Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855171 times)

Offline Almoorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3120 on: December 24, 2019, 03:36:44 pm »
How can i fix desert14 map without updating the mod? I dont wanna lose the terrains. Is it enough to copy the new desert14.map inside the mod?
« Last Edit: December 24, 2019, 03:38:51 pm by Almoorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3121 on: December 24, 2019, 05:17:55 pm »
How can i fix desert14 map without updating the mod? I dont wanna lose the terrains. Is it enough to copy the new desert14.map inside the mod?

Yes, should be. Also overwrite desert14.rmp, just in case.

Offline Almoorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3122 on: December 24, 2019, 10:04:18 pm »
Thank you and merry christmas.

Offline cptelerium

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3123 on: December 27, 2019, 03:08:16 am »
Sounds just great, thank you and everyone involved in creating it  <3

And marry Christmas 🎄 (a bit late but still) along with upcoming happy new year.

Offline Unmadesoldier

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3124 on: January 06, 2020, 04:12:13 am »
Only 5 things I'd like to see added to fmp:

- armored heavy suit, alloy heavy suit, and cyber armor from xcf added to the mod.

- alien precision plasma/plasma eliminator from xcf/piratez. (Should be rare and require alien electronics to manufacture.

- add light cannon into mod, I'd love it as a sort of heavy shotgun.

- add alloy buckshot ammo for the autocannon and heavy cannon for extra versatility.

- make juggernaut suit look less like an ugly Fischer price chew toy. I mean, come on man!

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3125 on: January 06, 2020, 01:21:12 pm »
Some of these can be done, but the FMP tech tree is kinda too flat for most - too many steps in too little time, I think.
We'll see, thanks for the info.

Offline Unmadesoldier

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3126 on: January 07, 2020, 02:35:01 am »
Too flat?

I mean, the heavy suit could be locked behind advanced firearms and high explosive ammo.

The alloy heavy suit should be locked behind alloy ammo.

The cyber armor could be locked behind ufo navigation and alien power systems and feature a greater vulnerability to lasers.

The plasma eliminator/precision plasma could be disassembled for one alien electronics, a piece of alloy, and 4 elerium, and should be locked behind the same things that power armor is.

A gym and medical bay would be nice but not necessary yet.

 
« Last Edit: January 07, 2020, 02:38:57 am by Unmadesoldier »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3127 on: January 08, 2020, 10:28:47 pm »
OK, I'll think about that. :)

Offline normae

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3128 on: January 19, 2020, 05:30:36 am »
Hi, played through this mod fairly recently and enjoyed it. I'm just wondering though, what are the approximate appearance rates of the various races? On experienced difficulty, I never saw a cerebreal or reptoid force the entire game... gazers only once. Can't seem to find the information in the ruleset, or prehaps I'm blind?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3129 on: January 19, 2020, 12:11:19 pm »
It's very random. The first few months are devoid of the more difficult races, but after 10 months or so, all races participate.
As for actual ratios, they vary by mission. For example, the alien terror mission (after above-mentioned month 10 as an arbitrary cutoff) can feature any race, with more popular races being 2 to 3 times more likely. The chance for Reptoids on a terror mission is average, and for Cerebreals it's small, but it can vary between other missions.
« Last Edit: January 19, 2020, 01:08:19 pm by Solarius Scorch »

Offline betatester

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3130 on: January 19, 2020, 12:19:00 pm »
I remember one game some financially difficult months because I mostly got MIB missions that generate far less money. It was kinda weird that XCom accountants were praying for alien invasion. Of course all accountants were arrested and interrogated.
« Last Edit: January 19, 2020, 12:22:38 pm by betatester »

Offline guyver1986

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3131 on: January 25, 2020, 01:11:58 am »
Hi everyone loving this mod but thing I've run into a problem I'm able to manufacture alien laser rifle but there's not option to make the ammunition for it is this a glitch and will I have to start again as I'm sure I could manufacture them before then after researching laser weapons it dissappeared.

Offline Unmadesoldier

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3132 on: January 25, 2020, 03:39:20 am »
It's not a glitch. You need to first research elerium 115 in order to make alien laser rifle clips.

Offline guyver1986

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3133 on: January 25, 2020, 01:00:38 pm »
I've already researched it, so not sure what's happening I swear I could manufacture them before them BAM! Just disappeared after researching laser weapons it's gone

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3134 on: January 25, 2020, 09:09:32 pm »
I've already researched it, so not sure what's happening I swear I could manufacture them before them BAM! Just disappeared after researching laser weapons it's gone

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