Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855526 times)

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #180 on: June 27, 2014, 07:01:04 pm »
I propose you an idea

To be unlocked, Alien Containment needs :
- Alien Biology
- Alien Food Researched
- Alien Entertainment Researched
- Alien Reproduction Researched
- Examination Room Researched
- Alien Surgery Researched

To build an Alien Containment :
- Alien Containment Researched
- Some Raw Materials
   - n Alien Food
   - m Alien Entertainment
   - 1 Alien Reproduction (some parts of it are required)
   - 1 Examination Room (some parts of it are required)
   - 1 Alien Surgery (some parts of it are required)
- Money

I propose this for two reasons :
- to postpone alien containment research
- because Alien Food, Alien Entertainment, Alien Reproduction, Examination Room and Alien Surgery are unused, what is a little bit frustrating

(based on your NEW+Mod PDF)

Like this idea! But how about removing alien reproduction. One could use it for making clones of one's own soldiers to be activated if the cloned soldier dies (with the same stats). just a thought from a cretin who doesn't even recognise what language your coding in.
« Last Edit: June 27, 2014, 08:23:04 pm by SenniTrebor »

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #181 on: June 27, 2014, 07:58:18 pm »
    reading this thread I became some what lost especially as I was download files a I went.
    I ended up with a folder full of files.
     ie FMP mod files:
             Type
    Adv_weapons_tech_v2.2_WIP    PNG
    AlienArmouryExpanded.rul      
    Armour chart(1)         zip
Armour chart         zip
BigDrugPack         gif
diagramms         zip
ExtraVessel_v2 WIP      png
ExtraVessel_WIP         png
ExtraVessel_WIP         zip
Firearms_Compilation_1.1.1      zip
Firearms_Compilation_1.1      zip
Firearms_Compilation_1.2      zip
Firearms_Compilation_1.3      zip
Firearms_Compilation_1.4      zip
FMP_addon_ExtraVessel_v0.9.4   zip
FMP_tech_tree(1).rul
FMP_tech_tree(2).rul
FMP_tech_tree(3).rul
FMP_tech_tree(4).rul
FMP_tech_tree.rul
FMP_tech_tree_WIP_v1.0      zip
Mod_Hell_Secondary_Research.rul
plasma_shotgun_for_sscorch      zip
Skyranger_2         zip
Tanks_Compilation_1.0.1      zip
Tanks_Compilation_1.1.1      zip
Tanks_Compilation_1.1      zip
Tanks_Compilation_1.3      zip
TranquilizerGraphics      zip
UFO Tech Tree WIP modified      png
UFO Tech Tree WIP rewrite v2.1.dia   zip
UFO Tech Tree WIP rewrite v2.1   png
UFO Tech Tree WIP rewrite v2   png
UFO Tech Tree WIP rewrite v2   zip
UFO Tech Tree WIP rewrite      png
UFO Tech Tree WIP rewrite      zip
UFO Tech Tree WIP v3.dia
UFO Tech Tree WIP v3      zip
UFO Tech Tree WIP         zip
Weapon chart         zip

I am assumming that I can ignore all of the struck through entrys.

A summary and a pinned post with latest files only would also be of help.

[/list]
« Last Edit: June 27, 2014, 08:17:22 pm by SenniTrebor »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #182 on: June 28, 2014, 02:10:42 am »
Would you please not double-post so much, and especially not n-post? :P

How about a psi shield/ helmet. I don't know about the difficulty of creating helmets, but a belt carried shield might work.

Exactly my idea. It's not possible right now, but... some day, maybe. :P

Each engineer must provide something or its to random. (Unless it were for a prolong war mod.

Oh, but every Engineer provides one thing. Only the order of these things is random.

True, but poor for game balance/ enjoyment, unless rifle and pistol were unlocked at the same time.

Even if they aren't, they will be very close on the tech tree, being essentially the same tech in a slightly different package.

EDIT:

I think I'll delay tougher alien races, or at least decrease their numbers in early months, since fighting big Muton ships with rifles (even with alien alloy ammo) and grenades is suffering. With a number of new races added, this shouldn't be a problem.
« Last Edit: June 28, 2014, 02:31:21 am by Solarius Scorch »

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #183 on: June 28, 2014, 03:27:36 am »
Would you please not double-post so much, and especially not n-post? :P
Sorry posting as I was reading the whole thread, mea culpa.

Quote
Exactly my idea. It's not possible right now, but... some day, maybe. :P
can't one just add a flagged value to the psi defense calculation?

Quote
Oh, but every Engineer provides one thing. Only the order of these things is random.
Even if they aren't, they will be very close on the tech tree, being essentially the same tech in a slightly different package.

