Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1580554 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2550 on: February 15, 2017, 03:23:31 pm »
Wow, such a long post! The truth is I don't develop FMP very much any more (X-Com Files is practically FMP 2.0), so won't do very broad changes, but I do add stuff occasionally and still care about it deeply, so input is always valuable.

Regarding alien races: it all comes down to randomness. Exactly like in vanilla, except FMP has a bit more races to choose from, so a particular race will appear less frequently on average.
In your example it looks like you didn't get the races that give psi (Sectoids, Ethereals, Cerebrals) - a rare, but possible and fully legitimate case. It means a no-psi campaign, sorry. But psi is not really necessary for winning, so better luck next time! (Same with Alien Electronics, which are mostly tied to the same races.)
Oh, and about the Blaster Launcher: it is blocked by psi because of how OP it is. Yes, it isn't mind-guided per se, but its interface is a bit more advanced than optronics and requires mastering psi engineering fore the circuits. Arbitrary, yes, but it was a conscious balancing decision.

Interceptors... I'll try rethink them, but there's not that much you can do - either you have the few techs that are related to them, or you don't. Breaking it would require complete redesign of everything, so it's unlikely at this point, but I'm open to suggestions.

MiBs are not very developed at this point - actually, it's Robin's initial mod with only three new units added - but I will work on it later. I'll certainly add a MiB Psi Ops which will also lead to psionics, in case you don't get psi aliens again.
But there were no changes as to how they work, so they didn't get any easier - randomness strikes again.

Weapon balance is a bit of a problem. OXCE+ gives you much more options to work with, but vanilla - which FMP is built for - is rather simplistic. But I am not really a fan of sniper rifles, they are good as a specialist weapon, but can't see how you could work it as a main weapon. Or maybe you could, but it would be totally anal to play. And shotguns are highly situational.

Too much Elerium? Sell it... What a weird complaint. ;)

Gauss weapons use AP damage. It shoots bullets, but very very fast bullets. So fast they liquefy and evaporate quickly on their way (hence their limited range on crafts), but are very powerful despite low mass.
Railguns are a more advanced version; the are already in the mod, and many people consider it superior to plasma.

Advanced laser weapons have no clips and are overall better.

I just came here honestly to ask, has extendend inventory been tried with this mod? is it compatible? it says it may cause awkward alien behavior so i did not try it.

You mean Alien Armoury Expanded? Yes, it is included.

Cheers!

Offline moisesjsn

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2551 on: February 16, 2017, 12:14:42 am »
 >:( wrong!

 ;D i meant the mod that allows you to use more inventory by adding slots like left chest or right chest  https://www.openxcom.com/mod/expanded-inventory
This one. It is not default in the mod as i do not see them in my mod right now.  Ill have to try it later. Anyways i love this mod, and i agree with many decisions made, even the laser rifles with clips  it extends the game, where as in the default it was pretty easy to win by just hiring mass rookies who with stun prods as meat shields to stun.

Offline endersblade

  • Captain
  • ***
  • Posts: 81
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2552 on: February 16, 2017, 03:11:00 am »
Thanks for the post, Solarius!  Nice to see you're still around :-)

I am well aware that FMP is a conglomeration of mods and therefore you are not solely responsible for them.  I guess I should've stated that, my critiques weren't supposed to put you in a corner ;-)
The Elerium thing wasn't so much a complaint.  I just remember in ye olde days of OG, it wasn't nearly as easy to come by until much later.  I was stockpiling the stuff before April.

I asked about the Gauss specifically in relation to what it was good against.  Cyberdiscs and Silacoids early on are an absolute bear to take out because AP doesn't work very well against them.  I'll have to give Gauss a test...in my later games I just sort of skipped over it because I researched something better almost immediately after (it might have been plasma?  I can't remember anymore).

I'll try to drag out the first month or so without researching too much to see if I can make Sectoids stick around longer.

As far as the interceptors go, you don't need to reinvent the wheel lol.  I just feel like the gap between the first and second upgrades is too long, and the rest of them are too short.  I researched the firestorm and then immediately researched the tormentor, which I found to be a superior ship.  So I never bothered with the firestorm.

Maybe my problem is I'm just burning through research too fast.  I have an entire base dedicated to it, with a team of 500 scientists cranking away at anything I pick up.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2553 on: February 16, 2017, 04:23:59 am »
>:( wrong!

 ;D i meant the mod that allows you to use more inventory by adding slots like left chest or right chest  https://www.openxcom.com/mod/expanded-inventory

Aaaah :D

I think it should be compatible, but wasn't included.

This one. It is not default in the mod as i do not see them in my mod right now.  Ill have to try it later. Anyways i love this mod, and i agree with many decisions made, even the laser rifles with clips  it extends the game, where as in the default it was pretty easy to win by just hiring mass rookies who with stun prods as meat shields to stun.

Yes... That was pretty much the point. :)

Thanks for the post, Solarius!  Nice to see you're still around :-)

I am like the Force, and will be with you - always. ;)

I am well aware that FMP is a conglomeration of mods and therefore you are not solely responsible for them.  I guess I should've stated that, my critiques weren't supposed to put you in a corner ;-)

Nah, these are perfectly legitimate questions. And while it is a collection of mods, it is my responsibility to balance things between them.

The Elerium thing wasn't so much a complaint.  I just remember in ye olde days of OG, it wasn't nearly as easy to come by until much later.  I was stockpiling the stuff before April.

Yeah, happens to me too... I'll think if this needs addressing, and how.

