aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1579901 times)

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2910 on: July 24, 2018, 07:09:55 am »
Alien bases aren't that hard, though. At least not objectively. I think we need something stronger.

I was half expecting more multistage stuff in FMP.. is this even possible? attacking a base should be 2-stage i think, to make it harder... a lot of the hybrid and MiB fortresses look like entrances to something underground

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2911 on: July 24, 2018, 11:26:07 am »
Yep, two stages are definitely possible... I'll think about it.

Offline new_civilian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2912 on: August 06, 2018, 01:40:10 pm »
solariusscorch: Just a tiny change to the alloy skyranger... I moved the front wings (and wheels) one tile forward, it gives you much more protection that way when opening the door without blocking the view. And i fixed one tile which was a Wall when it should be an object (bug comes from original XCOM).


Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2913 on: August 07, 2018, 10:27:43 am »
Hello!
Is there exists document with full research tree of this mod?

Is there a difference in researches if im using OpenXcom Extended 3.10 ?

Thanks!

I already found PNG file with complete research tree inside mod archive

FUF it's complicated
« Last Edit: August 07, 2018, 11:02:34 am by Sanuich »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2914 on: August 07, 2018, 07:46:43 pm »
solariusscorch: Just a tiny change to the alloy skyranger... I moved the front wings (and wheels) one tile forward, it gives you much more protection that way when opening the door without blocking the view.

Thanks! Makes sense.

And i fixed one tile which was a Wall when it should be an object (bug comes from original XCOM).

Yeah, I fixed it myself last week... :D

Is there a difference in researches if im using OpenXcom Extended 3.10 ?

It should work just fine, go for it.

Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2915 on: August 08, 2018, 01:52:59 pm »
Shotgun is a cheating wepon
It's too precise.
It says that accuracy suffer from distance much but anyway it's much more accurate then rifle, alien laser rifle...
shoot time shoud be rised and accurecy reduced

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2916 on: August 08, 2018, 02:17:44 pm »
Shotgun is a cheating wepon
It's too precise.
It says that accuracy suffer from distance much but anyway it's much more accurate then rifle, alien laser rifle...
shoot time shoud be rised and accurecy reduced

You are literally the first person ever to say this... Shotguns in OXC are so inaccurate that most players (though not all) consider them useless. (In OXCE+ you can tweak them much better.)
I am not trying to argue here, or play the contrarian, but I am not sure what to think about this... I am missing the frame of reference.

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2917 on: August 08, 2018, 05:30:47 pm »
I enjoy the way shotgun works overall... the range aspect of it feels a little binary -- ie a small distance near max range makes it drastically more/less effective, but its a nice rookie weapon, whereas the others require soldiers w/ at least some basic accuracy.  at best i'll equip 2 in a squad, though... Maybe it could be tweaked slightly but nerf it too much and i probably wouldn't use it

maybe there's a play-style that exploits its strengths, though.. agree that more context is needed

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2918 on: August 09, 2018, 09:55:47 pm »
Yep, two stages are definitely possible... I'll think about it.

I tried throwing something together myself, and I think I understand your reluctance a little better now.  Seems OXC does not connect the alien base to the geoscape terrain its in.. ie a surface-level base battlescape won't feel right most of the time (defaults to mars, unless overridden manually in ruleset)

anyway, as my summer time off runs out, i'm gonna drop my ruleset here, in case you or someone else takes another look down the road.. maybe save a few mins, or even catch something i missed.  FYI I tried using the 'pyramid rebirth' UFO's posted by Luke elsewhere on these forums as the surface base structures.. they seem to work adequately, but you'll need to grab the assets from that thread

Code: [Select]
ufos:
  - type: STR_PSCOUT
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 50
    speedMax: 2200
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56
    breakOffTime: 200
    battlescapeTerrainData:
      name: PSCOUT
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: PSCOUT
          width: 10
          length: 10
  - type: STR_PABDUCT
    size: STR_SMALL
    sprite: 1
    damageMax: 200
    speedMax: 2400
    accel: 9
    power: 20
    range: 15
    score: 75
    reload: 56
    breakOffTime: 250
    battlescapeTerrainData:
      name: PABDUCT
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: PABDUCT
          width: 20
          length: 10
  - type: STR_P4
    size: STR_SMALL
    sprite: 2
    damageMax: 250
    speedMax: 2700
    accel: 9
    power: 20
    range: 34
    score: 125
    reload: 48
    breakOffTime: 300
    battlescapeTerrainData:
      name: P4_A
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: P4_A
          width: 20
          length: 20
  - type: STR_PHARVEST
    size: STR_MEDIUM_UC
    sprite: 4
    damageMax: 500
    speedMax: 4000
    accel: 8
    power: 40
    range: 22
    score: 250
    reload: 48
    breakOffTime: 500
    battlescapeTerrainData:
      name: PHARVEST
      mapDataSets:
        - BLANKS
        - U_EXT01
        - U_WALL01
        - U_DISEC1
        - U_OPER1
        - PUFOL83
      mapBlocks:
        - name: PHARVEST
          width: 20
          length: 20

