Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855283 times)

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3060 on: July 24, 2019, 10:57:10 am »
This will be fixed with the next update. Just wait :)

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3061 on: July 25, 2019, 02:12:07 am »
Just finished my Difficulty = 2 playthrough with a successful Cydonia assault. Well done, this mod is awesome.  Loved the balance throughout; still hoping for my Plasma and Elerium slugs. I think we want an Advanced Shotgun/Alloy Shotgun that can accept a few different loads (like the Advanced Rocket Launcher). It could take a small accuracy or TU penalty vs. the normal shotgun (actually, I think the regular shotgun needs a nerf), lose a point or two of weight, and cost 1-2 alloys to produce.

Loads could include the normal AA rounds plus new slugs (Plasma and Elerium?), maybe a fusion/acid flechette round as well (less powerful than the Toxigun), and/or a stunbomb-based Stun round @ ~50 power (slug) or 4x20 (pellets)?

Is there a repo where I can mockup the changes myself for your review? :)
« Last Edit: July 25, 2019, 02:16:25 am by nathandetr0it »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3062 on: July 30, 2019, 07:52:54 pm »
Glad you liked it!
I will release the next version very soon, afterwards we can discuss the changes. ;)
GitHub link is in the opening post.


EDIT: Version 2.3 has been released.

- New race: Chaser (sprites by Voidavatar and Finnik).
- New unit: Muton Shader (sprites mostly by Dioxine).
- New weapon: Death Disc.
- New Obliterator sprite.
- Some rebalances and fixes.


EDIT: Version 2.3b has been released.

- Fixed Obliterator research.
- Fixed Chaser commendation.
- Fixed XCOMBITS references.

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3063 on: July 31, 2019, 01:54:10 pm »
 ;D

New version of FMP - Starting a new campaign!   8)

I'll be off saving the earth... or, rather - in my case, having my bases overrun by retaliation-missions...   :o


EDIT:
Attachment added - That's X-Com, baby!
The joys of early game FMP, with nerfed accuracies for rookies.... ::)
« Last Edit: July 31, 2019, 05:24:08 pm by Kjotleik »

Offline The Martian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3064 on: August 09, 2019, 04:26:48 pm »
I've just finished changing all of the bigSprite: variables that had negative index values assigned to them in the FMP's version 1.9.8 release items_FMP.rul file. (Using Yankes's code found here: LINK)

This file is out of date, but just in case anyone else needs a version of 1.9.8 that is compatible with the current OpenXcom nightlies release I'm attaching it to this post to save them some time.

If your reading this and are unsure of what it is, please download the latest version of the Final Mod Pack instead
(Version 2.3b is the current one) and ignore this post as it only effects an older version of the mod.


(Question)
In the FinalModPack_readme.txt for V2.3b I noticed these changes that may be preventing a crash condition found in the older V1.9.8:
2.1: Fixed a crash on Cerebreal attack.
2.2c: Fixed incorrect terrain texture coordinates.
2.2b: Fixed a missing trajectory. Fixed a missing terrain.
2.2d: Fixed some research related microbugs.

If possible could you please elaborate on what was fixed?

Especially about the Cerebreal attack crash, I don't think I've encountered it in V1.9.8 so far. Was the crash introduced in a later version?
« Last Edit: August 09, 2019, 05:23:39 pm by The Martian »

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3065 on: August 09, 2019, 04:43:19 pm »
Why would you confuse people with a fix for an obsolete version?

Please use the newest FMP version instead; the fixes are already included.

Offline The Martian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3066 on: August 09, 2019, 05:06:12 pm »
Why would you confuse people with a fix for an obsolete version?
That was not my intention, I'll edit my previous post to attempt to mitigate the chances of that by highlighting that the attached .rul is out of date.

Please use the newest FMP version instead; the fixes are already included.
Normally that would be the best option and I do intend to play V2.3b through as well later, but a the moment I need the old V1.9.8.
Spoiler:
Which is a shame as V2.3 adds more enemies and V2.2 changes how Hybrid convoys are handled.

I'm definitely going to need to run that version through later, lots of new cool stuff.
« Last Edit: August 09, 2019, 05:08:50 pm by The Martian »

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3067 on: August 09, 2019, 09:00:16 pm »
I'm a bit curious though.
Why would you need the old v1.9.8?

As far as i know Solarius usually includes steps to convert old saves in case something breaking is introduced.

Offline yurikus

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3068 on: August 11, 2019, 07:18:38 am »
Couple of problems in research_FMP.rul:

  - name: STR_DEATH_DISC
    cost: 150
    points: 75
    needItem: true
    destroyItem: true
    dependencies:
      - STR_GRAV_MODULE
      - STR_ALIEN_OPTICAL_PROCESSOR
    listOrder: 1898
    cost: 0                   <====
    points: 50              <====
    needItem: true

  - name: STR_PLASMA_DEFENSE
    cost: 620
    points: 25
    points: 25              <====
    dependencies:
      - STR_PLASMA_CANNON

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3069 on: August 11, 2019, 04:06:26 pm »
Yes indeed, these are bugs. Thanks, I'll fix them soon.

Offline Carfax

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3070 on: August 17, 2019, 12:36:09 pm »
Hi Solarius
I was fooling around with the commendations/ribbons and came up with a Globetrotter Medal. I am no Pixelartist though. I also added the ribbon for Hand to Hand Kills for the Soldier Diary which was missing. Everybody can freely use my work and add them to their liking.
Regards Carfax

edited the Medal slightly by darkening the Globe replaced the file
« Last Edit: August 17, 2019, 11:10:44 pm by Carfax »

Offline The Martian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3071 on: August 19, 2019, 10:54:44 pm »
I'm a bit curious though.
Why would you need the old v1.9.8?
I'm seeking to complete a V1.9.8 Genius difficulty run with Iron Man setting on before moving on to the latest FMP version and attempting a higher difficulty.

The reason for running the older version is there have been some balancing changes since V1.9.8 and additional enemies have been added.

So although V2.3b is the better version it is technically a different campaign.

Basically I'm just completing some old unfinished business before taking a shot at the modern version of the campaign.
^_^

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3072 on: August 20, 2019, 07:12:08 pm »
Fair enough, that is good reason for wanting to keep the old version on your computer.


Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3073 on: August 20, 2019, 07:43:32 pm »
Hi Solarius
I was fooling around with the commendations/ribbons and came up with a Globetrotter Medal. I am no Pixelartist though. I also added the ribbon for Hand to Hand Kills for the Soldier Diary which was missing. Everybody can freely use my work and add them to their liking.
Regards Carfax

edited the Medal slightly by darkening the Globe replaced the file

Wow, thank you. I'll certainly include it, with credits and everything.

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3074 on: August 26, 2019, 09:28:18 pm »
One question does not give me rest: is it normal that MIB and hybrids fly on a chic mansion? Is there any explanation for this? :) Perhaps it was supposed that these missions (meeting of MIB & Hybrids) should be static, like a convoy of hybrids?
« Last Edit: August 27, 2019, 01:07:34 pm by Docent »