Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 460476 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2985 on: October 06, 2018, 11:43:27 am »
So I've just figured out that Chrysalids can make zombies out of attack dogs.  Human zombies.  It's not a huge deal, but was really janky, so figured I'd report it.

Yes, but I don't think it's possible to prevent it in OXC (as opposed to OXCE).

Offline Hixill

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2986 on: October 14, 2018, 07:09:50 pm »
Hey Everyone I translated the missing strings for the mod, also corrected various typos and rewrote some sections of the commendations section that were janky in Hungarian. I attached the file  :) PM me if something is missing and I'll fix it. Great mod by the way, thanks! Also I can correct the typos in english I noticed them when I translated the section, but ignored them. If anyone's interested, just tell me and I'll do it :)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2987 on: October 15, 2018, 01:32:49 am »
Hey Everyone I translated the missing strings for the mod, also corrected various typos and rewrote some sections of the commendations section that were janky in Hungarian. I attached the file  :) PM me if something is missing and I'll fix it. Great mod by the way, thanks! Also I can correct the typos in english I noticed them when I translated the section, but ignored them. If anyone's interested, just tell me and I'll do it :)

Hi Hixill,
Thanks, but please do it through Transifex. I can't control the versions by hand, especially in languages I don't know. :)
https://www.transifex.com/openxcom/openxcom-mods/final-mod-pack/

Offline DkMirage

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2988 on: October 16, 2018, 09:45:15 pm »
Greetings,
I tried to run final_mod_pack_2.2.d on a fresh install of OPXE 5.1
Got crashes on several weapon entries in Ufopedia, e.g. the sniper rifle.
Error report said this indicated something missing and should be reported.

Not sure if the final mod pack is even supposed to run with OPXE though (sorry if I overlooked this information somewhere)?
     

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2989 on: October 17, 2018, 08:22:53 am »
Yes, it should work fine... I get no crashes.

Offline DkMirage

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2990 on: October 17, 2018, 09:45:19 pm »
Thanks for the fast reply. I downloaded everything a second time, did a new install and it now works. To the best of my knowledge, somehow one or more files must have turned up corrupted during my first try. Sorry for the inconvenience.

On another note: my attack dog knows how to fire a gun?!  Not really a problem, of course. Guess this isn't worth to fix since that would  require a special "dog unit" soldier type? Just asking out of interest.
   

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2991 on: October 17, 2018, 10:34:32 pm »
.

Offline DkMirage

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2992 on: October 18, 2018, 08:56:31 am »
Ok. Didn't know that (from the sprite I assumed it to be just an ordinary dog).   :-)
« Last Edit: October 18, 2018, 09:00:06 am by DkMirage »

Offline hairybert

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2993 on: October 24, 2018, 10:09:34 am »
I just gained rail weapons and nuclear laser weapons at the same time. I'm quite disappointed by the nuclear lasers, for example power 85 of the nuclear heavy laser is only a small improvement over the (already fairly disappointing) power 75 of the standard heavy laser. I expected at least power 100, maybe 120 like the improved heavy laser in XComUtil.

OTOH, rail weapons feel so much overpowered. Heavy rail with power 150 regularly destroys outer ufo walls, something which has been preserved to more cumbersome weapons like fusion torch or fusion ball launcher so far. (Side note: Actually, this is not purely beneficial. I lost an experienced soldier in a reaction training ambush at an outer ufo door when the aliens started shooting through a hole created by the reaction fire of a heavy railgun, instead of coming out through the door.)

Maybe I'm missing something, but I don't see any reason why I should produce only a single nuclear laser weapon instead of rail. They are less precise and much less powerful. They don't need clips, ok, but with the high capacity clips of the rail weapons, that's marginal. Also, the fact that some particularly nasty opponents (read: sectopods) are vulnerable to laser damage doesn't make much of a difference in the view of power 85 (heavy nuclear laser) vs. power 150 (heavy railgun).

So far, this doesn't feel balanced at all to me. I know that you guys put a lot of effort in balancing things, so let me ask: What is the motivation behind the choice of the stats of rail weapons and nuclear laser weapons?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2994 on: October 24, 2018, 12:16:19 pm »
Railguns aren't balanced against nuclear lasers, but against plasma. They are simply a higher tier, even if you got them at the same time in this campaign.
Laser weapons (both tiers) are balanced against Gauss weapons.

