Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1901070 times)

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #705 on: September 15, 2014, 05:05:10 pm »
Update the spanish versio to last mod version with the fix of the sniper tactical

https://drive.google.com/file/d/0Bxpcn4RmfZubckhuZEF4RUpmMTg/edit?usp=sharing

Offline Random Commander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #706 on: September 15, 2014, 05:46:41 pm »
Any ideas on how to name the craft? Airstraker? Stormranger? :)

How about SkyRaider?

SkyWarrior?

SkyMarshall? :P

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #707 on: September 15, 2014, 06:24:31 pm »
in my case i rename for a order:
zone-model-number
Eur-SkyAl01 for aleation
Afri-Sky01 Normal skyranger
etc....
Asi-Rav01 for raven ....

for me is more easy to choose in the list of interceptions

normally have 10 inteceptors in dance and 2 transports
3 mainbases 1 science 2 engi and 3 both with 2 interceptors x base and 1 transport. normally all bases with 3 hangars
the rest outpost with 1 interceptor
« Last Edit: September 15, 2014, 06:27:14 pm by arrakis69ct »

Offline Sarusei

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #708 on: September 15, 2014, 07:42:20 pm »
found a few things that seems well let's say interesting ^^"

  • Machete shows 0 Dmg in the ufopedia don't think that this is intended
  • also Craft Gauss Cannon Roungs cost 4k to produse and sell for 160k that's a liitle bit too much

also added some screenshots

after installing the new version of FMP i loaded a saved game which had version 0.93 maybe some of these bug are from this
« Last Edit: September 15, 2014, 07:44:53 pm by Sarusei »

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #709 on: September 15, 2014, 08:35:42 pm »
Update the spanish versio to last mod version with the fix of the sniper tactical

https://drive.google.com/file/d/0Bxpcn4RmfZubckhuZEF4RUpmMTg/edit?usp=sharing

Thanks! I'll add it when I sit down to mod again.

How about SkyRaider?

SkyWarrior?

SkyMarshall? :P

All are valid. :P

Machete shows 0 Dmg in the ufopedia don't think that this is intended

It is technically correct. The weapon does 0 damage by itself, but it adds the user's Strength to it (like the Alloy Sword, but unlike knives).

I must write a better description...

also Craft Gauss Cannon Roungs cost 4k to produse and sell for 160k that's a liitle bit too much

Oops. I think I screwed up here. I'll fix this ASAP.

also added some screenshots

after installing the new version of FMP i loaded a saved game which had version 0.93 maybe some of these bug are from this

The first is a common problem for me :/

The second is a missing string, I'll fix it now.

Many thanks for the info!

Offline Duke_Falcon

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #710 on: September 15, 2014, 08:36:08 pm »
There is only one reason why I use MsPaint: pixel editing. It is the best for me so far to edit pixel-by-pixel. And it literally not use any memory while I use it not like PhotoShop. PhotoShop+WinAmp+Mozilla+some txt files with notes and my laptop turn into a slow little slug\snail.

Anyway, both snakeman and ethereal commanders are ready but I want some experiment with them. And I saw the blue floaters' cloak lost the golden edge? May I put it back? Or it was intentional?

Anyway. Restart OXC today with the latest FMP. Bugs I found so far (not downloaded your latest attached rules as such rules always crash my OXC - maybe they also need the latest nightly?):
Right at the beginning pedia contains and show alloy vest and stormtrooper armour entries. Both are late tech (at least need alien alloys be researched I think)... Machete does 0 damage?! And not available to buy (it is also a civilian weapon?).

BUT!

Dogies! This was the best idea ever! Love them! My only heart ache is that I can not dub them like Wulfie and Sharptooth :)

And Altoids. I adapted them from Xeno General what I attached an encyclopaedia (here: https://www.mediafire.com/download/lvn7q8i9iec3bj6/Encyclopedia.exe ). XG was strongly influenced by X-com. If you read the paedia you shall understand why they resembling so much to sectoids (took me 8 days to make that encyclopaedia).

On week two I was raided by Sectoids. Sectoid commander looks strange at first but as I remember the description from XenoOps it is more than logical to use that sprite for them. Was I good idea IMO.

Offline guille1434

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #711 on: September 15, 2014, 10:35:20 pm »

And Altoids. I adapted them from Xeno General what I attached an encyclopaedia (here: https://www.mediafire.com/download/lvn7q8i9iec3bj6/Encyclopedia.exe ). XG was strongly influenced by X-com. If you read the paedia you shall understand why they resembling so much to sectoids (took me 8 days to make that encyclopaedia).

