Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855405 times)

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3030 on: June 17, 2019, 03:47:12 pm »
Makes the game crash on the new version of the game; openxcom_git_master_2019_06_17_0106.zip

What is the error message?

Offline Almoorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3031 on: June 17, 2019, 04:08:53 pm »
I can't see the error message anymore. It crashes immediately now. Is there any error log i can find? It was about a file in the final mod pack.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3032 on: June 17, 2019, 04:28:54 pm »
I can't see the error message anymore. It crashes immediately now. Is there any error log i can find? It was about a file in the final mod pack.

I think you're not using the latest FMP version, do you have FMP 2.2e (released 7 days ago)? You need this version for the newest OpenXcom.

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3033 on: June 17, 2019, 05:35:53 pm »
Please help me!
I want the MIB to become stronger gradually during the game (I have a lot of problems in battles because of their tanks, the game because of this is not fun).
In the file alienRaces_FMP.rul, I created many subtypes of MIB
Code: [Select]
  - id: STR_MIB_1_2
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIB_SOLDIER
  - id: STR_MIB_3_4
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIB_ENGINEER
  - id: STR_MIB_5_6
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIB_LEADER
  - id: STR_MIB_7
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_ENGINEER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_ENGINEER
      - STR_MIB_STORMTROOPER
  - id: STR_MIB_8
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_LEADER
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_ENGINEER
      - STR_MIB_STORMTROOPER
  - id: STR_MIB_9
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_ENGINEER
      - STR_MIB_STORMTROOPER
  - id: STR_MIB_10
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_DOGE
      - STR_MIBTANK_TERRORIST
  - id: STR_MIB_11
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_NAVIGATOR
      - STR_MIB_SOLDIER
      - STR_MIB_STORMTROOPER
      - STR_MIBTANK_TERRORIST
  - id: STR_MIB_12
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_HEAVY_TROOPER
      - STR_MIB_NAVIGATOR
      - STR_MIB_STORMTROOPER
      - STR_MIBTANK_TERRORIST
  - id: STR_MIB_13
    retaliation: false
    members:
      - STR_MIB_COMMANDER
      - STR_MIB_PSI_OPS
      - STR_MIB_STORMTROOPER
      - STR_MIB_MEDIC
      - STR_MIB_HEAVY_TROOPER
      - STR_MIB_NAVIGATOR
      - STR_MIBTANK_TERRORIST
      - STR_MIB_SECTOPOD_TERRORIST
and smoothly divided them by months in alienMissions_FMP.rul.
Code: [Select]
  - type: STR_MIB_COVERUP
    points: 0
    raceWeights:
      0:
          STR_MIB_1_2: 100
      1:
          STR_MIB_1_2: 100
      3:
          STR_MIB_1_2: 50
          STR_MIB_3_4: 50
      4:
          STR_MIB_3_4: 100
      5:
          STR_MIB_3_4: 50
          STR_MIB_5_6: 50
      6:
          STR_MIB_5_6: 100
      7:
          STR_MIB_5_6: 50
          STR_MIB_7: 50
      8:
          STR_MIB_5_6: 20
          STR_MIB_7: 50
          STR_MIB_8: 20
          STR_MIB_9: 10
      9:
          STR_MIB_7: 20
          STR_MIB_8: 50
          STR_MIB_9: 20
          STR_MIB_10: 10
      10:
          STR_MIB_8: 20
          STR_MIB_9: 50
          STR_MIB_10: 20
          STR_MIB_11: 10
      11:
          STR_MIB_9: 20
          STR_MIB_10: 50
          STR_MIB_11: 20
          STR_MIB_12: 10
      12:
          STR_MIB_10: 20
          STR_MIB_11: 50
          STR_MIB_12: 20
          STR_MIB_13: 10
      13:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      15:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      17:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
