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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 2071697 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3495 on: February 21, 2025, 04:04:05 pm »
Many thanks for the report.

I fixed the issues and released version 3.6:
- 6 new Port maps (1 by Dioxine).
- 1 new Polar map.
- Removed duplicate strings.
- Fixed civilian list in Native Urban.
- Minor fixes.

EDIT:

Final Mod Pack Extended has been updated to 1.2.1; a minor fix release.
- Fixed Flamethrower sound.
- Fixed Gazer officers kneeling.
« Last Edit: February 28, 2025, 05:53:09 pm by Solarius Scorch »

Offline mvp7

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3496 on: March 10, 2025, 06:56:58 pm »
Hello,

Does FMP on Experienced difficulty change the number of aliens/enemies in missions (especially the early ones) compared to vanilla x-com?
« Last Edit: March 10, 2025, 08:26:19 pm by mvp7 »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3497 on: March 11, 2025, 10:16:10 am »
Does FMP on Experienced difficulty change the number of aliens/enemies in missions (especially the early ones) compared to vanilla x-com?

No, FMP does not modify the number of enemies in vanilla deployments.

Offline mvp7

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3498 on: March 11, 2025, 05:25:11 pm »
No, FMP does not modify the number of enemies in vanilla deployments.
Thanks!

Offline inqva

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3499 on: April 08, 2025, 10:51:45 pm »
Hello! Is it possible to somehow add secondary weapon to tanks and different sized slots on aircraft? Thanks in advance!

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3500 on: April 09, 2025, 10:14:41 am »
Hello! Is it possible to somehow add secondary weapon to tanks and different sized slots on aircraft? Thanks in advance!

OXC doesn't support tank secondary weapons to a sufficient degree.
I could add to in the FMPE submod, which requires OXCE by definition, but I worry it might be too much of a departure from the vanilla concept.

And what are "different sized slots on aircraft"? Can't say I recognize the term. Do you mean weapon types, used by some mods? If yes, the answer is pretty much the same.

Offline inqva

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3501 on: April 09, 2025, 08:30:39 pm »
Quote
I could add to in the FMPE submod, which requires OXCE by definition
- do please. It looks kinda useful, esp on early rocket tank - no one wants to leave 500000 usd machine defenseless after 8 shots.

Quote
different sized slots on aircraft
- this is like there are 3 or 4 sizes for equipment - small for autocannons, med for avalanches and other rockets, etc. Each craft has unique loadout of slots - basic interceptor has for example small and med slot, raven - two med slots - like on mechs in battletech. Or would it deviate too much from the concept?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3502 on: April 09, 2025, 09:17:50 pm »
- do please. It looks kinda useful, esp on early rocket tank - no one wants to leave 500000 usd machine defenseless after 8 shots.
 - this is like there are 3 or 4 sizes for equipment - small for autocannons, med for avalanches and other rockets, etc. Each craft has unique loadout of slots - basic interceptor has for example small and med slot, raven - two med slots - like on mechs in battletech. Or would it deviate too much from the concept?

Well, both are fine ideas. It's just pretty hard and risky to redesign the entire air game. So... I'm not that willing to do it. :D

Secondary weapons on tanks are more viable, but I haven't modded HWPs in years... :P