alienDeployments:
  - delete: STR_ALIEN_BASE_ASSAULT
  - type: STR_ALIEN_BASE_ASSAULT
    data:
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 0
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 5
        highQty: 7
        dQty: 4
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_CASTER
            - STR_PLASMA_CASTER_CLIP
            - STR_PLASMA_CASTER_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_ALIEN_LASER_RIFLE
            - STR_ALIEN_LASER_RIFLE_CLIP
            - STR_ALIEN_LASER_RIFLE_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 1
        lowQty: 2
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_BLADE
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 0
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_SWORD
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
    width: 50
    length: 50
    height: 4
    nextStage: STR_ALIEN_BASE_ASSAULT2
    script: BASELANDING
    briefing:
      textOffset: -16
      background: BACK01.SCR
      showTarget: false
    markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_SUPPLY: 100
    genMissionFreq: 6
    alienBase: true    # this is only to tell new battle mode what to do with this deployment
    points: 5

  - type: STR_ALIEN_BASE_ASSAULT2
    data:
      - alienRank: 6
        lowQty: 1
        highQty: 3
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 7
        lowQty: 0
        highQty: 2
        dQty: 1
        percentageOutsideUfo: 0
        itemSets:
          -
            []
          -
            []
          -
            []
          -
            []
          -
            []
      - alienRank: 5
        lowQty: 5
        highQty: 7
        dQty: 4
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
      - alienRank: 4
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_CASTER
            - STR_PLASMA_CASTER_CLIP
            - STR_PLASMA_CASTER_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_PLASMA_SUB
            - STR_PLASMA_SUB_CLIP
            - STR_PLASMA_SUB_CLIP
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
      - alienRank: 3
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_TOXIGUN
            - STR_TOXIGUN_FLASK
            - STR_TOXIGUN_FLASK
          -
            - STR_SMALL_LAUNCHER
            - STR_STUN_BOMB
            - STR_STUN_BOMB
            - STR_STUN_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
          -
            - STR_SMALL_LAUNCHER
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
            - STR_ELERIUM_BOMB
      - alienRank: 2
        lowQty: 1
        highQty: 2
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_ALIEN_LASER_RIFLE
            - STR_ALIEN_LASER_RIFLE_CLIP
            - STR_ALIEN_LASER_RIFLE_CLIP
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_PLASMA_PISTOL_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 1
        lowQty: 2
        highQty: 4
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_BLADE
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_RIFLE
            - STR_PLASMA_RIFLE_CLIP
            - STR_PLASMA_RIFLE_CLIP
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_BLASTER_LAUNCHER
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
            - STR_BLASTER_BOMB
      - alienRank: 0
        lowQty: 1
        highQty: 1
        dQty: 0
        percentageOutsideUfo: 0
        itemSets:
          -
            - STR_PLASMA_SWORD
            - STR_ALIEN_GRENADE
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_HEAVY_PLASMA
            - STR_HEAVY_PLASMA_CLIP
            - STR_HEAVY_PLASMA_CLIP
            - STR_ALIEN_GRENADE
            - STR_ALIEN_DATA_SLATE
          -
            - STR_PLASMA_BLASTER
            - STR_PLASMA_BLASTER_CLIP
            - STR_PLASMA_BLASTER_CLIP
            - STR_ALIEN_GRENADE
    width: 60
    length: 60
    height: 2
    terrains:
      - UBASE
    shade: 15
    script: ALIENBASE
    briefing:
      textOffset: -16
      background: BACK01.SCR
      showTarget: false
    objectiveType: 3
    markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_SUPPLY: 100
    genMissionFreq: 6
    alienBase: true    # this is only to tell new battle mode what to do with this deployment
    objectiveComplete: [STR_ALIEN_BASE_CONTROL_DESTROYED, 500]
    objectivePopup: STR_CONTROL_CENTER_DESTROYED
    points: 5

mapScripts:

  - type: BASELANDING
    commands:
    - type: addUFO
      UFOName: STR_PHARVEST
    - type: addUFO
      UFOName: STR_PABDUCT
    - type: addCraft
    - type: fillArea
« Last Edit: August 09, 2018, 09:58:07 pm by Tekamthi »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2919 on: August 09, 2018, 10:04:59 pm »
Yeah, it's no small feat to do it well.

Thanks for the initiative, hopefully this will be helpful somehow!