Oh now I get it.
EDIT:

Quote
I think I'll delay tougher alien races, or at least decrease their numbers in early months, since fighting big Muton ships with rifles (even with alien alloy ammo) and grenades is suffering. With a number of new races added, this shouldn't be a problem.
Good idea, at least until more weapons are researched.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #184 on: June 28, 2014, 03:55:39 am »
can't one just add a flagged value to the psi defense calculation?

The problem is, stat modification can only be given to armour now; and certainly not to items that can be taken off during battle.

Therefore, one would have to write a code that prevents an item from being removed during battle (with the appropriate flag for the ruleset), and then this code would have to be accepted into the game... Then we could make the item. (Most likely a psi belt, size 4x1.)

Good idea, at least until more weapons are researched.

Actually, I've just done it. They're not exactly earlier, but less likely to be encountered. (Especially Mutons had crazy chances to come up.)

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #185 on: June 28, 2014, 02:29:37 pm »
The problem is, stat modification can only be given to armour now; and certainly not to items that can be taken off during battle.

Therefore, one would have to write a code that prevents an item from being removed during battle (with the appropriate flag for the ruleset), and then this code would have to be accepted into the game... Then we could make the item. (Most likely a psi belt, size 4x1.)

Actually, I've just done it. They're not exactly earlier, but less likely to be encountered. (Especially Mutons had crazy chances to come up.)
And you can't modify an existing armour to add a belt?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #186 on: June 28, 2014, 02:47:26 pm »
And you can't modify an existing armour to add a belt?

What do you mean "modify an existing armour to add a belt"? What would this accomplish?

The entire point of adding a belt (or a helmet, or any other psi item) is to not have to modify armours. Because you can modify armours, but I don't want to make a second version of every armour, with the only difference being added psi protection. That would be just a bad design.

Therefore I want a new class of item, which could be worn regardless of the item used. A belt is the simplest way to do so, but of course we could also make a completely new slot named "helmet", "mind shield" or whatever.

Offline Falko

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #187 on: June 28, 2014, 02:51:17 pm »
you can add armors like
no armor + belt type A
no armor + belt type B
no armor + belt type C
personal armor + belt type A
personal armor + belt type B
personal armor + belt type C
flying armor + belt type A
flying armor + belt type B
flying armor + belt type C
power armor...

then you add the color armor mod (i would love to use that one)
but then you have 4(+4 modded)*3 belt types*8 colors 192 armor types
(only modded armor/color=12 armor ok,.. with 4 extra armor+without color=24 armor types)
it a question of the userinterface
if a armor has a basetype "combat, personal, flying,..." so you see only one item in the sell/producttion list
in the armor-equip screen you can select the basetype
and in the inventory screen before! the attack you would have the option to select a subtype
so personal armor is fixed but you can select belt3+colorGreen
that would be a solution that hopefully avoids huge code changes

a better solution would be of course items that can change stats + inventary slots restrictions to specific itemtypes

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #188 on: June 28, 2014, 03:26:00 pm »
Yes, Falko, exactly what I'm thinking. :)

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #189 on: June 29, 2014, 12:11:23 am »
Yes, Falko, exactly what I'm thinking. :)
His first idea was what I had in mind. Various armours+- belt.
Is there a plan to bring all aspects of the The Final Mod Pack into one thread (I'm finding it all over the place) or is it still largely at the developmental stage.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #190 on: June 29, 2014, 03:01:31 am »
His first idea was what I had in mind. Various armours+- belt.
Is there a plan to bring all aspects of the The Final Mod Pack into one thread (I'm finding it all over the place) or is it still largely at the developmental stage.

There are numerous threads, but this one is considered the main. At least I think so. :P

I'm currently working on merging everything into one ruleset. This will take a while...

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #191 on: June 30, 2014, 04:03:36 pm »
There are numerous threads, but this one is considered the main. At least I think so. :P

I'm currently working on merging everything into one ruleset. This will take a while...
If you need, I could provide you some help


Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #192 on: June 30, 2014, 04:10:28 pm »
If you need, I could provide you some help

Once it's released, I would really appreciate French translations... After all it was originally the whole point of the mod. :)

As for now, I think developing a system of work division would be more time-consuming than me finishing the ruleset by myself. I'm pretty close now. :)

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #193 on: June 30, 2014, 04:12:50 pm »
Once it's released, I would really appreciate French translations... After all it was originally the whole point of the mod. :)

As for now, I think developing a system of work division would be more time-consuming than me finishing the ruleset by myself. I'm pretty close now. :)
Sure I will

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #194 on: June 30, 2014, 05:31:39 pm »
Actually, I think I have all strings in one place already. Attached is the file with the strings in all languages that are represented in the mod, though most are incomplete.

I can translate from French, but not to French. :) So if you could fill in the blanks, I'll include them in the ruleset ASAP.

Translators to other languages are welcome too!
« Last Edit: June 30, 2014, 06:11:56 pm by Solarius Scorch »