Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1769369 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.