aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856665 times)

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3420 on: September 30, 2023, 07:42:46 pm »
EDIT: can we fix OXC to recognize the usual syntax? Because not having it is just ridiculous. Even if I fix it now, I'll probably do it "wrong" later again.

Not my decision.
But we can ask.

This has been recently added to OXC too.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3421 on: September 30, 2023, 07:56:09 pm »
This has been recently added to OXC too.

Praise the Lord! :)

Offline KaMef

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3422 on: October 06, 2023, 02:26:50 pm »

EDIT:

Final Mod Pack version 3.3 has been released.


It seems metadata.yml has not been updated, still 'version: "3.2.2"' stated there.

Offline KaMef

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3423 on: October 12, 2023, 12:15:01 pm »
In Final Mod Pack Extended max view distance is increased to 40.
It is a pretty huge change, it should be nice to have an option to choose between the old and this new distance setting, would it be possible to be implemented in the future?
« Last Edit: October 12, 2023, 12:28:02 pm by KaMef »

Offline 127Tom

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3424 on: November 10, 2023, 04:51:54 pm »
I put the mod folder in my "mods" folder and it does not show up in the dropdown menu.
I use latest build (as today) for OpenXCom (not using extended).
I also needs help to install custom music files. The tutorials doesn't work, I think they are outdated.
Can anyone help?
« Last Edit: November 10, 2023, 04:59:45 pm by 127Tom »

Offline 127Tom

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3425 on: November 11, 2023, 04:48:13 am »
Okay, I got it working... I found the mod on the bottom of the feature list (not very intuitive!)
So I have been playing this mod for many hours today and I must say I didn't really enjoy it =
Bullet sponge enemies... also is it impossible to research alien weaponry? When I researched I just got human weaponry.
Game almost gets impossible after a while with the super alien races you meet that can take 100 bullets and just die if you explode the entire map almost.

I think I go back to vanilla

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3426 on: November 11, 2023, 11:55:39 am »
I think (played FMP a looong time ago) that they're not bullet sponges, they just have good armour against whatever you're using. So this is what's nowadays referred to as 'skill issue'. :P

Does FMP have armour entries in the pedia? If so, you could try nabbing one alien through sheer persistence, look at what's it got there and see if you've got something that works against its hide. Edit: Yes, it does. /edit



Edit2: But, yes, FMP does away with the "Heavy Plasma in month 3" progression of the original, and you've actually got to fight the super-advanced aliens with your crappy Earth tech for a while. You've got to do some alien-napping and other research before plasma (or even lasers) open up. On the flipside, the human arsenal is a lot bigger and more varied.
« Last Edit: November 11, 2023, 12:04:15 pm by Juku121 »

Offline zee_ra

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3427 on: December 05, 2023, 04:46:04 am »
I think (played FMP a looong time ago) that they're not bullet sponges, they just have good armour against whatever you're using. So this is what's nowadays referred to as 'skill issue'. :P

Does FMP have armour entries in the pedia? If so, you could try nabbing one alien through sheer persistence, look at what's it got there and see if you've got something that works against its hide. Edit: Yes, it does. /edit



Edit2: But, yes, FMP does away with the "Heavy Plasma in month 3" progression of the original, and you've actually got to fight the super-advanced aliens with your crappy Earth tech for a while. You've got to do some alien-napping and other research before plasma (or even lasers) open up. On the flipside, the human arsenal is a lot bigger and more varied.

I assume, FMP is already built-in into the XCF.  Is that correct?

Offline Juku121

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3428 on: December 05, 2023, 07:13:33 pm »
As far as I know, it's mostly included, but XCF has been going its own way for quite a while now. So what's there might be close, or it might be tweaked/removed, but it's likely that pretty much everything has been at least considered for inclusion.

And then some things were backported to the OXCE 'expansion' of FMP.

Offline Docent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3429 on: March 10, 2024, 04:26:53 pm »
Hello everyone.
Has anyone paid attention to the correctness of receiving awards (commendations)?
I flew on a day mission and one of the soldiers received the "Night Stalker" award (STR_MEDAL_TOTAL_NIGHT_MISSIONS).
This was a mission to capture a small scout. But two soldiers received the "Order of Earth" award (STR_MEDAL_TOTAL_IMPORTANT_MISSIONS), but it should not be awarded for the assault on the small scout.
In this mission we killed one single enemy. He died. But two soldiers received the "Order of Restraint" award (STR_MEDAL_ALIENS_KNOCKED_OUT), despite the fact that this is a personal award that should be awarded for capturing a living alien.
This is just what caught my eye...
In addition to FMP (version: "2.9"), I have another, my own, mod enabled. But the criteria for receiving awards have not been changed.

