aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 864006 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3225 on: January 28, 2021, 11:43:15 am »
Sorry, I understood hour question to be about MiB specifically, not non-UFO content in general.

I can of course reduce this amount, but I'd like to hear more opinions first - do you people feel that you you get a lot of MiB missions?

Europe has lower chance for alien bases because it's densely populated. It's the same with South-East Asia.

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3226 on: January 28, 2021, 08:14:07 pm »
From my current playthrough i must say, yes there are a lot of MiB missions i've had so far. Good source of cheap armor and middle tier weapon loot (if they do not blast away half your team because you are overconfident :)) ).
However, the amount of missions is not something i would regard as unreasonably out of balance compared to "normal" missions.

As for bases in Europe.
Attached image shows the first (floater) base that popped up some time ago.

Might have to sacrifice some rookies to the RNG gods for being that kind.

Offline Dogbarian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3227 on: February 02, 2021, 08:04:34 pm »
Yeah, it's kind of interesting, in my current playthrough of mostly vanilla (added a couple of mods to start experimenting) before starting to try some of the megamod packs, I have bases that popped up in Portugal and Norway.   I just stepped on the Portugal base, which was also turned out to be a floater base. RNG is funny. Now I'm curious whether it was in exactly the same spot as yours!

I haven't intercepted a supply ship on the northern base yet, to identify its race. 

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3228 on: February 02, 2021, 08:08:26 pm »
European bases can spawn within the 5 pink rectangles.
« Last Edit: February 02, 2021, 08:10:45 pm by Meridian »

Offline Unmadesoldier

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3229 on: February 06, 2021, 03:50:01 am »
Bug: I somehow got a -7k score despite doing everything to thwart the aliens. I dont know if it was because I'm playing an older version or not but that was very weird. Lost the game instantly for that.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3230 on: April 06, 2021, 12:04:05 pm »
Bug: I somehow got a -7k score despite doing everything to thwart the aliens. I dont know if it was because I'm playing an older version or not but that was very weird. Lost the game instantly for that.

What do the graphs say? You claim to do everything to thwart the aliens, but are you really sure?

Such a situation is usually caused by a MiB base somewhere you can't see. Check your graphs and if you notice any weird spikes, investigate the area.



EDIT: Version 2.8e has been released.

- Fixed brain spawn on Cydonia.
- Fixed Floater's grav device color (thanks The Martian).
- Fixed Mogadishu location (thx R1dO).
- Minor fixes.

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3231 on: April 10, 2021, 07:08:05 pm »
Hi Solarius Scorch!

Thank you for continuing to update this version. I'm still loving it!

I found a map error on one of the newer map tiles. The texture for a box is floating high in the air. Screenshot and savegame attached.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3232 on: April 12, 2021, 02:57:00 pm »
Hi Solarius Scorch!

Thank you for continuing to update this version. I'm still loving it!

Thank you! :)

I found a map error on one of the newer map tiles. The texture for a box is floating high in the air. Screenshot and savegame attached.

I see the boxes in your save, but couldn't reproduce it.

You have a number of other mods active, what is "mykmod ver: 1.0"?

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3233 on: April 13, 2021, 05:13:28 am »
Mykmod is just my personal customizations, unlikely to affect anything map-related, just a custom initial base layout and a few tweaks to soldier minimum stats.

I noticed that the floating boxes were only around the skymarshall. Could it be a conflict with that craft's extra length?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3234 on: April 14, 2021, 10:54:03 am »
Mykmod is just my personal customizations, unlikely to affect anything map-related, just a custom initial base layout and a few tweaks to soldier minimum stats.

I noticed that the floating boxes were only around the skymarshall. Could it be a conflict with that craft's extra length?

Like I said, I tested the Skymarshall on various maps and couldn't reproduce the issue. Nobody has complained about this before either, and I'm sure people would. I'm fairly sure it's something on your side.

Offline B@R5uk

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3235 on: April 22, 2021, 04:32:33 pm »
I'm playing FMP v2.8e. Found some terrain tiles with zero moving cost (see images below). Do you need save file or something more to check?
« Last Edit: April 22, 2021, 04:34:38 pm by B@R5uk »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3236 on: April 22, 2021, 07:49:53 pm »
Thanks, no save needed. I'll investigate.

EDIT: Fixed. It's a bit crude for a solution, but the player won't notice... 8)
« Last Edit: April 22, 2021, 08:06:09 pm by Solarius Scorch »

Offline B@R5uk

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3237 on: April 22, 2021, 09:59:24 pm »
What was the problem about? By grass images I guess tile should have heightened unusual moving cost. Did map author forget to set tile properties?

And will fixes come with next version of mod and will be the version compatible with current saves?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3238 on: April 23, 2021, 12:04:58 am »
What was the problem about? By grass images I guess tile should have heightened unusual moving cost. Did map author forget to set tile properties?

No, I simply changed how grass works, to make it count as ground and not as an object. But I haven't updated the terrains. So this time I did it and also fixed some jungle maps (they share a tileset).

The crudeness is about the fact that now on jungle maps, grass is still placed as an object (even though it's ground now), but the only issue I can see right now is that it is slower to move through (as two ground costs stack), but it is legit enough in a jungle.

And will fixes come with next version of mod and will be the version compatible with current saves?

It will be compatible. I release periodically. You can always get the latest "nightly" from my GitHub: https://github.com/SolariusScorch/Final-Mod-Pack

Offline B@R5uk

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3239 on: April 23, 2021, 12:19:21 am »
No, I simply changed how grass works, to make it count as ground and not as an object.

Then this grass will be indestructible unlike wheat is in wheat fields. Sometimes it's handy to clean up path with grenade(s)...

There is one more thing, which i don't know what it is (typo or feature or what), but it keeps bothering me. A noun "hold" usually means something inside ship, used for containment, not outside appearance. Hence my doubts in red ellipse on the image below.