Offline Word on the Wind

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2995 on: October 28, 2018, 08:01:07 am »
Also the Heavy Rail weighs 24 vs the... 7? of the Laser Rifle. Only a couple soldiers can use the damn thing without tanking their TUs until they've seen some action. It's also worth noting that AP is the most resisted damage type in the game. They do have downsides.

Offline hairybert

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2996 on: November 02, 2018, 01:25:16 pm »
Also the Heavy Rail weighs 24 vs the... 7? of the Laser Rifle. Only a couple soldiers can use the damn thing without tanking their TUs until they've seen some action.
You should compare same weapon types, of course.

Rail Rifle:
weight: 11
damage: 100 AP
aimed: accuracy 110 / TU 80%
snap: accuracy 70 / TU 35%
auto: accuracy 36 / TU 47%

Nuclear Laser Rifle:
weight: 8
damage: 60 laser
aimed: accuracy 100 / TU 50%
snap: accuracy 65 / TU 25%
auto: accuracy 46 / TU 34%

Heavy railgun:
weight: 20
damage: 150 AP
aimed: accuracy 100 / TU 70%
snap: accuracy 60 / TU 35%
auto: accuracy 36 / TU 55%

Heavy nuclear laser:
weight: 18
damage: 85 laser
aimed: accuracy 84 / TU 75%
snap: accuracy 50 / TU 33%
auto: ---

Comparing heavy railgun vs. heavy nuclear laser, I cannot imagine any situation where I would pick the laser. The heavy nuclear laser is a big disappointment, really.

Rail rifle vs. nuclear laser rifle looks a bit better, as the laser rifle is significantly faster, which might make it the better choice for assault soldiers attacking light armored enemies. The damage disadvantage is still severe, though.

It's also worth noting that AP is the most resisted damage type in the game. They do have downsides.

That's true, but as I wrote that doesn't make up for the huge damage difference. 100 AP vs. 60 laser for the rifles, and 150 AP vs. 85 laser for the heavy guns.
« Last Edit: November 02, 2018, 06:50:20 pm by hairybert »

Offline hairybert

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2997 on: November 02, 2018, 02:35:51 pm »
Railguns aren't balanced against nuclear lasers, but against plasma. They are simply a higher tier, even if you got them at the same time in this campaign.
Laser weapons (both tiers) are balanced against Gauss weapons.

This comes as a surprise to me. Railguns and nuclear laser weapons really felt like the same tier to me (the same for Gauss and basic laser weapons). I just checked research_FMP.rul. Maybe I missed something, but isn't the essential prerequisite over Gauss / basic laser weapons the antimatter containment tech in both cases?
So you will get railguns and nuclear lasers at the same time in practically all games.

Also, I think for overall balancedness / diversity it would be nice if nuclear laser weapons were considered top tier together with rail and plasma weapons, such that they are the best choice among these weapon classes at least in a few situations like fighting sectopods (like it was in the original game, but isn't true any more due to the presence of the 150 AP heavy railgun).

Only by now I noticed that the nuclear laser weapons are exactly the same as the laser weapons of the original game, and the basic (_MIB) laser weapons are a weaker version.
What about making the original laser weapons the basic version (but with clips), and having a nuclear version with better stats?

For the original game, there was the fairly widespread consensus that the heavy laser is underpowered from a balancing point of view. For example, that resulted in an option to improve the stats of the heavy laser in XComUtil (which might have been be a bit over the top though with power 120). The above suggestion (nuclear lasers as an improved version of the original laser weapons) would provide an elegant way to introduce a more balanced heavy laser, without modifying the stats of the original weapons.
« Last Edit: November 02, 2018, 02:41:17 pm by hairybert »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2998 on: November 03, 2018, 09:31:45 pm »
I don't really want to change the research tree by this point, but you intrigued me with these nuclear lasers (I really should just call them blasters like in X-Com Files).
Since you seem to be pretty good with the tree, what would you suggest as prerequisites for these advanced lasers?

Offline hairybert

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2999 on: November 07, 2018, 12:25:13 am »
For nuclear lasers (and maybe also basic lasers), why not bring the MiB into play? Aliens gave the laser technology to them. So interrogating a high rank MiB would make a good prerequisite, or maybe some MiB data slate could be introduced.

Thinking again about my disappointment with the nuclear lasers:
I think I would already be satisfied with the following change: Change the stats of the basic heavy laser to the stats of the current nuclear heavy laser (that is the heavy laser from the original game). That would also fit the image. And improve the stats of the heavy nuclear laser to power 100 or 110 and faster operation, such that it compares vs. the heavy railgun similarly as the nuclear laser rifle compares vs. the rail rifle.