UPD:
I figured it out. This is because of my mod)
« Last Edit: March 10, 2024, 07:37:13 pm by Docent »

Offline Juppyman39

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3430 on: April 10, 2024, 07:02:28 am »
Hi

Please tell me, whats the best way of killing the Obliterator? The auxilliary units of the Mutons.
Looks like these things seem to adsorb everything without being destroyed, including 5-6 high explosives, large rockets, Auto cannons with HE bullets etc

Thanks

Edit: in my last mission i had Gauss and Rail weapons already, i shot this thing at least 15-20 times with gauss pistol and heavy gausses, and 2 times with a rail sniper gun, and nothing...
Then he killed 3 of my men with one single large rocket shot, and then i quitted the game...
I am playing on Superhuman, and i get basically only Mutons in every single mission but i cant defeat them only because of this Obliterator...

If the mutons start to attack my bases with this crap thing, i will lose my bases too, please somebody help me with an advice.
« Last Edit: April 10, 2024, 01:12:00 pm by Juppyman39 »

Offline _Raven_

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3431 on: April 21, 2024, 03:06:17 pm »
Please tell me, whats the best way of killing the Obliterator?
I don’t even know what to advise, I have a couple of ideas.
The OBLITERATOR has armor (damage absorption) worth 100, that is, you need a weapon that exceeds damage above 100 with such damage there is only one weapon Heavy Rail Gun 120 armor-piercing damage, only this weapon can cause at least some damage, but I’m not sure, because the OBLITERATOR's armor absorbs armor-piercing damage by 20%, that is, the strongest weapon will only do 88 80% damage and therefore will not penetrate the armor and will not cause damage.
I'm not sure of my calculations, but since you say that 20 shots from a heavy rail gun did not have any effect (it is useless to shoot at it with pistols and lasers), then this means that there is no weapon that can penetrate such armor.

How to solve the problem (just select one of the points):
1) Go to the armors.rul file and reduce the obliterator’s armor to 60 points;
2) Go to the armors.rul file and remove the absorption of armor-piercing damage or laser damage, or even make it vulnerable to some type of damage;
3) Add EMP weapons to the mod and make the obliterator vulnerable to EMP damage (I did this, I just knock out the obliterator with a EMP grenade);
4) Add new types of damage from the FMPE addon (for example, plasma weapons can cause damage to armor, and the more shots are fired at an armored target, the less armor it has left, and this way you can remove armor and pierce thick armor even with a plasma pistol).
« Last Edit: April 21, 2024, 03:18:36 pm by _Raven_ »

Offline 75338

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3432 on: April 23, 2024, 02:43:39 am »
Newbie here.

I've successfully gotten OXCE going but would like to try out the FMP Extended.

I go to https://openxcom.old.mod.io/final-mod-pack-extended-addon as the first post says and I don't see a download link. I've "subscribed" on the mod.io site but that doesn't automatically download anything (is that even possible?).

Do I need to go to the Github link  - and what folder does the mod go into?

EDIT: NEVERBLOODYMIND - turns out you have to mouse over the right side panel and scroll down. FML.
« Last Edit: April 23, 2024, 02:48:29 am by 75338 »

Offline 75338

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3433 on: April 23, 2024, 03:13:58 am »
As soon as I enable FMP extended in the mods window in-game, the game reloads, I get a bunch of errors and then the game refuses to start until I remove the FMP folder from the mods folder.

What am I doing wrong? I've uninstalled and reinstalled OXCE v. 7.12

I uninstalled OpenXCom as the OXCE post says it's not needed. Is it needed if I want to run FMP?
« Last Edit: April 23, 2024, 03:25:20 am by 75338 »

Offline 75338

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3434 on: April 23, 2024, 06:02:13 am »
Son of a donkey...

Turns out you need to have both FMP and FMPE installed if FMPE is going to work.

Should probably include that in the FMPE description...

Only found out b/c of some helpful people on the OXC discord.