On week two I was raided by Sectoids. Sectoid commander looks strange at first but as I remember the description from XenoOps it is more than logical to use that sprite for them. Was I good idea IMO.

Hey Duke, what a nice work that Xeno General Encyclopaedia is!!! A crossover between X-Com and one of the "childs" of Panzer General (Two of my favourite ever games!!!) Where can I learn more about this mod or to be able to download it if possible?

Thanks for sharing your hard work!  8)

Offline the_third_curry

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #712 on: September 16, 2014, 07:06:56 am »
How about SkyRaider?

SkyWarrior?

SkyMarshall? :P

SkyMarshall sound like the most logical progression in keeping with the Sky + law enforcement scheme.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #713 on: September 16, 2014, 10:49:08 am »
SkyMarshall sound like the most logical progression in keeping with the Sky + law enforcement scheme.

really dont rename the ships????, for me the name is secondary i nedd to organice then!!!

Offline Random Commander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #714 on: September 16, 2014, 12:51:35 pm »
really dont rename the ships????, for me the name is secondary i nedd to organice then!!!

Well, some people mind the overflow. Would you rather have "Alloy SkyRngr" or something?

Offline Duke_Falcon

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #715 on: September 16, 2014, 08:30:07 pm »
Quote
Hey Duke, what a nice work that Xeno General Encyclopaedia is!!! A crossover between X-Com and one of the "childs" of Panzer General (Two of my favourite ever games!!!) Where can I learn more about this mod or to be able to download it if possible?

Thanks for sharing your hard work!  8)
Quote
Not so long ago I made a mod for the Open General platform (Turn based engine of the Panzer General 2 but wastly extended and expanded and as fully moddable as Open X-com) what is more or less based upon X-com. It interprets my version of the aliens history as how they crossed through the space and subjugated many races to twist them to those abominations what appeared on Earth finally.

The mod's installer's link and some description could be found here:
https://panzercentral.com/forum/viewtopic.php?f=132&t=50241

But before you do anything with the downloaded exe (what is the installer) go here for the basic Open General and a very good description how to use, set up or mod it:
https://luis-guzman.com/

Hope you will like the mod and it's story!




FMP related...
Alien data slate is infininte source of alien tech now. Last time I could research it only once but now I can research it again and again. I sold it after three "free techs" as it may ruin the whole game :S

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #716 on: September 16, 2014, 09:31:22 pm »
FMP related...
Alien data slate is infininte source of alien tech now. Last time I could research it only once but now I can research it again and again. I sold it after three "free techs" as it may ruin the whole game :S

Read the mod instructions/readme/previous posts, dude. You're supposed to turn the "SPEND RESEARCHED ITEMS" option to "ON".

Offline Duke_Falcon

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #717 on: September 16, 2014, 09:40:26 pm »
Read the mod instructions/readme/previous posts, dude. You're supposed to turn the "SPEND RESEARCHED ITEMS" option to "ON".

It set as on. It was such from the beginning I started play OXC.
No problem. I sold it. And I will do so if found any more.

Offline Sarusei

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #718 on: September 16, 2014, 09:48:34 pm »
It set as on. It was such from the beginning I started play OXC.
No problem. I sold it. And I will do so if found any more.

works for me as intended ...

Offline Sturm

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #719 on: September 16, 2014, 10:21:04 pm »
And here, my friend, our opinions differ. :) In my world, supported by evidence (starting stats), these guys are hardly trained soldiers, they're field agents that take up weapons. Few of them seem to have had significant military training, no? :)
Stats don't support the theory about lack of training.

Code: [Select]
- type: MALE_CIVILIAN
    race: STR_CIVILIAN
    stats:
      tu: 35
      stamina: 65
      health: 30
      bravery: 80
      reactions: 30
      firing: 30
      throwing: 50
      strength: 20
      psiStrength: 5
      psiSkill: 0
      melee: 50

Code: [Select]
- type: XCOM
    minStats:
      tu: 50
      stamina: 40
      health: 25
      bravery: 10
      reactions: 30
      firing: 40
      throwing: 50
      strength: 20
      psiStrength: 0
      psiSkill: 0
      melee: 20
    maxStats:
      tu: 60
      stamina: 70
      health: 40
      bravery: 60
      reactions: 60
      firing: 70
      throwing: 80
      strength: 40
      psiStrength: 100
      psiSkill: 16
      melee: 40

Even min stat soldiers have higher tu and firing accuracy than civilians.