aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1928271 times)

Offline CrazedHarpooner

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3480 on: September 15, 2024, 03:20:30 am »
So, like vanilla rules, here is no time dependance? You can got ethereals or mutons in jan'1999 in 10% cases? Or specific race should "arrive" at first?
Theoretically, they could, but it doesn't work this way. As indicated by the comment in the section of code, all retaliation missions generated from a shotdown UFO will use the race that was in that UFO and ignore this list. These particular raceWeights only come into play if a missionScript is set to generate a retaliation mission. FMP doesn't add any such scripts as far as I've seen and thus only the vanilla retaliations come into play, one from completing "The Martian Solution" research and the other is on a difficulty-based months-passed condition. On superhuman, that's after October'99 has passed.

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2. Do labels (numbers) in RaceWeights section actually represent months?
Yes, and the engine will continue to use those weights until the next month threshold has passed. If no further months-passed are set, then it'll use the latest one in the list (in this case, 0) for all future months.

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3. Can specific alien base race change during the game? IIRC seeing snakes + chryssalids on early scouting mission, but then I finally got my toys and balls one year later for another visit, it was turned to be populated with mutons instead... Or I just messed my memory with another campaign?
While OXCE has added such modding option, FMP has not been updated to use it. So, no, they can't in this mod.

Offline hth

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3481 on: September 16, 2024, 10:45:48 pm »
Thanks for clear answers!

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3482 on: September 18, 2024, 01:59:49 pm »
Question about Armours:

I have notice that it seems the different armours (Flying Suit, Stormtrooper Armour) try to avoid the pattern "the later the better", I guess, in order to force tactical decisions (this guy will wear this armour for this role, and some other guy will wear another armour for some other role).

So my questions are:
- In your opinion, Is there a better armour that fits for all roles?
- If not, which armour would you use for which role?

Thanks in advance

Offline hth

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3483 on: September 18, 2024, 02:25:04 pm »
This thing is just sit down here for month or so. Is it broken?

About armor, I think Flying Suit is absolutely superior, even kinda OP. It makes Power Suit ("parent" on tech tree) quickly absolete, because have not movement penalties but offers slightly better protection. Also Juggernauts can have limited usage in late game for commanders and psionics.

Offline quikesan

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3484 on: September 18, 2024, 02:37:45 pm »
About armor, I think Flying Suit is absolutely superior, even kinda OP. It makes Power Suit ("parent" on tech tree) quickly absolete, because have not movement penalties but offers slightly better protection. Also Juggernauts can have limited usage in late game for commanders and psionics.

Cool, thanks, nice insight.

This thing is just sit down here for month or so. Is it broken?

Note that the craft type is "Keep". I think it is something like you have discover a base of the Hybrids. I think that if you do the mission, it is not a UFO, but a building (kind of like a Hybrid Base)

Offline hth

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3485 on: September 18, 2024, 10:27:36 pm »
I think it is something like you have discover a base of the Hybrids. I think that if you do the mission, it is not a UFO, but a building (kind of like a Hybrid Base)
Probably you are kinda right (except it was flyed at first). Found its landing time in ufoTrajectories_FMP.rul :

  - id: B0
    groundTimer: 50000000   

 (~100 years)

Probably by now I will ignore it because for my very late game there is no much reward and sense for fighting with Hybrids.
« Last Edit: September 18, 2024, 10:43:08 pm by hth »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3486 on: January 03, 2025, 07:34:59 pm »
Final Mod Pack updated to version 3.5:
- 6 new Industrial Slum maps (by Dioxine) and enabled huge maps in the script.
- 2 new Urban maps (by Dioxine).
- 3 new Junkfarm maps (by Dioxine).
- Various Junkfarm terrain updates.
- Improved diagonal UFO walls (thanks CrazedHarpooner).
- Port terrain fixes (by Dioxine).
- Minor fixes (thanks Meridian).

