Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 536310 times)

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3015 on: November 22, 2018, 07:55:51 pm »
but this also means that this weapon is not really required to win the game though, but if found, makes it easier. In this case, if you need to capture it to manufacture it, the luck factor will be multiplied by you being able to replenish the ammo.

Just in a general perspective, in case of a narrow win/loss situation, not finding this weapon before going to Cydonia might result in a loss, if you find it, it'll be an easy win. So if you keep it very rare and hard to find with a launcher that can't be reproduced, but very powerful and let the player get the ammo for it, there's no way it won't screw the balance. It either will be too easy if found, or too difficult if not found.

Yes, again you make a lot of sense, but I am not sure if this weapon is all that great. It's a variant of the Blaster Launcher with less powerful munitions but a whole clip of them. Destructive? Absolutely. Overpowered? Yes, but I don't know if more than the standard Blaster Launcher.
As it is now, if you don't find it, you still have standard Blaster Launchers - less fancy, but with more oomph and ultimately similar in use. If you find it, you probably get more chances to attack (since it's faster) and can use it when moving more, which is certainly nice, but I don't think it's "easy win".
The situation is exacerbated by the fact that other such super rare weapons are generally of unlimited use.

Offline Lord_Kane

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3016 on: November 22, 2018, 09:21:54 pm »
but this also means that this weapon is not really required to win the game though, but if found, makes it easier. In this case, if you need to capture it to manufacture it, the luck factor will be multiplied by you being able to replenish the ammo.

Just in a general perspective, in case of a narrow win/loss situation, not finding this weapon before going to Cydonia might result in a loss, if you find it, it'll be an easy win. So if you keep it very rare and hard to find with a launcher that can't be reproduced, but very powerful and let the player get the ammo for it, there's no way it won't screw the balance. It either will be too easy if found, or too difficult if not found.

just make an edit the research and manufacture rule files to make the ammo buildable after research.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3017 on: November 22, 2018, 09:29:00 pm »
just make an edit the research and manufacture rule files to make the ammo buildable after research.

That's what we're discussing, yes. :P

Offline Fiskun1

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3018 on: December 01, 2018, 09:10:27 am »
Is this FMP compatible with the new, unified OXCE?
Thanks.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3019 on: December 01, 2018, 11:45:56 am »
Is this FMP compatible with the new, unified OXCE?
Thanks.

Yes, it should be.

EDIT by Meridian: Yes, it is.
« Last Edit: December 01, 2018, 01:37:25 pm by Meridian »

Offline troutofdoom

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3020 on: May 07, 2019, 08:36:21 pm »
I tried to play in OXCE with this mod (and nothing else) and I get this error (and it won't run)
[07-05-2019_12-20-44]   [ERROR]   Error linking 'STR_ALIEN_ELECTRONICS' in research: Unknown research 'STR_TROLLIUM'

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3021 on: May 07, 2019, 11:04:59 pm »
I tried to play in OXCE with this mod (and nothing else) and I get this error (and it won't run)
[07-05-2019_12-20-44]   [ERROR]   Error linking 'STR_ALIEN_ELECTRONICS' in research: Unknown research 'STR_TROLLIUM'

Already solved on discord, old FMP version.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3022 on: May 08, 2019, 12:17:33 pm »
I missed the Discord discussion. Do I need to change anything in the mod?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3023 on: May 08, 2019, 12:39:32 pm »
I missed the Discord discussion. Do I need to change anything in the mod?

No.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3024 on: May 08, 2019, 07:20:33 pm »

Offline Firestorm_01

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3025 on: May 11, 2019, 04:36:19 pm »
Could I suggest a small change?

It is logical that STR_AUTO_CANNON is machinegun like weapon. In FMP machine guns have extended auto range for balance. But STR_AUTO_CANNON is missing it.

I suggest to add autoRange: 30
to STR_AUTO_CANNON.

Orignal stats are unaffected

I've uploaded the change.
« Last Edit: May 11, 2019, 04:57:49 pm by Firestorm_01 »

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3026 on: May 11, 2019, 08:44:41 pm »
Good point, thought I'll make it 25 - it's not exactly a machine gun.

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3027 on: June 04, 2019, 01:23:05 am »
Hi all, just wanted to drop a thanks for this mod and the hundreds of hours that surely went into the selection and balancing- what an awesome time.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3028 on: June 04, 2019, 02:55:58 pm »
Thank you very much!
BTW I am planning an update some time soonish. Nothing revolutionary, but there will be some minor improvements.

Offline Carfax

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3029 on: June 04, 2019, 03:10:34 pm »
Good to know and a also a big thank you scorch.
I will sqash some aquatic aliens in the meantime then after my last failed failed Superhuman/Ironman attempt.
Regards Carfax