    waves:
      - ufo: STR_DRAGONFLY_DARK
        count: 1
        trajectory: P0
        timer: 6000
      - ufo: STR_MIB_COVERUP_0
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_MIB_COVERUP_0
        count: 1
        trajectory: P2
        timer: 7800
      - ufo: STR_MIB_COVERUP_1
        count: 1
        trajectory: P0
        timer: 7800
      - ufo: STR_MIB_COVERUP_1
        count: 1
        trajectory: P3
        timer: 9000
      - ufo: STR_MIB_COVERUP_2
        count: 1
        trajectory: P4
        timer: 3000
      - ufo: STR_MIB_COVERUP_2
        count: 1
        trajectory: P4
        timer: 750
      - ufo: STR_MIB_COVERUP_2
        count: 1
        trajectory: P2
        timer: 1500
  - type: STR_MIB_TERROR
    points: 0
    raceWeights:
      0:
          STR_MIB_1_2: 100
      1:
          STR_MIB_1_2: 100
      3:
          STR_MIB_1_2: 50
          STR_MIB_3_4: 50
      4:
          STR_MIB_3_4: 100
      5:
          STR_MIB_3_4: 50
          STR_MIB_5_6: 50
      6:
          STR_MIB_5_6: 100
      7:
          STR_MIB_5_6: 50
          STR_MIB_7: 50
      8:
          STR_MIB_5_6: 20
          STR_MIB_7: 50
          STR_MIB_8: 20
          STR_MIB_9: 10
      9:
          STR_MIB_7: 20
          STR_MIB_8: 50
          STR_MIB_9: 20
          STR_MIB_10: 10
      10:
          STR_MIB_8: 20
          STR_MIB_9: 50
          STR_MIB_10: 20
          STR_MIB_11: 10
      11:
          STR_MIB_9: 20
          STR_MIB_10: 50
          STR_MIB_11: 20
          STR_MIB_12: 10
      12:
          STR_MIB_10: 20
          STR_MIB_11: 50
          STR_MIB_12: 20
          STR_MIB_13: 10
      13:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      14:
          STR_MIB_10: 15
          STR_MIB_11: 25
          STR_MIB_12: 35
          STR_MIB_13: 25
      15:
          STR_MIB_10: 10
          STR_MIB_11: 20
          STR_MIB_12: 40
          STR_MIB_13: 30
      16:
          STR_MIB_10: 10
          STR_MIB_11: 15
          STR_MIB_12: 40
          STR_MIB_13: 35
    waves:
      - ufo: STR_MIB_TERROR_MISSION
        count: 1
        trajectory: T0
        timer: 35000
      - ufo: STR_MIB_TERROR_MISSION
        count: 1
        trajectory: T1
        timer: 35000
      - ufo: STR_MIB_TERROR_MISSION
        count: 1
        trajectory: T2
        timer: 35000
  - type: STR_MIB_BASE
    points: 0
    raceWeights:
      0:
          STR_MIB_1_2: 100
      1:
          STR_MIB_1_2: 100
      3:
          STR_MIB_1_2: 50
          STR_MIB_3_4: 50
      4:
          STR_MIB_3_4: 100
      5:
          STR_MIB_3_4: 50
          STR_MIB_5_6: 50
      6:
          STR_MIB_5_6: 100
      7:
          STR_MIB_5_6: 50
          STR_MIB_7: 50
      8:
          STR_MIB_5_6: 20
          STR_MIB_7: 50
          STR_MIB_8: 20
          STR_MIB_9: 10
      9:
          STR_MIB_7: 20
          STR_MIB_8: 50
          STR_MIB_9: 20
          STR_MIB_10: 10
      10:
          STR_MIB_8: 20
          STR_MIB_9: 50
          STR_MIB_10: 20
          STR_MIB_11: 10
      11:
          STR_MIB_9: 20
          STR_MIB_10: 50
          STR_MIB_11: 20
          STR_MIB_12: 10
      12:
          STR_MIB_10: 20
          STR_MIB_11: 50
          STR_MIB_12: 20
          STR_MIB_13: 10
      13:
          STR_MIB_10: 20
          STR_MIB_11: 30
          STR_MIB_12: 30
          STR_MIB_13: 20
      14:
          STR_MIB_10: 15
          STR_MIB_11: 25
          STR_MIB_12: 30
          STR_MIB_13: 30
      15:
          STR_MIB_10: 10
          STR_MIB_11: 20
          STR_MIB_12: 30
          STR_MIB_13: 40
    waves:
      - ufo: STR_MIB_BASE_LANDING
        count: 1
        trajectory: B0
        timer: 15000
I found their ship on the ground, but when trying to land, the game collapsed.