I asked about the Gauss specifically in relation to what it was good against.  Cyberdiscs and Silacoids early on are an absolute bear to take out because AP doesn't work very well against them.  I'll have to give Gauss a test...in my later games I just sort of skipped over it because I researched something better almost immediately after (it might have been plasma?  I can't remember anymore).

Well, Gauss weapons indeed do relatively poorly against Mutons and such. But they are very strong weapons, stronger than lasers. Still, plasma is more advanced and thus better - Gauss are meant to be equal to lasers (greater base damage, but less effective vs. some aliens, no auto-fire, heavy). Railguns are more on the level of plasma though.

I'll try to drag out the first month or so without researching too much to see if I can make Sectoids stick around longer.

If you mean the initial Sectoid mission, it'll e complete when it's complete, regardless of your research.
In the first month, there is always a Sectoid mission in your first base region. But it's the only fixed thing; later it's a matter of chance.

As far as the interceptors go, you don't need to reinvent the wheel lol.  I just feel like the gap between the first and second upgrades is too long, and the rest of them are too short.  I researched the firestorm and then immediately researched the tormentor, which I found to be a superior ship.  So I never bothered with the firestorm.

Yeah, the Tormentor is more advanced. But my point was that it would be hard to fill this gap, because there are no technologies to base these fighters on.

Maybe my problem is I'm just burning through research too fast.  I have an entire base dedicated to it, with a team of 500 scientists cranking away at anything I pick up.

You are insane. Absolutely insane :P

Offline endersblade

  • Captain
  • ***
  • Posts: 81
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2554 on: February 16, 2017, 05:16:34 am »
I seem to recall there was a mod, either for OXC or the OG, that modified how the up and down arrows worked in places like the Lab and Workshop, probably inventory, etc too.  Like, you could press down when there were zero selected and it would max out how many scientists/engineers you had, for engineering you could hit down on the items to craft and it would make infinite.  Ring a bell?  Any way to implement something like that in FMP?

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 8597
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2555 on: February 16, 2017, 09:44:24 am »
Right-click on the arrow.

Offline CarbonMonoxide

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2556 on: February 16, 2017, 07:59:28 pm »
I seem to recall there was a mod, either for OXC or the OG, that modified how the up and down arrows worked in places like the Lab and Workshop, probably inventory, etc too.
Meridian is absolutely right - it is built-in OXC feature. And there are more:
https://www.ufopaedia.org/index.php/Hidden_Features_(OpenXcom)

Offline endersblade

  • Captain
  • ***
  • Posts: 81
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2557 on: February 17, 2017, 03:25:47 am »
Meridian is absolutely right - it is built-in OXC feature. And there are more:
https://www.ufopaedia.org/index.php/Hidden_Features_(OpenXcom)

There's nothing on that link lol.

Edit:  Ah, nvm, the last ) isn't being taken into the link.  Thanks!

---- posts merged - Solarius Scorch ---

Right-click on the arrow.

Thanks, I'll give that a shot!
« Last Edit: February 17, 2017, 03:37:20 am by Solarius Scorch »

Offline endersblade

  • Captain
  • ***
  • Posts: 81
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2558 on: February 18, 2017, 09:12:15 pm »
So I finally ran into a new race, the reptoids!  Lol they wear suits :-P  Ran into an issue though, it was a V.Large ship, I stunned a Commander, Navigator, Leader, and...I think an Engi.  Of the four I tagged, only the Nav and Leader showed up at base.  I'm not sure if I'm capped out on Commander research yet, but it should still return with me, shouldn't it?

Edit:  Just did it with a Floater Commander...stunned him (he was the last alien), didn't make it back with me.
« Last Edit: February 18, 2017, 09:44:42 pm by endersblade »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2559 on: February 18, 2017, 10:29:56 pm »
Weird... Can someone please confirm this?

Offline endersblade

  • Captain
  • ***
  • Posts: 81
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2560 on: February 19, 2017, 12:19:43 am »
Weird... Can someone please confirm this?

It seems to be random.  Since that post I have cleared a Sectoid and Floater VL ship.  I equipped all dart guns with clip B on the entire 12 man squad on each.  Stunned every single alien.  I stunned the Commander on both ships.  The sectoid didn't make it home, but the floater did.  I then did another floater VL, and the commander didn't make it back.

My Alien Containment is completely empty - I sell off anything I don't need, research the rest.  I remember there was a bug in the OG that eventually your containment flat couldn't hold anymore aliens after you played one game for too long, but again, some aliens DO come back, some don't.

Online R1dO

  • Colonel
  • ****
  • Posts: 436
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2561 on: February 19, 2017, 01:59:51 am »
Aliens that randomly disappear/escape on route to our spa. That sounds annoying.

If possible can you attach save(s) from the last turn of those missions. That makes it easier to reproduce, explain and possibly fix.

Offline endersblade

  • Captain
  • ***
  • Posts: 81
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2562 on: February 19, 2017, 04:23:22 am »
Hmm, that'll be hard to pull off, but I'll see what I can do.

Offline dml31

  • Squaddie
  • *
  • Posts: 8
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2563 on: March 28, 2017, 06:22:51 pm »
Just played a game with nighties+FMP
Chtonites (al least leader and engineer maybe others) aren't discarded after interrogation (standard races or alien datapad are discarded as the  rule states)
I don't know if its only chtonites or if it's all the races from FMP.

EDIT: Forgot to say Love your mod. Great Work !

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11408
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2564 on: March 28, 2017, 06:43:06 pm »
Thanks for the report. The code looks fine to me, so my bet is that something's wrong with your installation, but I am open to evidence.