Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 539455 times)

Offline Docent

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3045 on: June 20, 2019, 07:50:28 pm »
items_FMP.rul:
STR_PISTOL
attraction: 10

research_FMP.rul:
STR_GRAV_MODULE
cost: 10

Is it a mistake?

Offline nathandetr0it

  • Sergeant
  • **
  • Posts: 14
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3046 on: June 20, 2019, 08:47:22 pm »
Is it intentional that you can make ~$110K per engineer per month (about 4x their salary) by producing the
Spoiler:
craft Railgun Cannon?
Not that I'm complaining, since the game is kicking my ass right now and I'm churning through money, thanks to the fact that
Spoiler:
I haven't hit the Engineer lottery yet so every mission is my troops with alloy weapons vs. a ship full of Gazers... which they can barely damage.

At least I have
Spoiler:
Railgun Tanks... which a Holodrone can destroy in a single turn.

None of this should be interpreted as criticism, as I am loving this playthrough.

...wait I just realized I'm playing with TFTD damage. AUGH! Is that recommended for this mod?
« Last Edit: June 20, 2019, 08:55:12 pm by nathandetr0it »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8537
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3047 on: June 21, 2019, 06:49:33 pm »
items_FMP.rul:
STR_PISTOL
attraction: 10

research_FMP.rul:
STR_GRAV_MODULE
cost: 10

Is it a mistake?

No, I don't think so... Why?


Is it intentional that you can make ~$110K per engineer per month (about 4x their salary) by producing the (...)

Yeah, by this point money don't even matter. Carry on.

Not that I'm complaining, since the game is kicking my ass right now and I'm churning through money, thanks to the fact that

This is as intended (though doesn't always happen). You should look for other methods to fight Gazers, there are a few alternatives to guns.

At least I have (...)

Well. The game would be boring otherwise, no? :)

None of this should be interpreted as criticism, as I am loving this playthrough.

Au contraire, thank you for the meaningful feedback!

...wait I just realized I'm playing with TFTD damage. AUGH! Is that recommended for this mod?

Definitely not. It throws the entire balance out of the window.
(Also, TFTD model sucks balls IMO. but that's my opinion.)

Offline Docent

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3048 on: June 21, 2019, 11:23:51 pm »
No, I don't think so... Why?

The attraction of an ordinary pistol is maximum? Like a blaster rocket launcher? IMO it should be 5... well, or 7, like all the rest of simple weapons in this mod, including ammo for this pistol.

Research cost 10? It seemed to me that this is not the easiest device to study, to be the cheapest research possible. Seems just zero got lost. )

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8537
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3049 on: June 22, 2019, 11:29:59 am »
The attraction of an ordinary pistol is maximum? Like a blaster rocket launcher? IMO it should be 5... well, or 7, like all the rest of simple weapons in this mod, including ammo for this pistol.

10 is not a maximum, it's just a number.
Yes, these numbers are kinda all over the place. There are hundreds of items, and the effect of attraction is pretty marginal anyway. I realize it an be improved, but the effect will be negligible, and that's a lot of work...
But In this case, since we're discussing it already, I set attraction 8.

Research cost 10? It seemed to me that this is not the easiest device to study, to be the cheapest research possible. Seems just zero got lost. )

Okay, you're totally right. I misunderstood before. :) Fixed.
« Last Edit: June 29, 2019, 11:16:54 am by Solarius Scorch »

Offline Docent

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3050 on: June 27, 2019, 11:15:13 pm »
manufacture_FMP.rul:
  - name: STR_HEALING_SPRAY
    time: 600 !!!

It takes more time to make one pathetic jar of healing spray than to make a Medi-Kit! This time it seems, here is an extra zero...  :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8537
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3051 on: June 29, 2019, 11:22:17 am »
manufacture_FMP.rul:
  - name: STR_HEALING_SPRAY
    time: 600 !!!

It takes more time to make one pathetic jar of healing spray than to make a Medi-Kit! This time it seems, here is an extra zero...  :)

Hmm, maybe? I will decrease it for sure.

Offline inqva

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3052 on: June 29, 2019, 07:29:44 pm »
Hello, I encountered weird crash which killed my game (can't get past certain point of time) - log is in attach. How can I fix it?

Offline Docent

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3053 on: July 02, 2019, 07:05:11 pm »
It looks like there is no necessary line in the "languages" files. I think it will be in all languages.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8537
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3054 on: July 02, 2019, 09:11:43 pm »
Hello, I encountered weird crash which killed my game (can't get past certain point of time) - log is in attach. How can I fix it?

Looks like an artifact from some old version. STR_HYBRID_GROUND_CONVOY doesn't exist anywhere.
If you attach a save, I can have a look.

It looks like there is no necessary line in the "languages" files. I think it will be in all languages.

Thank you, fixed.

Offline inqva

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3055 on: July 02, 2019, 10:49:16 pm »
Here)
P.S.: is there a way to switch gauss weapon model for railgun and vice-versa? I liked it more the older way.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8537
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3056 on: July 03, 2019, 10:37:10 am »
Here)

Thanks, I will check later.

Here)P.S.: is there a way to switch gauss weapon model for railgun and vice-versa? I liked it more the older way.

Yes, all you need to do is to switch the numbers for bigob, floorob and handob (in items_FMP) between the corresponding weapons, for example Heavy Gauss and Heavy Railgun.

Offline nathandetr0it

  • Sergeant
  • **
  • Posts: 14
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3057 on: July 10, 2019, 12:59:21 am »
This is as intended (though doesn't always happen). You should look for other methods to fight Gazers, there are a few alternatives to guns.

Indeed, I managed to find a great one, namely:
Spoiler:
packing 20 High Explosives and handing them out like candy

RE: TFTD; Definitely not. It throws the entire balance out of the window.

Thanks!

Also, in my 2.2e playthrough, I just had a STR_HYBRID_CONVOY_SMALL pop up. Fun little mission, and I think the name was correct/localized in most places "Small Hybrid Convoy", but at least somewhere the 'STR' line of text appeared instead, and needs to be replaced by the localized name.  I think it was on the intercept screen, and perhaps the mission screen as well. I'll attach a .sav when I get home, or find and patch the offending line myself.
« Last Edit: July 10, 2019, 01:03:55 am by nathandetr0it »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 8537
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3058 on: July 10, 2019, 03:55:47 pm »
Yeah, it was reported before. I will release an update soonish, but I want to port some cool stuff from the X-Com Files, and this takes time.

Offline Docent

  • Sergeant
  • **
  • Posts: 10
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3059 on: July 12, 2019, 08:21:49 pm »
Before updating I suggest to pay attention to these things:
1) Now, after the range of automatic firing of the auto-cannon has been increased, at long distances (starting from 21) the auto-shot is more accuracy than the snap-shot...
2) Toxigun (without flask) weighs only 3. Like a grenade. I think it should be more. For now, this is the perfect spare weapon.
3) CostSell of Alloy Vest is 60,000, while the costSell of personal armor is 50,000. I think it needs to be fixed. For my game, I corrected the sale price of Alloy Vest at 40,000.
4) bravery of fighting dogs is only 10. They start to panic before anyone else. This is not very similar to "highly trained dogs are fully capable in battlefield conditions". Maybe it makes sense to increase this value? In my opinion, a well-trained combat dog is not afraid of anything at all.
5) What a lousy sound of shooting a light machine gun? What is interesting, in the same folder is a file with a much better sound! Did you forget to use it? :)