTION_HOSTILE", "STATUS_DEAD"], somehow i suspect that STR_OBLITERATOR_TERRORIST was meant (as is also used in the definition STR_MEDAL_SAPPER_NAME [@278]).
* extrastrings_FMP.rul does also seem to miss a translation for STR_OBLITERATOR_DISASSEMBLY

OK, I'll have a look at it. Thanks!
The reason for such omissions is that I don't really play FMP any more, I only add stuff sometimes.

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2282 on: June 22, 2016, 11:08:41 pm »
You're new best thing is taking that much time eh :D

Nevertheless you're still doing great by still supporting this mod.
I'm glad to be of any help ... saves you time (or more correct , takes some of your time, but less than having to discover it yourself) ;)


Offline Slaughter

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2283 on: June 27, 2016, 07:56:47 am »
Aren't zombies on fire supposed to not turn into Chrysalids if you kill them? Because I've fought a terror mission with them on it and that didn't happen

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Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2284 on: June 27, 2016, 01:26:27 pm »
Aren't zombies on fire supposed to not turn into Chrysalids if you kill them? Because I've fought a terror mission with them on it and that didn't happen

I am unaware of any such mechanics in any version of Openxcom.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2285 on: June 27, 2016, 01:37:49 pm »
Aren't zombies on fire supposed to not turn into Chrysalids if you kill them? Because I've fought a terror mission with them on it and that didn't happen

Only if you kill them with fire... just setting them on fire and then killing them e.g. with plasma will not work.

https://www.ufopaedia.org/index.php/Incendiary#Damage

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2286 on: June 27, 2016, 08:27:30 pm »
Only if you kill them with fire... just setting them on fire and then killing them e.g. with plasma will not work.

https://www.ufopaedia.org/index.php/Incendiary#Damage

I heard about the original game, but is this reproduced in Openxcom?
I'm not saying it isn't, just looking for confirmation.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2287 on: June 28, 2016, 12:30:02 pm »
I heard about the original game, but is this reproduced in Openxcom?
I'm not saying it isn't, just looking for confirmation.

I didn't find anything specific in the code handling this situation... but contrary to common sense that might also be a sign that it actually works like that (since you have to explicitly tell the program to do the conversion... and it might be missing in whatever part of code that handles decrease of HP by burning).

Easiest will be just to test it.

Offline Countdown

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2288 on: June 29, 2016, 12:47:13 am »
Easiest will be just to test it.
I was curious so I tested this. Killing a zombie with fire (I used an autocannon with incendiary ammo) still yields a Chrysalid in OXC. No idea what it did in the original game, but the wiki article doesn't seem very reliable on this issue as it says, "Incendiary damage mechanics are not fully understood."

I've read there are modded incendiary weapons that are pretty good, but in the vanilla game does anyone even bother with the incendiary weapons? They're pretty useless aren't they? I used the rockets once in awhile to light up a large area, but that's about it.

Offline yrizoud

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2289 on: June 29, 2016, 01:04:02 am »
The vanilla fire weapon aren't very impressive. I've played a bit with fire grenades however (from a mod), as it's a much more versatile way to deliver fire : It's not a better damage-dealer than a grenade, but every time I've used it to deny an area to enemies (they don't like standing in fire), it has succeeded.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2290 on: June 29, 2016, 12:16:57 pm »
I think the entire "kill it with fire" thing is from some modified version of the original game. I remember hearing about it, but can't remember which version it was - certainly not XComUtil.

Offline Starving Poet

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2291 on: June 29, 2016, 08:55:42 pm »
I've read there are modded incendiary weapons that are pretty good, but in the vanilla game does anyone even bother with the incendiary weapons? They're pretty useless aren't they? I used the rockets once in awhile to light up a large area, but that's about it.

If you're unlucky enough to, say face a sectoid base defense in January, the incendiary autocannon can take out a cyberdisc in a single auto-fire volley if you're a little lucky.  - Almost guaranteed to take it out in two - and it doesn't explode if killed via fire.

Offline The_Janitor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2292 on: July 16, 2016, 05:30:59 pm »
Zombies that died from the incendiary explosion did not hatch a Chryssalid in the original.

I'm not sure if the fire damage from being set on fire hatched one or not (The fire damage calculated during end turn), but it is known that the incendiary explosion itself prevents them from hatching.
« Last Edit: July 16, 2016, 07:35:33 pm by The_Janitor »

Offline Slaughter

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2293 on: July 18, 2016, 02:26:54 am »
I am using a bit of a older version. Just noticed Ironfist fuel capacity is 60. Oh, and went to a base defense where I could walk through a corner between two doors.



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Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2294 on: July 18, 2016, 11:46:31 am »
I am using a bit of a older version. Just noticed Ironfist fuel capacity is 60.

Is it wrong?

Oh, and went to a base defense where I could walk through a corner between two doors.

Can you please provide a screenshot or something?