Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1779688 times)

Offline kevL

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3465 on: August 03, 2024, 05:23:36 pm »
CrazedHarpooner nailed it. I investigated c_bits PCK+TAB and consider them malformed/corrupt.

OpenXcom probably deals with it silently .. but i want Mv2 to point out that there's an error

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3466 on: August 06, 2024, 01:14:02 pm »
Moved the whole globe editing discussion to a separate thread.

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3467 on: September 01, 2024, 02:43:04 am »
Hi, I have a question about the Stun Rod.
In my actual game, I need to hit an alien like 30 times to stun them. Is this normal?

I am using FMP and FMP addon.

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3468 on: September 01, 2024, 02:52:32 pm »
Which alien are you hitting? For the generic McAlien, no, it's not normal.


Actually, from a brief glance the only enemy that's even vaguely likely have such a resistance to being tased is a Reaper.
« Last Edit: September 01, 2024, 02:55:35 pm by Juku121 »

Offline psavola

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3469 on: September 01, 2024, 07:48:16 pm »
The report is too vague to tell for sure. It could be that the soldier is not even hitting the target. It might not be easy to tell if you are not a veteran player. In contrast to vanilla, there are a couple of factors which might make it more difficult to hit the target compared to vanilla. Melee accuracy affects stun rod accuracy, and melee dodging feature increases the chance of missing to some degree. I suppose it's more likely that the soldier is missing than the enemy unit is resisting the attacks.

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3470 on: September 02, 2024, 11:50:54 pm »
Which alien are you hitting? For the generic McAlien, no, it's not normal.

Actually, from a brief glance the only enemy that's even vaguely likely have such a resistance to being tased is a Reaper.

Any Alien, even Sectoids. Several times I had 3 soldiers around the Sectoid, each soldier attacking 5 times with the stunt rod, and no stunning.


The report is too vague to tell for sure. It could be that the soldier is not even hitting the target. It might not be easy to tell if you are not a veteran player. In contrast to vanilla, there are a couple of factors which might make it more difficult to hit the target compared to vanilla. Melee accuracy affects stun rod accuracy, and melee dodging feature increases the chance of missing to some degree. I suppose it's more likely that the soldier is missing than the enemy unit is resisting the attacks.

I mean, contrasting to vanilla where almost any alien would go down with one hit. Maybe the toughest (like Mutons I guess) would go down with 2 or 3 hits.

I thought about the (new compared to vanilla) 'melee accuracy'. It my be that. How can I know if a melee attack actually hit the target?

If it is that my soldiers are not even hitting the alien, Does it mean that I should only equip with stun rods the ¿strongest? soldiers and the ones with most melee accuracy? is that it?
Any tips for stunning aliens in FMP?

Thanks very much in advance.

Offline psavola

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3471 on: September 03, 2024, 06:52:32 am »
CTRL-H shows whether you hit (a small "hit" or a big "HIT") or missed. CTRL-ALT-H shows longer history. This should help to figure out if this is your issue.

If this is your issue, you might consider using for example taser pistols from up close (but not not next to the alien, because that triggers CQC mechanics). I have not played FMP(E), but at least in a very similar X-Com Files, melee stunning in the early game is almost useless due to all the misses.

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3472 on: September 13, 2024, 09:08:24 pm »
Ironfist ship broken on BattleScape?

Hi, I am using the Ironfist for the first time... and it seems broken, like if the level 0 and level 1 are mismatch. Because of this, the ramp cant be used.
Any way to fix this?


Thanks very much in advance.

P.S.: is there a way to search with in a post?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3473 on: September 13, 2024, 09:49:07 pm »
Any way to fix this?

Just turn off other (conflicting) mods.

P.S.: is there a way to search within a post?

No, as far as I know, the forum search is extremely stupid and only shows the latest/newest hit per post/thread.
Any older hits are completely ignored.

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3474 on: September 13, 2024, 10:06:37 pm »
Just turn off other (conflicting) mods.

Ok. The problem is that if I turn off the other mods, I cannot continue my actual playthrough.

I am using these mods:
- final_mod_pack_34-bkno
- final_mod_pack_extended_11-4mzb
- xcom_visual_upgrade_v6.5
- commendations-3.2
- hqsounds_fmp_v1.0
- top_gun_110

Out of these, any know suspect?


Thanks in advance

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3475 on: September 13, 2024, 10:09:13 pm »
Out of these, any known suspect?

xcom_visual_upgrade_v6.5

PS: and top_gun_110 will give you trouble sooner or later too
« Last Edit: September 13, 2024, 10:19:06 pm by Meridian »

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3476 on: September 13, 2024, 10:26:24 pm »
xcom_visual_upgrade_v6.5

PS: and top_gun_110 will give you trouble sooner or later too

Ok, thanks for the tip.
Do you think I can disable those mods and continue the playthrough?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3477 on: September 13, 2024, 10:40:52 pm »
Yes.

(battlescape will recover only in the next mission, not in the current one... or better yet, make the change during geoscape)

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3478 on: September 13, 2024, 11:24:30 pm »
xcom_visual_upgrade_v6.5

PS: and top_gun_110 will give you trouble sooner or later too

I think you were right, I disabled xcom_visual_upgrade_v6.5 (and top gun), and now the Ironfist show correct.
Eventhought... I don't think the Ironfist is work using, right? ;D

Online hth

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3479 on: Today at 12:33:03 am »
Please enlighten me a bit about enemy race selection for some missions.

1. Retaliation calendar in alienMissions_FMP.rul looks as:

Code: [Select]
raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission.
      0:
          STR_GAZER: 5
          STR_WASPITE: 5
          STR_REPTOID: 5
          STR_SECTOID: 13
          STR_SECTOID_SECTOPOD: 2
          STR_SNAKEMAN: 10
          STR_SNAKEMAN_SALAMANDRON: 10
          STR_ETHEREAL: 5
          STR_ETHEREAL_CYBERDISC: 5
          STR_MUTON: 10
          STR_CHTONITE: 10
          STR_CEREBREAL: 5
          STR_ANTHROPOD: 5
          STR_FLOATER: 10
          STR_CHASER: 30
    waves:

So, like vanilla rules, here is no time dependance? You can got ethereals or mutons in jan'1999 in 10% cases? Or specific race should "arrive" at first?

Also, that is so special about chasers for their exceptional 30% chance?

2. Do labels (numbers) in RaceWeights section actually represent months? No scaling via some variable for mod, designed be slow-paced at least in early game (1999)? Excuse me, but seeing mutons and gazers in july and ethereals in september is a bit early for mostly kinetic-equipped squads, imho.

3. Can specific alien base race change during the game? IIRC seeing snakes + chryssalids on early scouting mission, but then I finally got my toys and balls one year later for another visit, it was turned to be populated with mutons instead... Or I just messed my memory with another campaign?