Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 568260 times)

Offline Duke_Falcon

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3090 on: September 12, 2019, 07:09:04 pm »
Is there any special pre-requisites for the Alien data slate? I recovered one from an alien base but it not appears among the available research topics. I captured many living aliens from all ranks and I already have even Cydonia or Bust researched.
I had no living Ethereals, Cerebreals so far.

I use the FMP 2.1

Offline The Martian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3091 on: September 12, 2019, 07:15:45 pm »
Is there any special pre-requisites for the Alien data slate?
Spoiler:
I think you need "Alien Codes" & "Alien Electronics" research.

Offline Hexhammer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3092 on: September 13, 2019, 08:04:07 pm »
Solarius, what the hell have you done with Snakemen? I wonder where the Chrysalids are now.... F***ing dinosaurs who spit incendiary rockets in autofire?  8)

Seriously! I was so surprised, first time I met these goddamn lizards, I made them eat laser, rockets and HE packs. Thankfully they go down quite easily. I didn't even bother to try shooting at them with bullets. One of my best snipers did a hell of a close assault, took out two of them in one blast and got some shrapnel on her face in the process.

If this is what snakemen have as their terror weapon, what the heck has been done with chrysalids? No no, do not spoil it, I want to be surprised instead. Hmmhmm... Are they their own race or do they accompany some newcomers now, I wonder.

I had my first meet up with mutons last night. I hate them with a vengeance. They are impervious to bullets as usual, but what the heck is that grey looking one, just a new skin for certain rank? At least those were just scouts and not terrorships or anything with terror units.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3093 on: September 16, 2019, 07:25:32 pm »
Relax, Chryssalids are still there... Only sometimes they're substituted by Salamandrons. :)

Offline Hexhammer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3094 on: September 17, 2019, 10:48:55 am »
Right, so now its either barbecue with samandrons or run, just run with xeno's, uh I mean chryssalids. Neat to know. I just had a base defense not long ago and it was snakemen. Luckily they had just the barbecue dinosaurs with them. I beat that mission without casualties.

I have now played my veteran game quite far, its half way september. I'm reaching laser & gauss weapons finally, I think I'm missing only one thing to get hyperwave decoder, I already researched the sentinel and so on. Some times the game still feels too easy. But the difference to experienced is randomness. I had one base defense on which I lost nine soldiers in the cleanup. Then I assaulted sectoid base which I won without any casualties... On most small missions I don't loose anyone, but it can all change really quickly... I didn't see much of that on lower difficulties.

I'm thinking of starting another game on genius perhaps.

I will still applaud the balance, every time I get something better, the aliens get harder to deal with. And no bugs, everything seems to work smoothly.

EDIT:
I'm in a bit of dead end with dealing with Mutons at the moment. I'm yet to reach anything more powerful than normal/alien laser rifle and I lack a good method on dealing with the green goblins close quarters... The problem is that I don't want to sacrifice all my experienced crews on dealing with Mutons. I did two tactical withdrawals in a row. There was a Muton base mission and I had to abort assaulting the battleship. I didn't take other casualties than the dog, but my rocket HWP was nearly knocked out. Aaand, they had those hovering rocket spitting lovelies around. I only saw one, but decided to pull out regardless. I gave it quite a hammering but it just kept on going. I wonder how much rockets and grenades will it suck before going down? I was considering a close HE pack assault but decided not to. Oh and it was a night mission too.

Then I aborted the recovery of the other supplyship. Securing the LZ would have been a total pain in the ass as RNG decided that I need to have at least one muton on each side and really close, too close to toss explosives around unless I would go kamikaze on them. I have been "stuck" on other research for a while, I guess I should go for all the neat weaponry ASAP. It seems that greenies are on the menu now all the time. The aliens sure have an stranglehold on me now unless I make drastic progress on research to get heavier weaponry. I think I'm now reaching the point where nearly all conventional weaponry will soon be obsolete.
« Last Edit: September 17, 2019, 03:00:24 pm by Hexhammer »

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3095 on: September 25, 2019, 07:34:57 pm »
Well, Mutons are supposed to be the elites. You can always try using swords! ;)

Offline Hexhammer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3096 on: September 26, 2019, 11:23:16 am »
Thanks for the tip. ;) I started a new game on the side of the old one as I'm bit more aware of the tech tree now... Mutons sure are a royal pain in the ass.