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2920 on: August 10, 2018, 02:05:51 am »
I hear ya... took me hours to figure out the rulesets, but for naught.  Definitely gained some appreciation for yours and others' work though.

Have you thought of using those pyramid rebirth UFOs in FMP?  seems it would fit well w/ the vanilla-focus, since these were hidden files in the original and all

Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2921 on: August 10, 2018, 02:33:50 pm »
You are literally the first person ever to say this... Shotguns in OXC are so inaccurate that most players (though not all) consider them useless.

Ok. I will not feeel myself as a cheater.

Soldier with 84 Acuracy standing with
Alien Laser rifle has 40% result acuracy (the number near the aim cursor) of Snap Shot
and 66% Acuracy  with Shotgun rifle of Snap Shot
(AUTO SHOT Alien Lasre rifle - 16%)
Both hands busy
Distance ~ 12

AND

30% Alien Laser
18% Shotgun rifle
(AUTO SHOT Alien Lasre rifle - 0%)
Distance ~ 20

You shure it's OK?

And it's only numbers on practice i hit with shotgun very often from very high distance
Seems like rounds of shotgun has more size and hits more foten.
Maybe it depends on my style of game.
I feel Alien Laser rifle (and all other weapon before gauss and laser) useless compare to shotgun

Damage of Shotgun on practice much more then Laser Rifle

Time needed for snap shot for ShotGun and LAser Rifle is almost the same
Realy?

So on medium distance We have the same acuracy with better Damage
In close combat Shotgan just the best

6 rounds is enouph for me

And inside a base or ship shotgun with scatter brings death

I don't pretend something if most of people think that it's ok
I just don' want to feel like cheater

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2922 on: August 11, 2018, 03:20:12 am »
Ok. I will not feeel myself as a cheater.

Soldier with 84 Acuracy standing with
Alien Laser rifle has 40% result acuracy (the number near the aim cursor) of Snap Shot
and 66% Acuracy  with Shotgun rifle of Snap Shot
(AUTO SHOT Alien Lasre rifle - 16%)
Both hands busy
Distance ~ 12

AND

30% Alien Laser
18% Shotgun rifle
(AUTO SHOT Alien Lasre rifle - 0%)
Distance ~ 20

You shure it's OK?

And it's only numbers on practice i hit with shotgun very often from very high distance
Seems like rounds of shotgun has more size and hits more foten.
Maybe it depends on my style of game.
I feel Alien Laser rifle (and all other weapon before gauss and laser) useless compare to shotgun

Damage of Shotgun on practice much more then Laser Rifle

Time needed for snap shot for ShotGun and LAser Rifle is almost the same
Realy?

So on medium distance We have the same acuracy with better Damage
In close combat Shotgan just the best

6 rounds is enouph for me

And inside a base or ship shotgun with scatter brings death

I don't pretend something if most of people think that it's ok
I just don' want to feel like cheater

i think maybe you might have a point on the shotgun snap vs laser snap numbers.  I'm not sure.  I think the AP dmg is the reason for this disparity, though whether it needs to be that large? i don't know, i never noticed this problem while playing.. i did eventually move from rifle/assault rifle to more shotguns for acc, but more cuz i kept wiping squads and starting over w/ shit rookies that needed extra aim, then cuz i thought it was OP.  I never equipped a vet with shotty after early game.

I find the shotgun lack of auto makes it not so good breach weapon; i'm surprised to find you prefer it there.  Even on the squishiest aliens, I find it only 1-shot kills about 50/50, and if I put a shotgun 1st through the door & land a hit, often get a turning reaction fire at point blank... ie dead.  But an auto-shot wep on a decent soldier doesn't have this prob nearly as much.


Offline Sanuich

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2923 on: August 12, 2018, 02:45:03 am »
I found Alien Data slates but can't research. They just in my storage
in tech tree they just initial item with no requirements
What i need to research them

Offline Tekamthi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2924 on: August 12, 2018, 04:48:26 am »
I hear ya... took me hours to figure out the rulesets, but for naught.  Definitely gained some appreciation for yours and others' work though.

Have you thought of using those pyramid rebirth UFOs in FMP?  seems it would fit well w/ the vanilla-focus, since these were hidden files in the original and all

took another stab at this... i'm going with a alien habitat/garden terrain for the surface.  just did a quick test, seems to work.  the appearance isn't nearly as jarring as "mars on earth"..  Won't have any time to play for a few days but I'm gonna park it here in case anyone else is interested.  I'll try to iron out any problems in a week or two, and maybe build a little more mapblock variety in.  1st stage is just set to kill everything.. 2nd stage is not changed from fmp alien base map & objectives.

right now there's a missionscript ruleset to start an alien base w/in 1st few days of 1st month, for testing... delete that file to make it work 'normally'