Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856385 times)

Offline Daedalus

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #285 on: July 18, 2014, 12:29:51 pm »
Yeah, there seem to be no requirements set for gauss and MiB laser weapons in ruleset, so once you get them from MiB's, you can use them. Not sure if it's intentional, though.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #286 on: July 18, 2014, 01:45:54 pm »
Another problem in a mission of mib i see a tank. When i destroy the game crash

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #287 on: July 18, 2014, 05:34:13 pm »
i have a middle play, in tfe 5 month, i load the game no problem, but in the inventori screen i see de gauss weapons, i dont research them i dont see in the ufopedia, but is ready to play, may be a bug????

It's not a bug, it's because I enabled them if you take them from the MiB. When you research them, they'll appear in the Ufopaedia.

Do you think it's too confusing? I'm still experimenting...

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #288 on: July 18, 2014, 06:07:06 pm »
I think its are enable must be appear in ufopedia. The confussion is the no aparition of them in ufopedia

Offline Daedalus

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #289 on: July 18, 2014, 07:54:35 pm »
Nah, I think it's fine - you can use it, since it's human weapon, but detailed information will appear only when you research this technology. Reasonable enough.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #290 on: July 18, 2014, 08:04:11 pm »
The problem of the tank have solution??

Offline frostor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #291 on: July 18, 2014, 11:35:27 pm »
If have the exact problem (MiB and Tank kill).
They are using a laser Tank.
If i kill it, the tank turns (like every other big unit turns) and then the game crashes.
It seems like there is no picture of a "dead" tank or mislinked or sth.
Thus i am stuck.

EDIT:
Temporary solution:
In File "FinalModPack.rul" change:

armors:
  - type: MIBTANK_ARMOR
    spriteSheet: MIBTANKS.PCK
    corpseBattle:
      - MIBTANK_CORPSE_1
      - MIBTANK_CORPSE_2
      - MIBTANK_CORPSE_3
      - MIBTANK_CORPSE_4

To:
armors:
  - type: MIBTANK_ARMOR
    spriteSheet: MIBTANKS.PCK
    corpseBattle:
      - STR_XCOM_CYBERDISC_CORPSE_1
      - STR_XCOM_CYBERDISC_CORPSE_2
      - STR_XCOM_CYBERDISC_CORPSE_3
      - STR_XCOM_CYBERDISC_CORPSE_4

Now the tank can be killed (and it is a Corpse problem).
« Last Edit: July 19, 2014, 12:13:34 am by frostor »

Offline Daedalus

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #292 on: July 19, 2014, 12:18:07 am »
I would rather change this....

Quote
  - type: MIBTANK_CORPSE_1
    floorSprite: 900
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_2
    floorSprite: 901
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_3
    floorSprite: 902
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_4
    floorSprite: 903
    invWidth: 0
    invHeight: 0
    recover: false

To this...

Quote
  - type: MIBTANK_CORPSE_1
    floorSprite: 141
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_2
    floorSprite: 142
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_3
    floorSprite: 143
    invWidth: 0
    invHeight: 0
    recover: false
  - type: MIBTANK_CORPSE_4
    floorSprite: 144
    invWidth: 0
    invHeight: 0
    recover: false

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #293 on: July 19, 2014, 12:44:49 am »
Derp. Looks like the 0.6 version must come now to fix this silly mistake on my part. As always, thanks and sorry.

And it's available on the mod site. Apart from this fix, it contains new pictures by our talented Vulgar Monkey, who agreed to illustrate many of the new techs. One of his pictures is actually the mod's main pic on the site.

Attention, translators: due to the pics taking up half the window, some texts had to be truncated to fit the screen, most notably Alien Biology. Please make sure that your language version is also short enough.

Offline Daedalus

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #294 on: July 19, 2014, 01:06:01 pm »
Solarius, would you be interested in adding laser sniper rifle and laser equivalent of shotgun (like the scatter laser from XCOM 2012)? I can provide the ready-to-use code and sprites, since I already implemented it for myself as an addition to your mod. The sprites are not super fancy, but they'll do.

Offline zetzet13

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #295 on: July 19, 2014, 01:42:40 pm »
Thanks for the hard work.
I like this very much.

Two short questions about the mod and the tech tree:

1. Seeing as you reached version 0.6 is it actually possible to beat the game right now or is it still too early?

2. I'm now in my 4th month and desperately in need of new weaponry. I captured some Navigators and researched everything up to Gauss Cannon and Laser Defense, but there still isn't anything for my soldiers popping up.
The last 5 missions were only Gazers, so I can't stun them as hard as I try since I'm stuck with prods, tasers and Dart Rifles.

It's really getting bad.  Like Xcom bad...  ;D

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #296 on: July 19, 2014, 02:56:26 pm »
Solarius, would you be interested in adding laser sniper rifle and laser equivalent of shotgun (like the scatter laser from XCOM 2012)? I can provide the ready-to-use code and sprites, since I already implemented it for myself as an addition to your mod. The sprites are not super fancy, but they'll do.

Laser sniper rifle sounds reasonable, laser shotgun - I'm not sure really. But I guess seeing your sprites would be nice, thanks for the offer! There's always demand for weapon sprites, if not for the FMP then for other projects/people.

I need to think about it, but I think at least the sniper laser is a good idea.

Thanks for the hard work.
I like this very much.

Two short questions about the mod and the tech tree:

1. Seeing as you reached version 0.6 is it actually possible to beat the game right now or is it still too early?

The mod only adds stuff, it doesn't remove or change any elements (well, except the tanks, which were improved a bit). This means that yes, you're able to finish the game as it is, it'll just probably take longer, since research paths to Cydonia or Bust and Avenger have more steps.

2. I'm now in my 4th month and desperately in need of new weaponry. I captured some Navigators and researched everything up to Gauss Cannon and Laser Defense, but there still isn't anything for my soldiers popping up.
The last 5 missions were only Gazers, so I can't stun them as hard as I try since I'm stuck with prods, tasers and Dart Rifles.

It's really getting bad.  Like Xcom bad...  ;D

The only thing I can recommend (besides getting the latest version, which makes access to lasers easier) is interrogating Engineers, Medics, Leaders and Commanders. They hold the secrets to advanced alien weaponry.

In the meantime you should be able to gather some lasers and gauss guns from the Men in Black. Their lasers have limited clips and aren't as strong as true X-Com lasers, but they're still very useful. And gauss weapons are really strong, although tough aliens tend to be resistant to AP damage.

Hopefully this helps!

Offline zetzet13

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #297 on: July 19, 2014, 05:19:45 pm »
It will, but I'll restart for a third time.  ;)
Feels just like then when I was still a teenager with the DOS version.

Thanks and keep up the good work!

Offline the_third_curry

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #298 on: July 19, 2014, 07:34:21 pm »
@Solarius Scorch

Any ideas as to what the next major addition will be at this point?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #299 on: July 19, 2014, 07:49:25 pm »
@Solarius Scorch

Any ideas as to what the next major addition will be at this point?

Sooner or later I need to sit down and start working on the armours. There are five armours to make, and this is seriously scaring me, since I've barely started working on my first set of sprites. I have some ideas, but it'll take time.

A much more accessible thing is adding the elerium bombs by Fatrat (fired from the Small Launcher), which I already did. But it's a minor thing.

Oh, and I would like to add more UFOs, perhaps another faction (see the link above), and maybe also one more squad carrier if I manage to fit it somewhere.

And once it's viable, I would like to add tons of neutral combatants, from police officers to military personnel to crazy Texans...