Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856041 times)

Offline arrakis69ct

  • Colonel
  • ****
  • Posts: 245
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1275 on: April 10, 2015, 01:51:50 pm »
the marshall have windows XD

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1276 on: April 10, 2015, 06:57:31 pm »
ah, i c : )  that's all good then.

Offline pilot00

  • Colonel
  • ****
  • Posts: 487
  • Back in the day it was gameplay not a feature....
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1277 on: April 11, 2015, 11:16:00 pm »
I made it a bit further down the line in the mod and I have to say one big word:

IDK how you pulled it off dear Sir(s), but the balance is there and it is good, despite a few small shortcomings. From a mod that adds such a huge amount of things one could only excpect tragic mistakes, not in this work though.

My only concearns are the alloy cannon and the Dart launcher though.

More on this tomorrow though.

Good job mate(s)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1278 on: April 11, 2015, 11:45:40 pm »
Thank you! You can now test the next version, as 1.1 was uploaded.

  • Made Alloy Cannon rounds ten times cheaper in money and twice cheaper in Alien Alloys.
  • Increased defensive abilities of Cydonia.
  • New secret alien mission added.
  • Increased Taser power from 38 to 44.
  • Increased Tactical Sniper Rifle HE Ammo damage from 50 to 56, but with a small radius.
  • Some new Ufopaedia pics for craft weapons (stolen from Piratez).
  • Added scatter ammo made from Alien Alloys (it isn't visible in the Ufopaedia, because it's the fourth ammo type and only three are allowed).
  • Railguns require Laser Weapons.
  • Floater officers no longer leave separate corpses.
  • Blocked inventory on tanks.
  • Increased LMG's autofire range to 25.
  • Added some missing city strings.
  • Added special sprites for many alien ranks, made by Quinch.
  • Fixed Skymarshall doors.
« Last Edit: April 12, 2015, 08:48:40 am by Solarius Scorch »

Offline DoxaLogos (JG)

  • Colonel
  • ****
  • Posts: 358
  • Squaddie cautiously peering through the breach
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1279 on: April 12, 2015, 01:20:41 am »
Looks cool.  I have yet to play this full mod, because I'm still working on vanilla XCOM.  I certainly can't wait to try my hand at this. But I do want to mention, my 10 year old son is having a blast just playing this mod with the battle generator.  He loves the variety of the weapons, terrains, mission sites, and enemies.

Offline Quinch

  • Colonel
  • ****
  • Posts: 128
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1280 on: April 12, 2015, 03:44:51 am »
Dammit, SS, every time I start a game, you implement new stuff!

Curse youuuuu!!

{starts new game}

Offline Jstank

  • Colonel
  • ****
  • Posts: 247
  • 100% Un-Professional XCOM Lets Player
    • View Profile
    • FINAL MOD PACK LP OUT SOON NOW RECRUITING! SIGN UP TODAY!
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1281 on: April 12, 2015, 07:25:37 am »
Will this break anything if I upgrade?

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1282 on: April 12, 2015, 08:44:22 am »
Looks cool.  I have yet to play this full mod, because I'm still working on vanilla XCOM.  I certainly can't wait to try my hand at this. But I do want to mention, my 10 year old son is having a blast just playing this mod with the battle generator.  He loves the variety of the weapons, terrains, mission sites, and enemies.

It's nice you can enjoy the game like this. :)

Dammit, SS, every time I start a game, you implement new stuff!

Curse youuuuu!!

{starts new game}

Most of the changes are late-game-related, but suit yourself. :)

Will this break anything if I upgrade?

Probably not, I haven't removed any missions, UFOs or items.

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1283 on: April 12, 2015, 09:26:52 am »
Probably not, I haven't removed any missions, UFOs or items.
What about the officer corpses? I have a few of those in my stores.  Should I delete/sell them before upgrading?

Some wording change suggestions:
STR_ALIEN_DIPLOMACY_UFOPEDIA:
disappeared ancestors -> lost ancestors

STR_ENVOY_SHIP_UFOPEDIA:
hold hue -> ? bold hue?

