aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 994728 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3240 on: April 23, 2021, 10:49:11 am »
Then this grass will be indestructible unlike wheat is in wheat fields. Sometimes it's handy to clean up path with grenade(s)...

What...? Sorry, but it sounds ridiculous. Why on Earth would I do something this absurd?

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.

Yes, of course I meant gold, thanks.

Offline Jin

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3241 on: June 03, 2021, 08:15:36 pm »
This might be a dumb question, but how do I get alien electronics? I had 5 or so I got in the early game that all got used or sold, and now I need more for my production, but for the life of me I can't figure out where to get it. I haven't gotten any from ufos in the last few months, and I dont see it on the manufacturing screen even though I do belive I've researched it.

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3242 on: June 05, 2021, 07:00:32 am »
I believe you have to disassemble sectopods to get them

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3243 on: June 05, 2021, 09:44:19 pm »
and cyberdiscs...

Offline Zesty

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3244 on: June 14, 2021, 09:35:42 pm »
Like the mod, have a few problems with progression. Too much is locked behind capturing high rank aliens to unlock higher tech. These can be impossible to find depending on what RNG spawns for you. I did one battleship assault around May/April vs. floaters where I captured 2 leaders and 1 commander but it's now July and I've had nothing but Anthropod and MiB missions, neither of which generate high rank aliens. The only exception was two chtonite and a single waspite mission where I didn't get anything. I'm sitting around with nothing to do with my researchers while 350 engineers churn out endless money from motion scanners.

Suggestions:
- Give all aliens high ranks to capture.
- Trim down the number of MiB missions.
- Move the mind probe much earlier in the tech tree so it can be used to see alien ranks. As it is it's kind of at the end of the tech tree so it's mostly useless by the time you could get it.
- Make the alien race appearances more varied if you can. If its possible to exclude an alien race that has appeared from appearing again for a certain amount of time that'd work well. As it is I've not seen snakemen, ethereals, mutons, cerebreal, chasers, gazers, or reptoids. Maybe I'm just incredibly unlucky but not getting to see all the aliens kind of sucks.
« Last Edit: June 14, 2021, 09:40:43 pm by Zesty »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3245 on: July 26, 2021, 09:13:17 pm »
Hi, and thanks!
I've decreased the chances for all MiB missions. I think it was a needed change.

As for the high ranks, there should no issue with finding high-ranked aliens (capturing may be a different matter). You only need a couple anyway, since almost everything can be found from Medics and Engineers, who are ubiquitous.



EDIT: 2.6f has been released.

- Less MiB missions.
- Grav module can be recovered from Waspites.
- Better Dart Rifle graphics (by Brain_322).
- URBITS tile 22 is destructible.
- Fixed Waspite research (thanks R1dO).
- Fixed Junkfarm terrain movement costs.
- Fixed Jump Armor sprite (thanks The Martian).
- Fixed position of HC and AC AA clips (by Brain_322).
- Fixed civilian corpses recovery.



EDIT 2: 2.6g has been released, relevant for those who play on OXCE.
« Last Edit: July 28, 2021, 12:08:28 am by Solarius Scorch »

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3246 on: September 01, 2021, 12:26:20 pm »
What was the problem with the Waspite research?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3247 on: September 06, 2021, 09:01:36 pm »
What was the problem with the Waspite research?

Sorry, I can't remember. It's fixed, so why keep it in my head? :)

Offline R1dO

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3248 on: September 06, 2021, 09:25:49 pm »
The problem with that research was that if you had a steady supply of live waspite medics you could do the research over and over again, even if all the free research topics you get for researching the medic were already done.

A bit of a player trap.

Offline cptelerium

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3249 on: September 12, 2021, 10:23:15 pm »
EDIT: 2.6f has been released.

Hello neighbour, very glad to see you're still working on this cool mod! (and overall on OpenXCom)!  8)

If I want to play "like UFO1 but expanded" then is this still the mod to pick? Just go with the newest version?

Quote
My current project, The X-Com Files, a successor to the Final Mod Pack, is much bolder with the changes.
- Solarius Scorch

How these two relate nowdays? Is X-com Files a suepr-set that further extends FMP?
Is X-Com files "finished" as much as FMP currently?
I wanted to play some serious ironman game, so would be good if thing doesn't break and is also kinda "final"

Offline cptelerium

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3250 on: September 12, 2021, 10:43:10 pm »

Maybe I'm blind, but where is the full description of this mod?

I can't see any "show full description" or anything on the mod page on https://openxcom.mod.io/final-mod-pack

Offline 0xEBJC

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3251 on: September 16, 2021, 08:23:24 pm »
Suggestion on current version of the FMP v2.8g

I think a lot of the manufacturing costs should be looked at and considered some re balances.

For example many of the items that are created with alien alloys I think are imbalanced, for example:

STR_ALLOY_SWORD
Cost $12k, Alien Alloys: 3

STR_ALLOY_CANNON_ROUNDS_X50
Cost: $60, Alien Alloys: 2

I guess I'm thinking more realistically speaking but that a huge disparity because I would think 50 rounds on a military gatling cannon is more material then a single sword.

Also, I think that the AA_Cannon rounds was prices at $60 is because it cost $6.5k to produce 1x alien alloys, so in retrospect these two items cost likewise
STR_ALLOY_SWORD = $31,500
STR_ALLOY_CANNON_ROUNDS_X50 = $13,060

I saw a lot of these inconsistencies, probably my OCD, and they may already be something you're considering in the future.

Thanks for listening.

Also, I'm totally hooked on X-Com Files, so pretty much will be running that game now, thinking that these suggestion would apply there also?

-JC

Offline Hexhammer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3252 on: September 17, 2021, 01:52:04 pm »
After almost one year break I got back into my game I had started already ages ago... After updating to the latest FMP, things have been working smoothly. Only good things to say about the current state of the mod.

But there's something I'd like to know about, what the hell is that super mega nasty terror unit mutons have floating around? :D I just attempted a base raid, I kept pelting the damn thing with rockets and plasma and nothing seemed to take it down, does this thing just require something with a bit more oomph? Like a blaster launcher? Don't spoil too much, I'm yet to even know what the hell that thing is called... But heck, nothing seemed to even scratch it... And of course I had forgotten to bring mind probe to actually see what kind of a beating does that cursed device take. And the damn mutons are already scouting for a retaliation... I'm in serious trouble with those things unless I get something heavy enough to knock them out. I guess its time to change research priorities a bit... (I have been slow on it on purpose to add some challenge.)


Offline Hexhammer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3253 on: September 20, 2021, 10:44:25 am »
This is very interesting, there was a Muton base mission happening on Antarctica, I messed up and sent the squads there too late and missed the battleship and the other supply ship... So I loaded a game prior to not mess it up. I swiftly shot down both excavators and expected the others to show up any moment, but its already the day after and the other UFOs never showed up. Is this a way to postpone a base mission, by shooting down the excavators or just a fluke?


Offline Chuckebaby

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3254 on: October 13, 2021, 01:07:39 am »
It's not a glitch. You need to first research elerium 115 in order to make alien laser rifle clips.

Sorry im a bit late to the game here.

- Using x com final mod pack with OXCE

Researched laser rile ammo, was using it, then after a mission i was prompt that i needed to manufacture more clips/refills for the laser rile.
It wasn't available and hasn't been since.

By the way, amazing job on this. i am totally blown away by this new mod game.