Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1869474 times)

Offline cjones

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #840 on: October 16, 2014, 11:23:30 pm »
Thanks!

Offline ucel

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #841 on: October 17, 2014, 11:21:34 am »
And what about coloured armors? Should we expect them in 0.9.6 or later?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #842 on: October 17, 2014, 11:28:09 am »
And what about coloured armors? Should we expect them in 0.9.6 or later?

A poll among the players showed that people generally think that so many armours with the same stats would clutter the list, an opinion I happen to agree with. This has outweighed the obvious aesthetic advantage.

But some of these resources will still be used in some form; for now, the black Power Suit is used by the MiBs.

Offline Arthanor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #843 on: October 17, 2014, 03:29:22 pm »
I wish there were a way to dynamically assign a "accent color" to soldiers, which would then be used on armor shoulder pads, helmets (stripe) or something..

@ucel: it should be relatively straightforward to write a FMP compatible mod for colored power and flying suits using the ruleset that come with that mod. Just change the stats of the different armors and change the required items for manufacturing to fit the corresponding ones in the FMP.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #844 on: October 17, 2014, 06:45:50 pm »
I've decided to release 0.9.6.

I am not completely, zillion percent sure that the new MiBs won't crash your game, but I've done many tests and it seems all right.

Here's the list of new additions and changes:
  • Added a late variant of the MiB (credits to Falko - Sectopod, Shadics - Power Suit and XOps - Stormtrooper Armour).
  • Added enhanced sprites for the Jump Armour (by Xeno Viper).
  • TU cost for using knives is flat rate now.
  • Laser weapons and the Fusion Torch are easier to develop.
  • Rebalanced alien armours a little.
  • Introduced Elerium extraction from alien clips and explosives (based on Falko's mod).
  • Minor tweaks of alien races composition.
  • Added Alien Raiders as a (unlikely) race for some standard missions.
  • Blaster Bomb costs 5 Elerium now, Fusion Ball costs 8 Elerium.
  • Power armours and most tanks are now somewhat weaker to lasers.

And the bug fixes:
  • Fixed prerequisites for Auto-Cannon and Heavy Cannon alloy clips.
  • Fixed armour translation stuff.
  • Fixed a broken string for the AA Pistol Clip.
  • Fixed missing Assault Rifle description.
  • Fixed Hovertank/Launcher Ufopedia page.

Since the mod portal is down, I'm putting the file on Mediafire for now. Here's the link: https://www.mediafire.com/download/b8q7inw4di5uvs4/Final+Mod+Pack_0.9.6.zip

That's it, have fun!
« Last Edit: October 17, 2014, 06:48:33 pm by Solarius Scorch »

Offline Dingusdoo

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #845 on: October 17, 2014, 08:45:05 pm »
Is the MiB stuff supposed to be nearly instantly manufacturable (all you need are corpses). They listed immediately in "manufacture->new production" when starting a game. How does xcom know this?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #846 on: October 17, 2014, 09:54:58 pm »
Is the MiB stuff supposed to be nearly instantly manufacturable (all you need are corpses). They listed immediately in "manufacture->new production" when starting a game. How does xcom know this?

Well, I could add a research prerequisite, but it would be hard to determine; if you find this stuff, you can just take it (the manufacturing process is just a mechanism to make it possible). And I didn't want to make the armour itself a prerequisite, because by then you wouldn't really need to steal from the MiB.

But I am very open to suggestions.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #847 on: October 17, 2014, 10:31:45 pm »
I've decided to release 0.9.6.

And when can we expect 1.0 ? :-)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #848 on: October 18, 2014, 12:18:22 am »
And when can we expect 1.0 ? :-)

At the very least I need to make, or find, 3 or 4 more armours. :)

  • Synthsuit: Made from Muton bodies (synthmuscle extraction). Bonus to TUs, bonus to Stamina, research necessary: Muton + medical stuff.
  • Advanced Synthsuit: As above, but also: bonus to Strength, better protection, research: to be determined.
  • Symbiotic Suit: Biological suit, adds Health, necessary research to be determined (generally medical).
  • Juggernaut Suit: TUs penalty, very good armour (especially bottom - vs. Grenades & Plasma Blaster), lowered Reactions due poor visibility.

I actually have them statted already:

ArmourFrontSideRearUnder% None% AP% Inc% HE% Las% Plas% Stun% Melee% Acid% SmokeWghtFly?Mod?TusStamHlthBravReactAccThrowStrPsiStrPsiSklMel
Synthsuit40353025100%80%130%80%110%110%100%70%120%0%0Nm20300000050010
Adv. Synthsuit80706050100%80%130%80%110%110%100%70%120%0%0Nm203000000150010
Symbiotic Suit35353535100%100%120%100%100%100%70%100%140%0%0Nm10403000000500
Juggernaut Suit1301009090100%90%100%80%100%100%80%100%100%0%-35Nm-20000-10000000

Too much info out of nowhere? Well, sorry :)

Offline cjones

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #849 on: October 18, 2014, 12:28:08 am »
Dioxine has a synthsuit and Juggernaut armor.  The Juggernaut might be a bit on the 40k ork side.  But the synth suit would fit right in.  Course this is piratez mod stuff

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #850 on: October 18, 2014, 12:40:37 am »
Dioxine has a synthsuit and Juggernaut armor.  The Juggernaut might be a bit on the 40k ork side.  But the synth suit would fit right in.  Course this is piratez mod stuff

Yeah, but it'd still require a lot of work. An X-Com operative looks very different from an orky grrrl. :)

Offline XCOMFan419

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #851 on: October 18, 2014, 01:16:30 am »
If anything, it looks like the Juggernaut suit would be power armour like that of the Xenonaut's Predator Battle Suit, where as instead of decreasing TU's it increases strength, only allows use for heavy weapons (but not rocket launched which is stupid) and has poor visibility. I don't think it should decrease TU unless if it is not power armour.

Also, on the topic of armours, does the Personal Armour have a weight value?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #852 on: October 18, 2014, 01:36:52 am »
If anything, it looks like the Juggernaut suit would be power armour like that of the Xenonaut's Predator Battle Suit, where as instead of decreasing TU's it increases strength, only allows use for heavy weapons (but not rocket launched which is stupid) and has poor visibility. I don't think it should decrease TU unless if it is not power armour.

Something like that I guess, though I haven't played Xenonauts all that much (despite having pre-ordered it) and therefore can't say much.

And it is slow despite being powered, because 1) it's very stiff for maximum protection and 2) it's heavy as f*ck.

Also, on the topic of armours, does the Personal Armour have a weight value?

Yeah, weight: 5. It's light, but not that light.

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #853 on: October 19, 2014, 07:43:25 am »
Quick note, I like the ability to extract elerium from equipment, but I might suggest a shorter name for the manufacturing list. I'd recommend something like "Elerium-115 (Item Name)", as that would allow it to fit in the window.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #854 on: October 19, 2014, 11:32:20 am »
Quick note, I like the ability to extract elerium from equipment, but I might suggest a shorter name for the manufacturing list. I'd recommend something like "Elerium-115 (Item Name)", as that would allow it to fit in the window.

Agreed. I'm still experimenting with this, and your suggestion is definitely better than most solutions.