Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1857141 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #345 on: July 29, 2014, 02:18:54 pm »
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.

Ah, that makes sense. It's also kinda my fault, since I convinced Robin to make the MiB use Earth crafts. :)

Anyway, please report this bug in the Men in Black thread.

Offline Recruit69

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #346 on: July 29, 2014, 02:39:14 pm »
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1) You're using an outdated version.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.


Actually using the FMP mod from the modsite (v 6.1) and latest nightly GIT builds. No other mods are included or enabled.

I will download and reinstall OpenXcom and FMP and check again.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #347 on: July 29, 2014, 02:54:34 pm »
I will download and reinstall OpenXcom and FMP and check again.

If it doesn't work, try starting a new campaign.

Offline Recruit69

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #348 on: July 29, 2014, 08:35:30 pm »
Fresh install with OpenXcom, game files, FMP mod AND a new campaign.

The issue still persists.

You will find it if you go to UFOpedia, select Skyranger page, click Next Next Next Next, and you will find the same screenshot, it is located just before Tank/Scout or Tank/Cannon page.

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #349 on: July 29, 2014, 08:54:16 pm »
I had a quick look and it is not same issue as previous

Anyway, I found an error in ruleset V0.6.1 : look for "- id: STR_HOVERTANK_LAUNCHER" (line 11576), attributes are not defined

Could it be that this kind of issue come back still HOVERTANK have been implemented ?

Because I see something that doesn't make me confident : declaring a ufopedia dependent on many requirements

As an example
Spoiler:
  - id: STR_SECTOPOD_LASER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_LASER_CANNON
    listOrder: 1620
    requires:
      - STR_LASER_CANNON
      - STR_SECTOPOD_CONSTRUCTION
    text: STR_SECTOPOD_LASER_UFOPEDIA

It seems to me that this may cause strange behaviour
It has to be checked, but I guess a ufopaedia entry should always have only one "requires:"
If need more, create a research topic with cost 0 that include these requirements, then declare this new research entry as unique requirement of ufopaedia entry

Beware that I did not yet make all the tests to affirm this
« Last Edit: July 29, 2014, 09:03:03 pm by Aldorn »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #350 on: July 30, 2014, 01:26:38 pm »
Fresh install with OpenXcom, game files, FMP mod AND a new campaign.

The issue still persists.

You will find it if you go to UFOpedia, select Skyranger page, click Next Next Next Next, and you will find the same screenshot, it is located just before Tank/Scout or Tank/Cannon page.

Damn. You are right; it displays fine when researched, but not when browsing the Ufopaedia.

I think I know how to fix this, but it'll take some work. Will be done though... eventually. Now it's fixed.

Anyway, I found an error in ruleset V0.6.1 : look for "- id: STR_HOVERTANK_LAUNCHER" (line 11576), attributes are not defined

Sorry, but... what attributes? I don't understand the problem. (The article displays just fine.)

Because I see something that doesn't make me confident : declaring a ufopedia dependent on many requirements

As an example
Spoiler:
  - id: STR_SECTOPOD_LASER
    type_id: 3
    section: STR_HEAVY_WEAPONS_PLATFORMS
    weapon: STR_LASER_CANNON
    listOrder: 1620
    requires:
      - STR_LASER_CANNON
      - STR_SECTOPOD_CONSTRUCTION
    text: STR_SECTOPOD_LASER_UFOPEDIA

It seems to me that this may cause strange behaviour

Well, bluntly speaking, it's not my code - it's Harry's. I haven't 100% screened every mod I've included, I only fix problems that I can find, and I found nothing wrong with this. So I assume this code is correct and multiple prerequisites work, although I'm not confident enough to use this feature myself.

If it is confirmed that this causes weird behaviour, then of course I'll fix it. :)

« Last Edit: July 30, 2014, 03:43:51 pm by Solarius Scorch »

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #351 on: July 30, 2014, 05:54:57 pm »
Sorry, but... what attributes? I don't understand the problem. (The article displays just fine.)
I was speaking about this, but if it works, don't pay any attention

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #352 on: July 30, 2014, 05:58:11 pm »
I was speaking about this, but if it works, don't pay any attention

Oh... Okay. Sorry, I'll have a look at it and come back to you. :)

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #353 on: August 01, 2014, 11:40:54 am »
Quick question - what do I need to research alien weapons?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #354 on: August 01, 2014, 11:46:06 am »
Quick question - what do I need to research alien weapons?

In short, you need to interrogate many Engineers, Leaders or Commanders. Every time you do, you get a random research, and each alien weapon requires several of them.
You also need some basic stuff like the UFO Power Source, but you'll almost certainly have it before collecting plasma and fusion prerequisites.

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #355 on: August 01, 2014, 12:00:43 pm »
Ah, I see. So it's not enough to capture a variety of aliens - quantity matters too?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #356 on: August 01, 2014, 12:07:19 pm »
Ah, I see. So it's not enough to capture a variety of aliens - quantity matters too?

Yes, definitely so. Live capture is the pillar of this mod.

Now, for something completely different: I'm thinking of making the Large Radar System researchable, so that the Small Radar System wouldn't be obsolete from day 1. However, I'm also wondering if it wouldn't make the game too hard, with shorter detection ranges. Besides, the LRS is obsoleted anyway by the Hyper-Wave Decoder. What do you think?

Offline pkrcel

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #357 on: August 01, 2014, 01:37:28 pm »
That Maybe the small radar system should simply be removed from the game.

Detection mechanics in XCOM have always baffled me  ???


Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #358 on: August 01, 2014, 02:05:36 pm »
That Maybe the small radar system should simply be removed from the game.

Detection mechanics in XCOM have always baffled me  ???
Right, I had the same feeling

Yes, definitely so. Live capture is the pillar of this mod.

Now, for something completely different: I'm thinking of making the Large Radar System researchable, so that the Small Radar System wouldn't be obsolete from day 1. However, I'm also wondering if it wouldn't make the game too hard, with shorter detection ranges. Besides, the LRS is obsoleted anyway by the Hyper-Wave Decoder. What do you think?
Perhaps group this idea with an awacs

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #359 on: August 01, 2014, 02:09:25 pm »
Well I don't really want to remove the content. I don't personally care about the small radar, but I feel it might be too arbitrary in an already very arbitrary mod.

Perhaps group this idea with an awacs

We could do that, but I dread the very idea of having to manually patrol the globe. I'd rather have a 100% radar coverage. :P