Hey I'm new to using final mod pack and I keep hitting dead ends in research, for instance I have psi-lab and mind shield but no psi amp, and I can't find a way to research gauss and laser weaponry despite meeting the prerequisites I see in the tech tree. Is it just a matter of conducting more interrogations? It's getting tedious fighting mutons with alloy weapons
Well, if you're saying you have the prerequisites, then you do, but if you can't research it, then it means you probably don't...
Psi-Amp requires:
- Mind Probe
- Psionics
Mind Probe requires:
- Alien Neurosychology
- Alien Optical Processor
Psionics require interrogation of a psionic alien.
Laser rifles require:
- Laser Cannon
- Power Source Miniaturization
Power Source Miniaturization requires:
- UFO Power Source
- Interrogation of an Engineer
Hopefully this helps.
I start not to understand the whole thing.
I downloaded and installed OXC 2 weeks ago then installed the patch as adviced on the main page. Then installed final mod pack 8 days ago as the attached text file said.
Then I met the above mentioned bugs (+ I met some more => Alien bases and terrors tend to crash if I bring X-com cyberdisc with my squad, X-com sectopods usually can not spot UFOs even if they shot them 2-5 squares away right in front of them - Soldiers need to spot them!- and some aliens in raider groups tend to stay idle)...
Then I applied your ruleset on the "still latest FMP" and the whole OXC crashes right as I launch it. I were need to rewrite with the old rul-file to able to start the game again. I do not a coder but it seems for me that some strings not works as they need to do so (as much as I understood from the rul-files the whole OXC based on strings and tags).
Indeed, this is strange. Jayden's fixes will be integrated into the next version of the FMP, so hopefully this won't be a problem any more.
And why do not pick the aliens up their weapons if this option is set as "yes"? I use only the Final Mod Pack and the Rail guns mod for OXC. Possible that incompatibility causes my problems? Or need to install some other mods aswell to get rid my annoying bugs?
Aliens only pick up weapons that were dropped in the alien turn, to prevent the player from luring them into traps with thrown weapons as bait. (Hopefully this mechanic will take a more mature form at some point.)
Having said that, it should be noted that one would have to modify the Aliens_Pick_Up_Weapons.rul file and add all the new stuff there, apart from FinalModPack.rul itself.
Hey, Solar, here's an idea.
I see in the Manufacturing background, there's an Autocannon and a Rifle, plus some mags and some ammo. My current thinking is that you make the non-best earth technology for purchase, but have the earth's best technology stuff manufacturable from the start/have some really easy early research, taking only a few hours with 5 scientists. This would make everything slightly more evil as you don't have good rifles from the absolute get-go. Afterall, you are the master of rebalancing everything so much it works in the favour of the aliens. [/joke]
Eh. Just a thought. Feel free to ignore me
You're evil. You might have modding potential...