Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 667762 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2955 on: September 15, 2018, 07:03:25 pm »
Sorry about that. With Meridian's help, I managed to fix the issue. Please download 2.2c.

Offline Aidan Pryde

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2956 on: September 15, 2018, 07:15:11 pm »
Sorry about that. With Meridian's help, I managed to fix the issue. Please download 2.2c.

Will do.

Thanks.

Just on a side note. The Meridian, from YouTube? The X-Com Let's Player?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2957 on: September 15, 2018, 07:17:04 pm »
Just on a side note. The Meridian, from YouTube? The X-Com Let's Player?

Yes, but also the man behind OpenXCom Extended+ (OXCE+) and many pieces of openxcom code.

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2958 on: September 15, 2018, 09:34:10 pm »
There's an OpenXCom discord, you might recognize some names from there.

Solarius: Thank you.

Offline Jaynestown

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2959 on: September 15, 2018, 10:26:36 pm »
Any tips on expanded research for the FMP?  I think I'm using an outdated version (1.9.7) but I didn't want to update and potentially screw up my saved game.  I'm on Difficulty 3 in 2018-09-15 and I'm at a standstill in tech.  I pay 100 scientists to interrogate one live alien a month then tell me we've learned nothing of interest. 

I'm using Personal Armor which can't do much against all the Heavy Plasma I'm starting to see.  I'm hoping to get to Power Suits somehow and whatever other armors might have been added.  But the troops are starting to lose hope...

Various additional spoiler-y information on my situation:
Spoiler:
I've captured multiple leaders, engineers, and medics, which are the classes that appear to bottleneck most of the tech.  But at this point engineers are just giving me stats on various ships.  I am just starting to see a few Mutons but only in missions with Gazers as the main enemy. There has been a base full of Gazers in the Antarctic like... forever, but I've been unable to pop it because my Gauss Weapons are insufficient.  So I can't get in there to stun everyone with my Stun Rods, Dart B, or Gas Grenades.  That seems like the obvious solution (try to capture a Commander).  Though I'm fairly sure I've interrogated one before and we didn't learn much.

This compilation is amazing by the way.  I am just now getting into it, obviously.  But seriously well done.  This used to be my favorite game as a kid.  I even remember the commercial.  "Wow!  I nailed that alien!"

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2960 on: September 16, 2018, 12:22:02 am »
I can't speak for anything further back than 2.1, but my understanding is all of the good stuff is blocked behind leader interrogations and the Alien Data Slate which some of them carry (And indeed you need to interrogate leaders in order to get the tech to research the slate.). Having Alien Electronics from Cyberdisc wrecks I think also contributes.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2961 on: September 16, 2018, 12:56:55 am »
Engineers are your main target for technical stuff like plasmas, since they're easiest to bag. And Medics for the biotech. Navigators are about as useful as in vanilla.

And yes, this is the best game ever in the whole world. :)

Offline Jaynestown

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2962 on: September 16, 2018, 06:07:56 am »
Thanks for the replies!  It sounds like I need more leader interrogations since I have data slates but haven't been able to research them yet.  That's probably the major stumbling block.  I will get right on that (like, loading the game up, sending my men to their deaths right now).

Thanks again.

Offline Aidan Pryde

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2963 on: September 16, 2018, 09:58:11 am »
Just a Question as I just finished my first playthrough.

How do I get to discover/research/use the weapons/equipment those Ethereals on Mars use?

I've never seen it before. I found out something about the "Inner Circle" but nothing more.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2964 on: September 16, 2018, 11:29:00 am »
It's only possible if you intercept, shoot down and beat a very rare ship. Otherwise these weapons are Cydonia-only.

Offline Garich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2965 on: September 17, 2018, 11:37:25 pm »
Hello, guys!

Here is some crash in OpenXCOM FMP. Will be glad if it will be fixed


Offline Lord_Kane

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2966 on: September 18, 2018, 06:13:16 am »
Hello, guys!

Here is some crash in OpenXCOM FMP. Will be glad if it will be fixed

Try updating to the newest nightly. if that fails try updating to FMP 2.2c and if that fails try starting a new campaign. (with the updated nightly and FMP)  :(
« Last Edit: September 18, 2018, 06:28:04 am by Lord_Kane »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2967 on: September 18, 2018, 10:09:05 am »
I can't see your screen, just the error message, but I suspect it's the problem from 2.2b with a missing texture for African/Asian deserts. Please update the mod to 2.2c.

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2968 on: September 18, 2018, 12:02:44 pm »
Hey Solarius, Just found another UFOpedia gaff. I researched a Salamandron Terrorist and didn't get their entry. I poked about and found that the research ruleset has both
Code: [Select]
  - name: STR_SALAMANDRON
    cost: 0
    points: 50
    needItem: true
    listOrder: 9913
And
Code: [Select]
  - name: STR_SALAMANDRON_TERRORIST
    cost: 110
    points: 50
    needItem: true
    destroyItem: true
    unlocks:
      - STR_ALIEN_ORIGINS

Meanwhile the UFOpedia entry looks like this.

Code: [Select]
  - id: STR_SALAMANDRON
    type_id: 7
    section: STR_ALIEN_LIFE_FORMS
    requires:
      - STR_SALAMANDRON
    image_id: UFOPEDIA_IMG_SALAMANDRON
    text: STR_SALAMANDRON_UFOPEDIA
    text_width: 158
    listOrder: 9355

So a bogus entry for the Salamandron interrogation exists and the UFOpedia is looking at that to fire instead of the proper entry. I even went in there and changed the UFOpedia's target and it was on the list as it should be.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2969 on: September 18, 2018, 03:47:11 pm »
There aren't any bogus researches here, but indeed there is a bug - the STR_SALAMANDRON_TERRORIST entry should have this line:
Code: [Select]
  lookup: STR_SALAMANDRON
The same problem exists for the Holodrone.

Updating the mod to 2.2d right now. Thanks for the notification!