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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 687189 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3120 on: December 15, 2019, 06:28:42 pm »
Running such a project is possible even for a sociologist (like me). But it would consume a huge deal of time and energy I would rather devote to actual modding.

Having said that, if someone makes a new map and it's not crap, it has a fair chance of being added to various mods. Some people, for example Civilian, already do this and I added quite a bit of such maps. A whole terrain would be even better, but from my experience it should be done by one person (or a very close collab between two), but after it's done, anyone can make and propose additional mapblocks.

As for the FMP, I have just finished the overhaul for XCF, so now I can start doing the same for the FMP. Shouldn't take terribly long.

Offline Goth

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3121 on: December 20, 2019, 02:08:27 pm »
 Hi
 I just have a few questions to ask regarding modding FMP.
 I have been playing UFO Enemy Unknown since it was first released in 1994 (Yes I am quite old lol) and absolutely love OpenXcom and FMP especially. But I have found that over the years my tactics and strategies have become too good and I win the game on the hardest level every time. Because of this I taught myself simple modding and have doubled armors of Aliens, increased movement points of Aliens made Xcom facilities and ships vastly more expensive so much so that a SkyMarshall costs 5 million and a Raven costs 8 million. Bases cost far more to construct and living quarters only house half the number of men. Labs and Workshops also have half the capacity and I dont use Psionics even though I allow the Aliens to still use them. And even with these alterations I still win every time if I can get past the first three months.
 So What I am asking, is if there is a way to make the final mission have more than two levels. Ideally I would like to have 4 levels for the final mission if it is possible. The standard surface level followed by a narrow cave complex containing many chrysallids then a next level consiting of warrior Mutons and Gazers and finally the last level with the brain and Ethereals. If it is possible to mod I would love to learn how to make these levels and would also make all Alien bases two or three Levels eventually.
 Many thanks for all your hard work on this excellent mod and any help would be much appreciated.
  Goth

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3122 on: December 21, 2019, 07:42:46 pm »
Hi
 I just have a few questions to ask regarding modding FMP.
 I have been playing UFO Enemy Unknown since it was first released in 1994 (Yes I am quite old lol) and absolutely love OpenXcom and FMP especially. But I have found that over the years my tactics and strategies have become too good and I win the game on the hardest level every time. Because of this I taught myself simple modding and have doubled armors of Aliens, increased movement points of Aliens made Xcom facilities and ships vastly more expensive so much so that a SkyMarshall costs 5 million and a Raven costs 8 million. Bases cost far more to construct and living quarters only house half the number of men. Labs and Workshops also have half the capacity and I dont use Psionics even though I allow the Aliens to still use them. And even with these alterations I still win every time if I can get past the first three months.

I wish you all the best on your path of the modder! :)

So What I am asking, is if there is a way to make the final mission have more than two levels. Ideally I would like to have 4 levels for the final mission if it is possible. The standard surface level followed by a narrow cave complex containing many chrysallids then a next level consiting of warrior Mutons and Gazers and finally the last level with the brain and Ethereals. If it is possible to mod I would love to learn how to make these levels and would also make all Alien bases two or three Levels eventually.
 Many thanks for all your hard work on this excellent mod and any help would be much appreciated.
  Goth

Yes, this is definitely possible. You would need to make the new terrain, so I would suggest checking out this thread. Anything else would be secondary and much more trivial to make by comparison, but here is the ruleset manual.

...And now, I am pleased to announce that the Final Mod Pack is back with version 2.5!

- Removed all terrains made by Hobbes.
- Fixed DESERT14 map.

Offline Goth

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3123 on: December 21, 2019, 11:33:23 pm »
That is excellent news Solarius. I thank you for your help. I will get to work on it over the Christmas holidays.
 Have a great Christmas everyone.
   Goth

Offline Almoorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3124 on: December 24, 2019, 03:36:44 pm »
How can i fix desert14 map without updating the mod? I dont wanna lose the terrains. Is it enough to copy the new desert14.map inside the mod?
« Last Edit: December 24, 2019, 03:38:51 pm by Almoorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3125 on: December 24, 2019, 05:17:55 pm »
How can i fix desert14 map without updating the mod? I dont wanna lose the terrains. Is it enough to copy the new desert14.map inside the mod?

Yes, should be. Also overwrite desert14.rmp, just in case.

Offline Almoorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3126 on: December 24, 2019, 10:04:18 pm »
Thank you and merry christmas.

Offline cptelerium

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3127 on: December 27, 2019, 03:08:16 am »
Sounds just great, thank you and everyone involved in creating it  <3

And marry Christmas 🎄 (a bit late but still) along with upcoming happy new year.

Offline Unmadesoldier

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3128 on: January 06, 2020, 04:12:13 am »
Only 5 things I'd like to see added to fmp:

- armored heavy suit, alloy heavy suit, and cyber armor from xcf added to the mod.

- alien precision plasma/plasma eliminator from xcf/piratez. (Should be rare and require alien electronics to manufacture.

- add light cannon into mod, I'd love it as a sort of heavy shotgun.

- add alloy buckshot ammo for the autocannon and heavy cannon for extra versatility.

- make juggernaut suit look less like an ugly Fischer price chew toy. I mean, come on man!

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3129 on: January 06, 2020, 01:21:12 pm »
Some of these can be done, but the FMP tech tree is kinda too flat for most - too many steps in too little time, I think.
We'll see, thanks for the info.

Offline Unmadesoldier

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3130 on: January 07, 2020, 02:35:01 am »
Too flat?

I mean, the heavy suit could be locked behind advanced firearms and high explosive ammo.

The alloy heavy suit should be locked behind alloy ammo.

The cyber armor could be locked behind ufo navigation and alien power systems and feature a greater vulnerability to lasers.

The plasma eliminator/precision plasma could be disassembled for one alien electronics, a piece of alloy, and 4 elerium, and should be locked behind the same things that power armor is.

A gym and medical bay would be nice but not necessary yet.

 
« Last Edit: January 07, 2020, 02:38:57 am by Unmadesoldier »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3131 on: January 08, 2020, 10:28:47 pm »
OK, I'll think about that. :)

Offline normae

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3132 on: January 19, 2020, 05:30:36 am »
Hi, played through this mod fairly recently and enjoyed it. I'm just wondering though, what are the approximate appearance rates of the various races? On experienced difficulty, I never saw a cerebreal or reptoid force the entire game... gazers only once. Can't seem to find the information in the ruleset, or prehaps I'm blind?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3133 on: January 19, 2020, 12:11:19 pm »
It's very random. The first few months are devoid of the more difficult races, but after 10 months or so, all races participate.
As for actual ratios, they vary by mission. For example, the alien terror mission (after above-mentioned month 10 as an arbitrary cutoff) can feature any race, with more popular races being 2 to 3 times more likely. The chance for Reptoids on a terror mission is average, and for Cerebreals it's small, but it can vary between other missions.
« Last Edit: January 19, 2020, 01:08:19 pm by Solarius Scorch »

Offline betatester

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3134 on: January 19, 2020, 12:19:00 pm »
I remember one game some financially difficult months because I mostly got MIB missions that generate far less money. It was kinda weird that XCom accountants were praying for alien invasion. Of course all accountants were arrested and interrogated.
« Last Edit: January 19, 2020, 12:22:38 pm by betatester »