Please tell me what I need to fix, so that my new races work normally.
« Last Edit: June 17, 2019, 05:58:52 pm by Docent »

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3034 on: June 17, 2019, 08:20:33 pm »
Can we get a child forum for this mod?

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3035 on: June 18, 2019, 01:55:57 am »
Please help me!
I want the MIB to become stronger gradually during the game (I have a lot of problems in battles because of their tanks, the game because of this is not fun).

Instead of modding the tanks out, have you considered heavy explosives? A few of those always did the trick for me.

Offline Salt Factory

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3036 on: June 18, 2019, 04:34:42 am »
The answer to every and any early game threat like those Exalt tanks is rookies with horrible stats you can throw away charging them with flamethrowers. It's been working well in my S-Human run. Cyberdiscs, spitters, Exalt tanks, all toasted in 1 or auto shots. But wait, why can't we build alloy tanks?

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3037 on: June 18, 2019, 11:31:36 am »
I know how to kill them (actually I didn’t try a flamethrower, thanks), that’s not the point. The fact is that MIB are the most powerful enemies in the game at this stage (0-6 month). Not just the strongest, but much, much stronger than others. Fighting with any other race is just an easy walk, and fighting with an MIB is a real challenge. There is clearly no balance. That is the main problem that I would like to fix.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3038 on: June 18, 2019, 01:59:35 pm »
Well, they use alien weapons but have human stats... So this outcome is inevitable.
This is balanced by the fact that they appear rarely, unless the RNG says otherwise (as in your case, it appears).
Still, I find it surprising that you think the MiBs are tougher than Mutons and Ethereals.

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3039 on: June 18, 2019, 02:44:40 pm »
Mutons and Ethereals have not yet appeared, but I am sure that they (at least Mutons) will not give me as much trouble. The reason for all is their tanks. Each such tank is two times stronger than Cyberdisk. Even before the first month ended, the terror mission with four tanks appeared! And since then they appear 2-3 times more often than all other races (while there were only Sectoids, Floaters and Snakemans and once Hybrids) put together. If you look at the numbers that are responsible for the frequency of occurrence of the MIB, then it is not clear to me why they should appear rarely. They appear in accordance with these numbers. I have already reduced them by 30% for my game, but in order to achieve a better balance, I think it is necessary to ensure that their tanks do not appear from the very beginning of the game. I see that the growth of the force of the race has already been implemented for MIB by creating two races: MIB and LATE_MIB, I just want to expand this mechanics, can you tell me how to add more types of races for MIB so that they work normally? I tried to figure it out, but I can't catch the logic. It is interesting to me to understand this, not only for balancing the MIBs, but also because it is an excellent mechanic.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3040 on: June 18, 2019, 08:48:55 pm »
Well, in short, you need to make a niew alienRace and then add it to the appropriate alienMissions. For more info, go here.

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3041 on: June 20, 2019, 07:50:28 pm »
items_FMP.rul:
STR_PISTOL
attraction: 10

research_FMP.rul:
STR_GRAV_MODULE
cost: 10

Is it a mistake?

Offline nathandetr0it

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3042 on: June 20, 2019, 08:47:22 pm »
Is it intentional that you can make ~$110K per engineer per month (about 4x their salary) by producing the
Spoiler:
craft Railgun Cannon?
Not that I'm complaining, since the game is kicking my ass right now and I'm churning through money, thanks to the fact that
Spoiler:
I haven't hit the Engineer lottery yet so every mission is my troops with alloy weapons vs. a ship full of Gazers... which they can barely damage.

At least I have
Spoiler:
Railgun Tanks... which a Holodrone can destroy in a single turn.

None of this should be interpreted as criticism, as I am loving this playthrough.

...wait I just realized I'm playing with TFTD damage. AUGH! Is that recommended for this mod?
« Last Edit: June 20, 2019, 08:55:12 pm by nathandetr0it »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3043 on: June 21, 2019, 06:49:33 pm »
items_FMP.rul:
STR_PISTOL
attraction: 10

research_FMP.rul:
STR_GRAV_MODULE
cost: 10

Is it a mistake?

No, I don't think so... Why?


Is it intentional that you can make ~$110K per engineer per month (about 4x their salary) by producing the (...)

Yeah, by this point money don't even matter. Carry on.

Not that I'm complaining, since the game is kicking my ass right now and I'm churning through money, thanks to the fact that

This is as intended (though doesn't always happen). You should look for other methods to fight Gazers, there are a few alternatives to guns.

At least I have (...)

Well. The game would be boring otherwise, no? :)

None of this should be interpreted as criticism, as I am loving this playthrough.

Au contraire, thank you for the meaningful feedback!

...wait I just realized I'm playing with TFTD damage. AUGH! Is that recommended for this mod?

Definitely not. It throws the entire balance out of the window.
(Also, TFTD model sucks balls IMO. but that's my opinion.)

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3044 on: June 21, 2019, 11:23:51 pm »
No, I don't think so... Why?

The attraction of an ordinary pistol is maximum? Like a blaster rocket launcher? IMO it should be 5... well, or 7, like all the rest of simple weapons in this mod, including ammo for this pistol.

Research cost 10? It seemed to me that this is not the easiest device to study, to be the cheapest research possible. Seems just zero got lost. )