Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1841831 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2325 on: August 07, 2016, 08:34:55 pm »
I delete around 1/3 of all my downloads, right now I have 46 files and previously I had around 80.
I could barely open my page and now its usually work with long loading but work (except when I try open your page then any page on portal work).

It worked! Well, I had to upload the file twice, since the first one generated a non-working link, but it seems okay now.

So, new version is ready for download:

https://www.openxcom.com/mod/final-mod-pack

Fixed a problem with the Corridor and rebalanced the shotgun.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2326 on: August 08, 2016, 01:23:01 am »
see this
https://www.openxcom.com/mod/xcom-armor-pack
may be interesting include them......

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2327 on: August 08, 2016, 02:24:58 am »
@Solarius Scorch.

Thanks. The download works now. Good! 1.9.3c, here I come...

Just one question:
Wouldn't it be consistent if both the Pump Action and the Laser Shotgun followed the same ranges as the starting Shotgun?
I see they are still in the mod with both ranges set to four (4) and dropoff four (4). It is only the one (STR_SHOTGUN) that has gotten the new stats.

At lest the Pump Action should have the new stats, because the Hybrids use them. Hybrid weapons are weaker than regular XCom weapons as is. Leaving them with the old ranges for Pump Action would be too much of a handicap for them, don't you think?


Sincerely
Kjotleik

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2328 on: August 08, 2016, 02:54:25 am »
Wouldn't it be consistent if both the Pump Action and the Laser Shotgun followed the same ranges as the starting Shotgun?
I see they are still in the mod with both ranges set to four (4) and dropoff four (4). It is only the one (STR_SHOTGUN) that has gotten the new stats.

At lest the Pump Action should have the new stats, because the Hybrids use them. Hybrid weapons are weaker than regular XCom weapons as is. Leaving them with the old ranges for Pump Action would be too much of a handicap for them, don't you think?

I'll be honest, this is a bit of a test run. If the shotgun gets good reviews, I'll apply these settings to other similar weapons too.
And here I thought nobody would notice. :(

Offline Helmet_Hair

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2329 on: August 09, 2016, 11:51:43 pm »
After updating it seems the normal sniper rifle got broken:


Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2330 on: August 09, 2016, 11:56:20 pm »
I think you may be using some other version of English. This mod works with en-US and en-GB.

Offline REDACTED_KUN

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2331 on: August 09, 2016, 11:56:43 pm »
After updating it seems the normal sniper rifle got broken:


That happened on my thing too.

Offline Helmet_Hair

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2332 on: August 10, 2016, 12:00:44 am »
I think you may be using some other version of English. This mod works with en-US and en-GB.

I'm using English US.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2333 on: August 10, 2016, 12:48:44 am »
I'm using English US.

Hmm, hard to say... The language file is there.
Anyone else has problems with the strings?

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2334 on: August 10, 2016, 04:20:46 am »
Anyone else has problems with the strings?

Hm.

English (UK) works for me. No problems.
But I haven't researched Alien Alloy Ammunition yet, so I only got the one clip in the UFOpaedia so far. I started a new game with 1.9.3c.

I'll be sure to let you know if it changes... (but maybe not this weekend, as I'm busy preparing to move to a new apartment).

Offline Random Commander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2335 on: August 10, 2016, 11:52:08 pm »
I can confirm that the strings for the Sniper Rifle are missing in the en-US language, but not the en-GB language. I checked the ruleset myself:

Code: [Select]
  - type: en-US
    strings:
    ...
      STR_ROCKET_PACK: "Rocket Pack"
      STR_ADVANCED_ROCKET_LAUNCHER: "Advanced Rocket Launcher"
      STR_ADVANCED_ROCKET_LAUNCHER_UFOPEDIA: "Utilizing the Alien Optical Processor, the Advanced Rocket Launcher can be aimed faster than the original design and is able to fire guided missiles."
      STR_EXPLOSIVE_AMMO_UFOPEDIA: "Explosive ammunition causes violent detonation on hit, which is destructive to both enemies and the environment."
      STR_INCENDIARY_AMMO_UFOPEDIA: "Incendiary ammunition releases flammable agent on hit, causing immediate immolation of the target."
      STR_INCENDIARY_AMMO: "Incendiary Ammo"
      STR_EXPLOSIVE_AMMO: "Explosive Ammo"
      STR_ADVANCED_FIREARMS: "Advanced Firearms"
      STR_ADVANCED_FIREARMS_UFOPEDIA: "Working upon the most recent advances in human engineering, a number of weapon designs was developed to give the X-Com troops more firepower and flexibility on the battlefield."
      STR_HEAVY_SNIPER_RIFLE: "Tactical Sniper Rifle"
      STR_HEAVY_SNIPER_RIFLE_CLIP: "Tactical Sniper Rifle Clip"
      STR_HEAVY_SNIPER_RIFLE_HE_CLIP: "Tactical Sniper Rifle HE Clip"
      STR_HEAVY_SNIPER_RIFLE_AA_CLIP: "Tactical Sniper Rifle Alloy Clip"
      STR_HEAVY_SNIPER_RIFLE_UFOPEDIA: "This heavy sniper rifle sacrifices mobility for accuracy and power."
      STR_STORMTROOPER_ARMOR: "Stormtrooper Armor"

