Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 568921 times)

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3060 on: July 15, 2019, 01:11:21 pm »
Thank you for the report, these indeed sound like bugs. I will address them.
Regarding dofs: their low morale is mostly to simulate being distracted (they're dogs after all) rather than afraid; this is why their sniffing action damages morale as they get restless. It's not a perfect implementation, but I don't think it can be made better.
As for the MG sound, which file do you propose?

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3061 on: July 16, 2019, 02:53:57 am »
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.
The dogs panicking easily makes sense to me- they're just dogs, after all- and attack dogs in this game are, frankly, *awesome* enough as it is. $10k for a speed demon with a huge melee punch! I feel a little guilty using them; a guilt only counterbalanced by having to endure that awful sound when they die...  :'( :'(

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? :)
For the love of everything, use Daedalus' High Quality FMP Sounds! https://openxcom.org/forum/index.php/topic,2502.0.html

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.
o.O what sorts of things? More goodies? I have two requests from my almost-complete first playthrough (difficulty=2):
1. A Fire Extinguisher. I have watched, helpless, as a valiant trooper burned slowly to death after suiciding himself into a Cyberdisk.
--- but then again, there should be a reason to fear fire, and the hazmat/toxisuit has to have some use.
2. An end-game upgrade for the Shotgun's "slug" fire mode ("Depleted Elerium" shells, or something)! The shotgun kicks so much ass, and I want to take them into Cydonia so bad. 
--- but then again, I'll probably take them with Alloy rounds anyway, if I have to. That 150% accuracy is just impossible to forego.

Finally, The Scatter Laser does not have the 'autorange=30' that the Minigun has. I've added it in, in my local copy, and it makes the Scatter Laser a hilarious amount of fun, just like the Minigun was early-game. Was that omission intentional?

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3062 on: July 17, 2019, 07:00:25 pm »
Sadly, extinguishers require OXCE, so it's a no-no for a vanilla mod like FMP.
Better shotgun shells are possible, but I need to think about it and check what you can do with the vanilla engine. But there are toxiguns. ;)
I'll see about the Scatter Laser.

As for the planned content:
- New alien race, the Chaser (from Xenonauts). An early race (equivalent to Sectoids and Floaters), very fast and somewhat armoured, but squishy inside. They will be accompanied by Celatids.
- Muton terror units overhaul. Since Celatids are now with Chasers and Silacoids with Chtonites, Mutons need new terror units. They will have Obliterators (Cyberdiscs on crack - in fact they already do, but I have better sprites for them and will generally do some review of them) and female commandos with funky weapons (like thrown discs of doom).


EDIT: I have loaded the new text onto Transifex. Please kindly deal with the localizations, the sooner are done, the sooner I'll release 2.3. I think all the texts are also in X-Com Files, so if there's an X-Com Files localization in your language, Transifex will automatically suggest this to you - therefore no creative work needed.

Offline Badwolfzxc

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3063 on: July 24, 2019, 03:38:47 am »
Hey everyone,

Let me start by saying I love this mod. I am having an issue with Hybrid missions. See pictures I've attached. Does anyone know how to resolve this issue?

Thank you.

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3064 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 #3065 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 »

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3066 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 #3067 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 #3068 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 #3069 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 #3070 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 #3071 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 #3072 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

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3073 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 #3074 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 »