Sorry for disappearing for a few months... I'm still here and modding
Hello neighbour, very glad to see you're still working on this cool mod! (and overall on OpenXCom)!
You're welcome, neighbour!
If I want to play "like UFO1 but expanded" then is this still the mod to pick? Just go with the newest version?
Yeah, that's pretty much what this mod is, an unofficial expansion and lengthening.
How these two relate nowdays? Is X-com Files a suepr-set that further extends FMP?
Is X-Com files "finished" as much as FMP currently?
I wanted to play some serious ironman game, so would be good if thing doesn't break and is also kinda "final"
The X-Com Files is indeed FMPs younger and bigger brother, but also it's different in concept - it's more complex, harder, and not really alien focused (you mostly fight humans).
Also, it's definitely playable, but still pretty far from being finished.
Maybe I'm blind, but where is the full description of this mod?
I can't see any "show full description" or anything on the mod page on https://openxcom.mod.io/final-mod-pack
Not sure what I could add here besides the first paragraph...
Suggestion on current version of the FMP v2.8g
I think a lot of the manufacturing costs should be looked at and considered some re balances.
For example many of the items that are created with alien alloys I think are imbalanced, for example:
STR_ALLOY_SWORD
Cost $12k, Alien Alloys: 3
STR_ALLOY_CANNON_ROUNDS_X50
Cost: $60, Alien Alloys: 2
I guess I'm thinking more realistically speaking but that a huge disparity because I would think 50 rounds on a military gatling cannon is more material then a single sword. (...)
You're probably right. I should re-examine these prices, but it's a lot of work, and since something like a tritanium sword is science fiction anyway, at least some inconsistencies can be handwaved...
Also, I'm totally hooked on X-Com Files, so pretty much will be running that game now, thinking that these suggestion would apply there also?
Yes, but the XCF is balanced differently and more rigorously. Controversies may still appear, of course, since how much material is neded for a sword (including the neessary waste) is debatable.
After almost one year break I got back into my game I had started already ages ago... After updating to the latest FMP, things have been working smoothly. Only good things to say about the current state of the mod.
Cheers!
But there's something I'd like to know about, what the hell is that super mega nasty terror unit mutons have floating around? I just attempted a base raid, I kept pelting the damn thing with rockets and plasma and nothing seemed to take it down, does this thing just require something with a bit more oomph? Like a blaster launcher? Don't spoil too much, I'm yet to even know what the hell that thing is called... But heck, nothing seemed to even scratch it... And of course I had forgotten to bring mind probe to actually see what kind of a beating does that cursed device take. And the damn mutons are already scouting for a retaliation... I'm in serious trouble with those things unless I get something heavy enough to knock them out. I guess its time to change research priorities a bit... (I have been slow on it on purpose to add some challenge.)
Well, glad to have a unit which actually provides danger in a different way than simply by flinging hot plasma at you
Be glad that the basic OXC doesn't support energy shields!
This is very interesting, there was a Muton base mission happening on Antarctica, I messed up and sent the squads there too late and missed the battleship and the other supply ship... So I loaded a game prior to not mess it up. I swiftly shot down both excavators and expected the others to show up any moment, but its already the day after and the other UFOs never showed up. Is this a way to postpone a base mission, by shooting down the excavators or just a fluke?
Yes, shooting down UFOs slows their relevant mission.
Also, thanks for all the kind words everyone. I will keep adding bits to this mod!