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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1602287 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2370 on: September 12, 2016, 02:04:30 pm »
Or maybe closing this thread/linking it to a new one, with addad in the name (from version1.9.4 and up) for instance?

Nah, that would make no sense. But I decided to actually add more info to the first post, hopefully it helps.

Offline stubudd

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2371 on: September 15, 2016, 02:33:10 pm »
Amazing work on this mod, thank you

I have a question though. How do you guys deal with these terror missions? I skipped the first 4 or 5, i'm in september now and i go to try one and there are 5 obliterators. I have all the nuke lasers, the railguns, but no plasmas or blaster bombs. How do you deal with these missions? I tried a few early on with the MiBs and just could not deal with the terror hwp. Using HE grenades is just kinda boring. Is that really the only way to stop these things? Sectopods, and tanks? Now obliterators? I have no idea how i'm supposed to do this. thanks

Offline ohartenstein23

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2372 on: September 15, 2016, 03:06:51 pm »
If you find HE grenades boring, you could spice it up with high explosives and large rockets.  The heavy railgun also does a ton of work against thick armor.  Don't forget that flamethrowers are an option against 2x2 units, dealing an average of 28 damage on each of 8 shots if they all hit and assuming normal incendiary resistance - they are my go-to for rookies vs. cyberdisks.

Offline stubudd

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2373 on: September 15, 2016, 05:40:04 pm »
If you find HE grenades boring, you could spice it up with high explosives and large rockets.  The heavy railgun also does a ton of work against thick armor.  Don't forget that flamethrowers are an option against 2x2 units, dealing an average of 28 damage on each of 8 shots if they all hit and assuming normal incendiary resistance - they are my go-to for rookies vs. cyberdisks.

Thanks for the reply. I meant the explosives when i said HE grenades, since you toss them like grenades, so I've tried that. It just seems extremely difficult. I'm playing on veteran and i went two turns with my whole squad of rail rifles, 2 heavy rails, and 2 heavy nuke lasers, and in two turns i couldn't down an obliterator that was outside my front door. And there were 4 of them in sight when i popped out of the truck. I just don't get how you're supposed to take these things down, them and the tanks and sectopods. My whole squad can't get them down in a single turn. Thanks for the tips, anything else you can think of i'll be glad to hear. I'll try the flamethrower thing when i restart.

Offline stubudd

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2374 on: September 18, 2016, 10:56:05 am »
Haha what is this gold ufo with the grey ethereals in it? I got it in february.

--- posts merged - Solarius Scorch ---

Again, thank you for your work on this mod
« Last Edit: September 18, 2016, 01:05:06 pm by Solarius Scorch »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2375 on: September 18, 2016, 01:05:42 pm »
You're welcome!

The golden ship is a rare Pokemon. :)

Offline ivandogovich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2376 on: September 26, 2016, 12:55:33 am »
Heya Solarius, heres a link for the video tutorial for installing FMP if you'd like to put it in the initial post.

Video Tutorial: Install FMP
https://youtu.be/L1WUpX9n7gY?t=22m36s

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2377 on: September 26, 2016, 01:07:28 am »
Heya Solarius, heres a link for the video tutorial for installing FMP if you'd like to put it in the initial post.

Video Tutorial: Install FMP
https://youtu.be/L1WUpX9n7gY?t=22m36s

Thanks, done so!

Offline ZephyrWindstar

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2378 on: October 03, 2016, 05:29:54 am »
I've received a Segmentation Fault error while using this mod pack. I don't know what's causing it, other than maybe a research completing which doesn't have an output. Two different games using this pack, and twice it's happened.

The log file just says it might be something missing, could there be a file missing, maybe?

Is anyone else getting this?

Edit: Might be something to do with researching a Gazer Engineer.
« Last Edit: October 03, 2016, 05:31:38 am by ZephyrWindstar »

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2379 on: October 03, 2016, 08:52:00 am »
Can be many things... if you attach a save, I'll be able to tell exactly what it is.

Offline ZephyrWindstar

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2380 on: October 03, 2016, 12:54:42 pm »
This is the save that causes the error.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2381 on: October 03, 2016, 01:32:28 pm »
This is the save that causes the error.

The gazer engineer is trying to give you "STR_OBLITERATOR" for free... which however is not a valid research topic (doesn't exist in the ruleset).
Just remove the gazer from your research until Solarius can fix it...

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2382 on: October 03, 2016, 03:18:10 pm »
The gazer engineer is trying to give you "STR_OBLITERATOR" for free... which however is not a valid research topic (doesn't exist in the ruleset).
Just remove the gazer from your research until Solarius can fix it...

Weird, I'm sure I've fixed it before.
I'll fix it, sorry.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2383 on: October 03, 2016, 03:21:20 pm »
Weird, I'm sure I've fixed it before.
I'll fix it, sorry.

I have debugged on v1.9.3... not sure what version is used in the save, that's not written anywhere... which is actually something that should be implemented asap. I'll talk to DEVs.

Offline ZephyrWindstar

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2384 on: October 03, 2016, 03:28:43 pm »
I have debugged on v1.9.3... not sure what version is used in the save, that's not written anywhere... which is actually something that should be implemented asap. I'll talk to DEVs.

Mod version I'm using 1.9.3a.

OpenXCOM version Nightly 2016-09-25 17:26