vs

Code: [Select]
  - type: en-GB
    strings:
    ...
      STR_ROCKET_PACK: "Rocket Pack"
      STR_ADVANCED_ROCKET_LAUNCHER: "Advanced Rocket Launcher"
      STR_ADVANCED_ROCKET_LAUNCHER_UFOPEDIA: "Utilizing the Alien Optical Processor, the Advanced Rocket Launcher can be aimed faster than the original design and is able to fire guided missiles."
      STR_EXPLOSIVE_AMMO_UFOPEDIA: "Explosive ammunition causes violent detonation on hit, which is destructive to both enemies and the environment."
      STR_INCENDIARY_AMMO_UFOPEDIA: "Incendiary ammunition releases flammable agent on hit, causing immediate immolation of the target."
      STR_INCENDIARY_AMMO: "Incendiary Ammo"
      STR_EXPLOSIVE_AMMO: "Explosive Ammo"
      STR_ADVANCED_FIREARMS: "Advanced Firearms"
      STR_ADVANCED_FIREARMS_UFOPEDIA: "Working upon the most recent advances in human engineering, a number of weapon designs was developed to give the X-Com troops more firepower and flexibility on the battlefield."
      STR_SNIPER_RIFLE: "Sniper Rifle"
      STR_SNIPER_RIFLE_CLIP: "Sniper Rifle Clip"
      STR_SNIPER_RIFLE_AA_CLIP: "Sniper Rifle Alloy Clip"
      STR_SNIPER_RIFLE_UFOPEDIA: "This precision rifle is more powerful than a standard rifle and has excellent accuracy. However, it is harder to use and has a low rate of fire."
      STR_HEAVY_SNIPER_RIFLE: "Tactical Sniper Rifle"
      STR_HEAVY_SNIPER_RIFLE_CLIP: "Tactical Sniper Rifle Clip"
      STR_HEAVY_SNIPER_RIFLE_HE_CLIP: "Tactical Sniper Rifle HE Clip"
      STR_HEAVY_SNIPER_RIFLE_AA_CLIP: "Tactical Sniper Rifle Alloy Clip"
      STR_HEAVY_SNIPER_RIFLE_UFOPEDIA: "This 12.7-mm caliber sniper rifle sacrifices mobility for accuracy and power."
      STR_STORMTROOPER_ARMOR: "Stormtrooper Armour"

You can see the difference between the two codes above the Heavy Sniper Rifle entries.


I probably didn't have to prove it, but it's still good to save Solarius Scorch some time, right?

(Another quick note: while searching in Notepad++, I found that the Sniper AA Ammo string for the italian language (it-IT) is missing, too.)
« Last Edit: August 11, 2016, 12:11:42 am by Random Commander »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2336 on: August 11, 2016, 12:39:13 am »
You can see the difference between the two codes above the Heavy Sniper Rifle entries.

Thanks! No idea how it happened, since it's all there in my copy, but... whatever. I'll fix it.

(Another quick note: while searching in Notepad++, I found that the Sniper AA Ammo string for the italian language (it-IT) is missing, too.)

Was it there before? Because Italian is quite incomplete.

Offline Helmet_Hair

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2337 on: August 11, 2016, 03:12:40 am »
Nice guys :)

This is such a good mod.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2338 on: August 11, 2016, 11:25:09 am »
Solarius,

you really do not need to keep seperate strings for en-US and  en-GB, the differences are marginal at best.
Keep things simple and clean:

Code: [Select]
###BEGIN EXTRASTRINGS
extraStrings:

##BEGIN en-US
  - type: en-US
    strings: &STRINGS_EN
      STR_OPENXCOM: "OpenXcom - Hardmode Expansion Mod{NEWLINE}v0.99.3 by hellrazor"
      STR_XCOM_CRAFT_ARMAMENT: "BRIEFINGS & NEWS & MISC"
...
##END en-US

##BEGIN en-GB
  - type: en-GB
    strings: *STRINGS_EN
##END en-GB
###END EXTRASTRINGS

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2339 on: August 11, 2016, 11:29:59 am »
Solarius,

you really do not need to keep seperate strings for en-US and  en-GB, the differences are marginal at best.
Keep things simple and clean:

OK, so whom should I offend, the Americans or the British? :P
Because I would have to discontinue one version.