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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 720031 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3165 on: May 24, 2020, 05:57:16 pm »
Although i'm quite the noob when it comes to mapscript i did some testing using the "skirmish" (new battle) function.
Using the "Terror mission" setup with the following terrains (if i understand the rules correctly those are the only ones affected):
  • Postindustrial  (mapscript: INDUSTRIALSLUM)
  • Port with Pier (mapscript: PORTTFTD)

The 1st one loads correctly and seems ok.
The 2nd one crashes consistently with the following log entries.

(...)

So from a basic look it seems the "verticalGroup" and "horizontalGroup" by themselves do not negatively affect map generation. Although i'm not sure how those maps are supposed to look like, they just seem ok at first glance ;)

Thanks! You're one of the most reliable people in the community. Thanks for your continuous support through these years.

Anyway, removing that command will generate the map fin, just without the pier... It generates a second railroad instead. Bummer.

I'll just remove the entire command from this script.

As for your last comment:
If anyone has earned the right to make such a statement it surely must be you.
By maintaining/developping 2 huge mods you are in the unique position to experience first hand how much the 2 ruleset capabilities have diverged (from a modder perspective).

Well the OXCE is explicitly made to play the original game and nothing more complex.
Which is really frustrating for a modder - there's only so much you can do with it, and I reached this point years ago.

I see. Sorry for my misunderstanding. I thought by the posts above that Solarius Scorch was maintaining two versions of the same mod pack or something. One for OXC and one for OXCE. English is my first language but I never said I was very good at it  ;D

No worries. but it's actually the other way around, I maintain two different mods for OXC and OXCE :)

EDIT: Mod updated to 2.7a to fix this bug.
« Last Edit: May 24, 2020, 06:01:38 pm by Solarius Scorch »

Offline ParGellen

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3166 on: May 24, 2020, 06:17:38 pm »
No worries. but it's actually the other way around, I maintain two different mods for OXC and OXCE :)

That is awesome! Thank you for the hours of entertainment you have provided to me with FMP!

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3167 on: May 24, 2020, 08:20:14 pm »
You're very welcome.
Please let me know if there are any other issues, since I don't actually play the FMP now.

Offline yhe1

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3168 on: May 29, 2020, 12:07:12 am »
Are the Red Tasoths still in the game? I never encountered them during my playthrough.

Offline SIMON

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3169 on: May 29, 2020, 12:34:54 am »
Do you mean reptoids? If so they are still in v2.7a.

Offline yhe1

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3170 on: May 29, 2020, 01:22:23 am »
No, in an old version, there were enemies that look at TFTD Tasoths, but red.

Offline The Martian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3171 on: May 29, 2020, 07:54:31 am »
No, in an old version, there were enemies that look at TFTD Tasoths, but red.

The changelog for Final Mod Pack V1.8.1 lists one of the additions as "New Reptoid sprites!" so it appears the red version was swapped out in favor of the suit wearing green ones.

If you want to exchange the current ones for those more similar to your previous encounter here are the images from Final Mod Pack V1.7.3 for the Reptoids.

Spoiler:
BigOb:


FloorOb:


Sprite Sheet:


Inventory:


Ufopedia Live Reptoid:


Ufopedia Reptoid Autopsy:


Additionally Duke Falcon made some Ufopedia images that are more in line with the X-Com: Enemy Unknown / X-COM: UFO Defense style that perhaps you would be interested in using if you choose to make the swap.

Spoiler:
Duke Falcon's Ufopedia Live Reptoid:


Duke Falcon's Ufopedia Reptoid Autopsy:

« Last Edit: May 29, 2020, 08:08:55 am by The Martian »

Offline yhe1

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3172 on: May 30, 2020, 02:37:06 am »
Got it. I thought they were a different enemy altogether

I beat the game and the waspites never showed up. Are they normally the last aliens to show up?

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3173 on: June 06, 2020, 07:54:11 pm »
Hello!
in the latest version:

 terrains_FMP.rul:
  - name: URBANJUNK (and URBANNATIVE)
    civilianTypes:
      - STR_MALE_CIVILIAN_HUNTER
      - STR_FEMALE_CIVILIAN_HUNTER
      - MALE_CIVILIAN
      - STR_MALE_GREASER
      - STR_MALE_ENGINEER
      - STR_FEMALE_CASUAL
      - STR_HOSTESS
      - STR_BIKINI_BABE
      - STR_POLICEMAN
      - STR_POLICEWOMAN
      - STR_MALE_CIVILIAN_BLACK
      - STR_MALE_CIVILIAN_BLACK
      - STR_MALE_CIVILIAN_BLACK
      - STR_PRIEST
      - STR_MALE_DOCTOR
      - STR_FEMALE_DOCTOR
      - STR_DOGE

As far as I understand, there are no such civilians in the FMP. I think because of this, the game may crash.

Offline The Martian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3174 on: June 07, 2020, 02:29:21 pm »
I beat the game and the waspites never showed up. Are they normally the last aliens to show up?

Spoiler:
I've had a run where Waspites were very common, one where they barely showed up and another where I did not encounter them at all.

My guess is that the appearance rate of the Waspites versus the other aliens is randomly determined.
This may be changed in a more recent version of the FMP than the one I played through.
(I was running version 1-9-8, the current version is 2.7a.)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3175 on: June 07, 2020, 04:54:15 pm »
As far as I understand, there are no such civilians in the FMP. I think because of this, the game may crash.

You're right, and moreover, these civilian types don't make any sense here. Thanks, fixed (removed the whole section).

My guess is that the appearance rate of the Waspites versus the other aliens is randomly determined.

Yes, like all alien races ever... (barring some exceptions, like Sectoids in the first month)

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3176 on: June 08, 2020, 10:27:06 pm »
And also, the color palette has become like in X-com Files, which personally does not please me at all :(

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3177 on: June 08, 2020, 10:30:26 pm »
 :(

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3178 on: June 08, 2020, 10:34:27 pm »
An express investigation allowed me to solve my problem with the palette (just delete the corresponding file from the GEODATA folder), but I think it should be solved for everyone :)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3179 on: June 08, 2020, 10:53:13 pm »
No idea how it happened - it was not intended. I suppose I copied this file by mistake.

EDIT:
Fix uploaded.
« Last Edit: June 24, 2020, 03:14:24 pm by Solarius Scorch »