Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1580376 times)

Offline Recruit69

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #330 on: July 26, 2014, 03:06:53 pm »
This looks a little bit lonely/mismatched after researching Alien Alloys Ammo...

Offline Solarius Scorch

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #331 on: July 26, 2014, 03:40:36 pm »
I thought this bug was fixed long ago...?

I'll have a look at it ASAP.

Offline Recruit69

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #332 on: July 26, 2014, 04:43:44 pm »
What about this:-

A short range radar and a long range radar registers as two long range detection range?

I dont recall seeing this in Vanilla OpenXcom?

Sorry, just trying to help detect bugs!

Offline Solarius Scorch

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #333 on: July 26, 2014, 05:01:25 pm »
What about this:-

A short range radar and a long range radar registers as two long range detection range?

I dont recall seeing this in Vanilla OpenXcom?

Sorry, just trying to help detect bugs!

Yeah, I'm grateful.

I did nothing to the radars though... Weird.

Offline Falko

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #334 on: July 26, 2014, 05:21:23 pm »
its the same behaviour without any mod

Offline Recruit69

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #335 on: July 26, 2014, 05:22:07 pm »
Yeah, I'm grateful.

I did nothing to the radars though... Weird.

You are correct, seems to be nothing to do with your mod.

Ran a vanilla Xcom on latest GIT build  and the same problem persists.

Offline Gordonmull

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #336 on: July 28, 2014, 12:57:28 am »
Don't think this has been mentioned but I researched a floater corpse and got what looked like the the anti-grav research results instead of the floater autopsy results. Still have the option to research the antigrav  though.

Offline Solarius Scorch

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #337 on: July 28, 2014, 01:22:13 am »
Don't think this has been mentioned but I researched a floater corpse and got what looked like the the anti-grav research results instead of the floater autopsy results. Still have the option to research the antigrav  though.

OK, I'll have a look at it... Thanks.

(This sounds like a probably bug on my part. Doing all those antigrav stuff was complicated.)

Offline Aldorn

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #338 on: July 28, 2014, 02:28:02 am »
A way to test it is to build a ruleset, to be loaded after your FMP ruleset, which :
- set all research cost to 1
- allows buying any item
- eventually make all items producible

This way, you can simulate research tree, buying needed items when you want to have them

I made my own rulesets  but they should not be fully compliant with your own FMP, as my mod is a little different

Anyway I provide them in case it could help you
« Last Edit: July 28, 2014, 02:29:57 am by Aldorn »

Offline Solarius Scorch

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #339 on: July 28, 2014, 11:33:06 am »
A way to test it is to build a ruleset, to be loaded after your FMP ruleset, which :
- set all research cost to 1
- allows buying any item
- eventually make all items producible

Or you can simply edit the save. It is faster, but requires some understanding of how the game works; for example, what poppedResearch is.

Frankly, I'm using both methods.

Offline Aldorn

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #340 on: July 28, 2014, 11:58:08 am »
Thanks for the hint, I will try it

Offline Recruit69

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #341 on: July 28, 2014, 02:59:57 pm »
There were some, but at the moment I don't have anything remotely up to date, and I don't feel like spending hours on this today - sorry. :)

I'll ask Falko if he still has that diagram generator. If he doesn't, I'll probably force myself to do this. :)



I'll happily analyse the rulesets and produce a research diagram if you like?

Offline Gordonmull

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #342 on: July 28, 2014, 09:48:28 pm »
Not sure if this is to do with the FMP or not but I thought I'd start here and if I get redirected elsewhere I'll report it there.

Investigated a small sized UFO crash site (forgot to ID it, sorry) in a Skyranger and this is how the mission started. https://www.flickr.com/photos/57278801@N04/14767417444/

Offline Solarius Scorch

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #343 on: July 29, 2014, 01:11:47 pm »
Not sure if this is to do with the FMP or not but I thought I'd start here and if I get redirected elsewhere I'll report it there.

Investigated a small sized UFO crash site (forgot to ID it, sorry) in a Skyranger and this is how the mission started. https://www.flickr.com/photos/57278801@N04/14767417444/

O_o

That's pretty cool. :D But unlikely to do anything with the FMP.

Were you able to complete the mission? Do you have any other mods enabled? Are you using nightlies?

This looks a little bit lonely/mismatched after researching Alien Alloys Ammo...

I checked and it works fine to me. This means either of the two:
1) You're using an outdated version.
2) Somehow by upgrading to the newer version, something did not update properly. This sometimes happens with the research tree.

Either way, there's nothing I can do to fix this, because it's not broken. And it shouldn't break your campaign anyway.

Don't think this has been mentioned but I researched a floater corpse and got what looked like the the anti-grav research results instead of the floater autopsy results. Still have the option to research the antigrav  though.

It looks like the antigrav module info takes precedence over the autopsy info, and only one item can be displayed after research is complete, even though both should be displayed. I moved the antigrav module ufopaedia trigger to antigrav armour, since it's not that jarring. A more solid solution would be to create a new research item, I'll experiment with it.
« Last Edit: July 29, 2014, 01:25:18 pm by Solarius Scorch »

Offline XCOMFan419

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Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« Reply #344 on: July 29, 2014, 01:47:27 pm »
O_o

That's pretty cool. :D But unlikely to do anything with the FMP.

Were you able to complete the mission? Do you have any other mods enabled? Are you using nightlies?
I had the same problem a while back. It's MiB. When I down one of their transports, my guys spawn in both my Skyranger and their Transport. Same with the firestorm/lightning maps too.