STR_FIRE_LAUNCHER_UFOPEDIA:
that couldn't -> that we couldn't

STR_ELECTRO_WHIP_UFOPEDIA:
it doesn't -> that doesn't

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1284 on: April 12, 2015, 10:11:21 am »
What about the officer corpses? I have a few of those in my stores.  Should I delete/sell them before upgrading?

I think not, but I haven't tested it and it won't hurt to do so.

Some wording change suggestions:
STR_ALIEN_DIPLOMACY_UFOPEDIA:
disappeared ancestors -> lost ancestors

Not a bad idea. But it's a mission, so it should have a mission-like name.

STR_ENVOY_SHIP_UFOPEDIA:
hold hue -> ? bold hue?

Gold hue. :P

STR_FIRE_LAUNCHER_UFOPEDIA:
that couldn't -> that we couldn't

Yeah.

STR_ELECTRO_WHIP_UFOPEDIA:
it doesn't -> that doesn't

Apparently I didn't make a good job with spellchecking.

Actually, I forgot to add Psionics as a prerequisite to the Blaster Launcher. It wouldn't change much, since you probably have psi already by this time, but it's logical.

And I still need to integrate that Russian version...

Offline myk002

  • Colonel
  • ****
  • Posts: 227
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1285 on: April 12, 2015, 11:04:14 am »
STR_ALIEN_DIPLOMACY_UFOPEDIA:
disappeared ancestors -> lost ancestors
Not a bad idea. But it's a mission, so it should have a mission-like name.
I meant more grammar-wise.  looking for their disappeared ancestors -> looking for their lost ancestors.  it sounds odd (to me, at least) to have "disappeared" take an object.

btw, I can't wait to try out the new mission (and the changes to cydonia). It looks awesome : )

Edit: another couple capitalization mismatches:
line 29030: Resources/FinalModPack/Alt_aliens/Floater_Medic/FloaterMedic.png
the filename is floaterMedic.png

line 29037: Resources/FinalModPack/Alt_aliens/Floater_Navigator/FloaterNavigator.png
the filename is floaterNavigator.png
« Last Edit: April 12, 2015, 11:16:01 am by myk002 »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1286 on: April 12, 2015, 12:37:25 pm »
Ah right, sorry. I shouldn't type while in classes. :P

Will be fixed.

Offline hellrazor

  • Commander
  • *****
  • Posts: 2027
  • Deep Ruleset Digger & Bughunter
    • View Profile
    • Github Account
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1287 on: April 12, 2015, 02:59:17 pm »
Ah right, sorry. I shouldn't type while in classes. :P

Will be fixed.

Am i glad that i do not need to type filenames, vim allows me to call the filenames while editing :P

Offline arrakis69ct

  • Colonel
  • ****
  • Posts: 245
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1288 on: April 12, 2015, 07:36:35 pm »
a idea, the objects can i sell with security. i says that i dont need in a future. may be in a colour to identify and sell with security....

for the ammo you can do a new window and contiue next in the ufopedia. in other weapons you do this

« Last Edit: April 12, 2015, 07:38:36 pm by arrakis69ct »

Offline Buscher

  • Colonel
  • ****
  • Posts: 168
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1289 on: April 12, 2015, 11:15:02 pm »
Haven't finished the translation yet but I found two bugs or inconsistencies related to the late-game:
Spoiler:
The strings for the damaged Juggernaut Suit are called
STR_STR_JUGGERNAUT_SUIT_CORPSE
instead of
STR_JUGGERNAUT_SUIT_CORPSE

and the STR_HOVERTANK_RAILGUN expects
STR_NEW_FIGHTER_CRAFT
instead of
STR_UFO_CONSTRUCTION which is used by all other Hovertanks.

also you should probably change the string
 STR_STORMTROOPER_ARMOR_CORPSE to "damaged Stormtrooper Armor" instead of just "Corpse" for the manufacturing screen.