Final Mod Pack Extended updated to version 1.2:
- Enemies can use proximity grenades now (with the newest OXCE).
- Minor fixes.
« Last Edit: January 03, 2025, 07:58:42 pm by Meridian »

Offline CrazedHarpooner

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3487 on: January 16, 2025, 07:18:05 pm »
en-GB.yml and sk.yml have wrong version number in FMP 3.5
Code: [Select]
STR_OPENXCOM: "Open X-Com: Final Mod Pack 3.4"
en-US.yml has a bunch of duplicate keys, they won't prevent the mod from loading but thought I'd mention them while I was at it. I can provide a list of them and file line if desired, heck I'm ok with pruning the duplicates myself and attach the modified file if you're ok with that.
« Last Edit: January 16, 2025, 07:20:52 pm by CrazedHarpooner »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3488 on: January 17, 2025, 12:42:25 am »
en-GB.yml and sk.yml have wrong version number in FMP 3.5
Code: [Select]
STR_OPENXCOM: "Open X-Com: Final Mod Pack 3.4"
en-US.yml has a bunch of duplicate keys, they won't prevent the mod from loading but thought I'd mention them while I was at it. I can provide a list of them and file line if desired, heck I'm ok with pruning the duplicates myself and attach the modified file if you're ok with that.

Why not, please do. Or just a list of strings.

EDIT:
Strange, these two languages didn't even have the current string for the title...
« Last Edit: January 17, 2025, 12:44:58 am by Solarius Scorch »

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3489 on: January 17, 2025, 10:15:19 am »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3490 on: January 17, 2025, 12:43:25 pm »
sk.yml has it on line 35 : https://github.com/SolariusScorch/Final-Mod-Pack/blob/master/Language/sk.yml#L35
en-GB.yml has it on line 1171 : https://github.com/SolariusScorch/Final-Mod-Pack/blob/master/Language/en-GB.yml#L1171

I was referring to Transifex. But apparently there was a minor mismatch of files, which prevented these two from being migrated into the game.

Version 3.5a has been released. It deals with this problem and fixes one map.

Offline CrazedHarpooner

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3491 on: January 17, 2025, 02:24:39 pm »
Excuse the delay, here.
en-US.yml
Lines:
Code: [Select]
201 <->  212: STR_OBLITERATOR_DISASSEMBLY (duplicate removed)
 783 <-> 1329: STR_SNIPER_RIFLE (duplicate removed)
 784 <-> 1330: STR_SNIPER_RIFLE_CLIP (duplicate removed)
 785 <-> 1331: STR_SNIPER_RIFLE_AA_CLIP (duplicate removed)
 786 <-> 1332: STR_SNIPER_RIFLE_UFOPEDIA (repeat key, different text, moved the 2nd description under the 1st and commented out the 1st one for evaluation)
1379 <-> 1464: STR_MELEE (duplicate removed)
1380 <-> 1465: STR_PISTOLS (duplicate removed)
1381 <-> 1466: STR_SMGS (duplicate removed)
1382 <-> 1467: STR_RIFLES (duplicate removed)
1383 <-> 1468: STR_SHOTGUNS (duplicate removed)
1384 <-> 1470: STR_CANNONS (duplicate removed)
1385 <-> 1471: STR_LAUNCHERS (duplicate removed)
1386 <-> 1472: STR_MACHINE_GUNS (duplicate removed)
1387 <-> 1469: STR_SNIPER_RIFLES (duplicate removed)
1388 <-> 1513: STR_INCENDIARIES (duplicate removed)

You can find the commented out key in the attached file, line 785. I based my choice on other language files also mentioning the caliber of the weapon.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3492 on: January 17, 2025, 03:33:44 pm »
Excuse the delay, here.
(...)
You can find the commented out key in the attached file, line 785. I based my choice on other language files also mentioning the caliber of the weapon.

Thanks a lot. I've updated the strings.