Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856427 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #990 on: January 25, 2015, 06:45:38 pm »
This is how I've got the MJ12 faction designed on the mod I'm currently working at: you're going to fear them ;)

Can't wait. :D

Now, anyway... A new version is released! Thanks to help from Falko, Hobbes and Warboy, I finally updated the terrains to work with the latest nightly. It's still rather beta, so no promises, but I think it should work.
« Last Edit: January 26, 2015, 01:52:44 am by Solarius Scorch »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #991 on: January 25, 2015, 07:03:36 pm »
Well, you are about 3 hours too late with the update :)
I have just recorded the first episode of my FMP LP (with version 0.9.7.1)... will be published tomorrow 05:00 CET.

But thanks for the update anyway, I thought it's definitely abandoned after a couple of months of inactivity.
Glad I was wrong.

Offline Duke_Falcon

  • Colonel
  • ****
  • Posts: 153
  • *Visit my DA site - click on the small globe!*
    • View Profile
    • My DeviantArt
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #992 on: January 25, 2015, 08:22:02 pm »
Ufopaedia entry for Precise alloy shaping?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #993 on: January 26, 2015, 01:50:40 am »
Well, you are about 3 hours too late with the update :)
I have just recorded the first episode of my FMP LP (with version 0.9.7.1)... will be published tomorrow 05:00 CET.

Not a problem, you can just update the mod and the nightly and continue as normal.

Glad to hear about this playthrough, it should be informative to me and of course I am happy people play this!

Ufopaedia entry for Precise alloy shaping?

I think it probably looks too different from the game style, but I'll have a second look, thanks. :)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #994 on: January 26, 2015, 02:41:26 am »
Ufopaedia entry for Precise alloy shaping?

Dioxine will definitely be interested on this for his Piratez mod.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #995 on: January 26, 2015, 09:12:42 am »
Not a problem, you can just update the mod and the nightly and continue as normal.

OK, so which nightly do you recommend?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #996 on: January 26, 2015, 12:12:20 pm »
OK, so which nightly do you recommend?

The latest one is probably fine (probably, since I haven't extensively tested it).

The FMP should be always up-to-date with the nightly, only recently it was way late due to the extensive nightly changes and my lack of time.

Offline Shifter55

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #997 on: January 30, 2015, 10:39:55 am »
After having this modpack recommended to me and playing it for a bit, I decided to map out the tech tree in Cmaptools, it's complete enough that you should be able to get most of the research-able items in the pack, though I'm aware of some missing researches and mistakes.

If you find a mistake or item that isn't in this map, send me a PM detailing what the item was and what research gave you it.

[v2 - Added missing live engineer dependent techs, added dart clip dependencies]
« Last Edit: January 31, 2015, 07:06:38 am by Shifter55 »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #998 on: January 30, 2015, 06:41:43 pm »
After having this modpack recommended to me and playing it for a bit, I decided to map out the tech tree in Cmaptools, it's complete enough that you should be able to get most of the research-able items in the pack, though I'm aware of some missing researches and mistakes.

If you find a mistake or item that isn't in this map, send me a PM detailing what the item was and what research gave you it.

It looks absolutely impressive. It's not the first FMP tech map I've seen, but it's the first one I've understood. ;)

This tech tree is still subject to changes, so if you want to keep it up to date you'll probably have to make corrections.

Oh, and what exactly are the "????" parts?

For Solarious

Into FMP pack rel 9.8 there is a map named MADURBAN39 but it is not used into ruleset  :o
Terrain pack rel 3 does not contain/reference it

OK, I'll fix it, thanks.
« Last Edit: January 30, 2015, 06:45:49 pm by Solarius Scorch »

Offline Shifter55

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #999 on: January 31, 2015, 01:10:13 am »
This tech tree is still subject to changes, so if you want to keep it up to date you'll probably have to make corrections.

Oh, and what exactly are the "????" parts?

I will update as I play new versions and read patch notes regarding research, for the most part it is easy to make changes as long as I have information about where to make them.
And the "????"s are the placeholders for relationship text in Cmaptools, given that I made this up in an hour after looking at the beginning of an Xmind version and retching I haven't deleted them or added things in to them. They do like to tangle up otherwise straight relationships though!

Offline Duke_Falcon

  • Colonel
  • ****
  • Posts: 153
  • *Visit my DA site - click on the small globe!*
    • View Profile
    • My DeviantArt
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1000 on: February 05, 2015, 11:40:54 am »
A possible replacement for Cerebreal? Attachment is a bit messy in colours but Xcom palette is not "myself-friendly".

Also want to ask that if I draw UFO schematics someone could make those? Somehow my MCD tools work wrong as all the loaded vanilla UFOs are a mess of walls but nothing else. Same goes for all the other things: Ufo bases, Xcom bases and crafts, terror sites... Not know what is wrong so I thought may not hurt to ask...

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1001 on: February 06, 2015, 02:15:39 pm »
The sprite looks interesting. I'll try it to see how it looks in the game.

As for the MapView, you probably haven't defined the parameters properly. If you send me the files, I shall give it a try.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1002 on: February 07, 2015, 09:25:05 am »
In UFOpedia, I can see items (from the very beginning), which I cannot purchase or research:
- Alloy Vest
- Stormtrooper Armour
- Alloy Knife
- Machette
- Dynamite
- Snub nose pistol
- Uzi
- AK-47
- Pump action shotgun
- Hunting rifle
- RPG launcher

Is that a bug or a feature?

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1003 on: February 07, 2015, 09:27:22 am »
Also, when I researched Chtonite Corpse, I was not told that I can now research Alien Biology... bug or feature?

Offline Ridаn

  • Colonel
  • ****
  • Posts: 269
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1004 on: February 07, 2015, 11:40:31 am »
- Machette
- Dynamite
- Snub nose pistol
- Uzi
- AK-47
- Pump action shotgun
- Hunting rifle
- RPG launcher

Those are Hybrid race weapons, you can use them (if you get to loot them) right away, no research required - so they get Ufopedia entry as "unlocked" right at the start.

- Alloy Vest
- Stormtrooper Armour
- Alloy Knife

Those are probably bugs.


By the way, seeing how FMP adapted Xops Power Armour/Stormtrooper armour and Assault Rifles, would it be possibe to incorporate Xops Mechtoids and Overlord races in the future? They even got fancy ufopedia entries with autopsies and stuff. I still havent seen their terror units though.