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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1860176 times)

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3015 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 #3016 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 #3017 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 #3018 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 #3019 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 #3020 on: May 08, 2019, 07:20:33 pm »

Offline Firestorm_01

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3021 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 #3022 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 #3023 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 #3024 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 #3025 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

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3026 on: June 07, 2019, 08:10:26 pm »
Also, man cyberdisks suuuuuck unless you're packing
Spoiler:
flamethrowers! I'm watching Lewis and Ben save the world in parallel with my playthrough, thank goodness they tried the flamer.  My first terror mission was on the railyard map, and the entire rail line itself was a cyberdisk kill zone with 4-5 cybers. Even once I realized it was the flamethrower I needed, I still lost 6 troops. Stocking three of them on the skyraider from now on! Maybe packing incendiary ammo will work too? Don't tell me :)

Also loving the larger office towers and the labyrinthine pathing, requiring lots of on-the-fly decisions and tactics.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3027 on: June 10, 2019, 09:09:38 pm »
I have released a new version: 2.2e.
- New Hybrid graphics.
- New Jungle landing block.
- Overhauled bigobs to remove negative indexes.
- Increased Auto Cannon's aim range.
- Fixed FRNITURE death tiles association.
- Fixed some fences.

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3028 on: June 12, 2019, 11:56:27 pm »
I'll give feedback on any changes I notice from 2.2d.  I'm in May of year one on my first playthrough (on Experienced- I've beaten the vanilla game once like 10 years ago) and I have never had this much fun playing xcom. Man, the fricking minigun is amazing amounts of fun. As long as you get the scouts [way] out of the way first.
« Last Edit: June 13, 2019, 12:00:56 am by nathandetr0it »

Offline Almoorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3029 on: June 17, 2019, 03:36:35 pm »
Makes the game crash on the new version of the game; openxcom_git_master_2019_06_17_0106.zip