Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1857160 times)

Offline guille1434

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #375 on: August 02, 2014, 05:15:32 am »
Solarius: so, you tell me that your own two mods (gauss and Recycled Aliens) will ever be up to date.... but could you integrate the latest Terrain/Missions v1.9.7? Or will it be added in next update?

Thanks for a fabulous work!!! Your mega-mod really gives the player a totally fresh experience with X-Com!

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #376 on: August 02, 2014, 05:58:40 am »
Solarius: so, you tell me that your own two mods (gauss and Recycled Aliens) will ever be up to date.... but could you integrate the latest Terrain/Missions v1.9.7? Or will it be added in next update?

Yes, certainly. Although it'll take a while, since the FMP is in tatters now due to the development of alien hybrid project that should have been a separate mod but somehow is not. :P

Thanks for a fabulous work!!! Your mega-mod really gives the player a totally fresh experience with X-Com!

Thank you very much and rest assured this is not our last word. :)

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #377 on: August 02, 2014, 06:13:08 am »
1 unit of Elerium per shot. :D

(Yes, this makes me feel good :) )

Quick check then, are there any weapons available with a decent range to them, apart from the starting missiles?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #378 on: August 02, 2014, 06:17:27 am »
Quick check then, are there any weapons available with a decent range to them, apart from the starting missiles?

Not really. The only new craft weapons in FMP are Alloy Cannon and Gauss Cannon, and both are short-ranged.

Offline Quinch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #379 on: August 02, 2014, 07:14:34 am »
Hmm. It might be something worth looking into. I agree that vanilla plasma cannon is more than a little OP, but given that elerium is a limited resource, using it as ammo tips the scales on the opposite extreme. As it is, the game lacks a middle ground weapon - for example, an alloy railgun that has high range, but low damage and ammunition that needs to be manufactured. The resource cost for the ammo might be easier to adjust to balance the pros and cons of mainstream use than using elerium.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #380 on: August 02, 2014, 06:23:23 pm »
Finally i return to avalanches missile. The cost is too high tu use plasma beams. In a month i can down over 20 ufos. Normally 5 or 6 in the first week of the month. And the weapons of short range are useless. The ships repairing needs a lot of more time
« Last Edit: August 02, 2014, 07:32:03 pm by arrakis69ct »

Offline Aldorn

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #381 on: August 02, 2014, 08:48:15 pm »
Solars, there are definitely too many items that can be manufactured in your mod !!

But now there is a feature that solves it...  :)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #382 on: August 02, 2014, 09:28:14 pm »
Too many items? Dude, you should see the Piratez mod. :D

As for the "low damage, long range" weapon, Avalanche is the way to go. I could rebalance air combat, but frankly I don't see the need. I like the fact that Plasma Beam is no longer the only choice, but it's still viable. After all you don't have to take down every single UFO, there are other ways of fighting them (like tailing them until they land, for example), or you can send four planes against one UFO.

Offline XCOMFan419

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #383 on: August 02, 2014, 10:09:39 pm »
Too many items? Dude, you should see the Piratez mod. :D
I like the fact that Plasma Beam is no longer the only choice
And now the Avalanche Missile is.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #384 on: August 02, 2014, 10:28:28 pm »
And now the Avalanche Missile is.

Well, it's a dynamic thing. For a time, E-115 is a problem, but then it evens out.

Nevertheless, I use mostly laser cannons.

Offline XCOMFan419

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #385 on: August 03, 2014, 01:01:38 am »
Well, it's a dynamic thing. For a time, E-115 is a problem, but then it evens out.

Nevertheless, I use mostly laser cannons.
You mean close-range, lots of misses and slow firerate death traps?

I made my own ruleset which increased their range, and now I use them a lot more than I used to. First time I used the things my interceptor was destroyed by a terror ship  :'(

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #386 on: August 03, 2014, 02:55:16 am »
I made my own ruleset which increased their range, and now I use them a lot more than I used to. First time I used the things my interceptor was destroyed by a terror ship  :'(

I just lost two interceptors to a single Fighter.

This is real suffering! :P

Long story short, I don't want to say it'll never change, but for now I'm enjoying the balance as it is.

Offline RedRedSuit

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #387 on: August 03, 2014, 04:10:41 am »
I must have messed up somehow but...

game works great with this mod, but I've equipped a couple of new weapons (Sniper Rifle, Shotgun), and in Battlescape they look super-weird, like sort of greenish and divided into a bunch of sections.  It looks like a glitch.  Any idea what I did wrong and/or how to fix it?

Also, just ran into some sectoids, and their weapons look odd too.

Vanilla weapons look normal.

EDIT: Apparently the weirdness is only when looking, like, horizontally right along the screen.  If facing vertically down along the screen, looks fine.  This is OS X 10.8, by the way.
« Last Edit: August 03, 2014, 04:34:27 am by RedRedSuit »

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #388 on: August 03, 2014, 05:10:51 am »
I must have messed up somehow but...

game works great with this mod, but I've equipped a couple of new weapons (Sniper Rifle, Shotgun), and in Battlescape they look super-weird, like sort of greenish and divided into a bunch of sections.  It looks like a glitch.  Any idea what I did wrong and/or how to fix it?

Also, just ran into some sectoids, and their weapons look odd too.

Vanilla weapons look normal.

EDIT: Apparently the weirdness is only when looking, like, horizontally right along the screen.  If facing vertically down along the screen, looks fine.  This is OS X 10.8, by the way.

So, is this a graphics problem or something with your hardware after all?

Bear in mind I've never really seen a Mac in my life, therefore... :)

Offline RedRedSuit

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #389 on: August 03, 2014, 05:26:30 am »
So, is this a graphics problem or something with your hardware after all?

Bear in mind I've never really seen a Mac in my life, therefore... :)

It looks like a software problem to me, either something with the mod files or OpenXcom.  I just now installed OpenXcom 1.0, applied universal patch, then applied this mod and enabled it.  Then New Battle from main menu.  Here is what heavy laser looks like when soldier looks right vs. down.

So something is wrong.  Anyone else seen this?  What could it be?

If I disable the mod, heavy laser looks normal.

UGH, SO FRUSTRATING!

EDIT: Works fine in Windows though.  :(
« Last Edit: August 03, 2014, 05:53:19 am by RedRedSuit »