Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1860583 times)

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1410 on: May 04, 2015, 07:36:35 pm »
I didnt use close combat weapons too in my first run on the FMP. But now that I am in the middle of my Pirates run, I am starting to remember why I was trying to rush Vibro blades in TFTD. They are far from useless, in fact its the fault of the original X-Com with its lack of them and thus generating weak soldiers and in a combination with an inability to open doors, that led us to believe that Close quarters combat is uselss.

As to the minigun I proposed a stop gap solution a few pages ago, but then again I am thinking it should receive the Pirates treatment. Have the light one available to however will eventually be able to carry it, and then research a bigger version with a staggering rate of fire and more massive damage that would require the loader suit to work.

« Last Edit: May 04, 2015, 07:39:37 pm by pilot00 »

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1411 on: May 04, 2015, 07:41:02 pm »
may be this a error

STR_GAUSS_DEFENSES: -> STR_GAUSS_DEFENSE:
STR_GAUSS_DEFENSES_UFOPEDIA: -> STR_GAUSS_DEFENSE_UFOPEDIA



and a posiblebug in this sav in this position the rocketer fails ever in the iron fist with aimed shot

https://www.mediafire.com/download/jkbuup8cvrqdg48/_quick_.asav

https://steamcommunity.com/id/arrakis69ct/screenshots/

OK, thanks! I'll have a look when I can.

Very interesting weapon discussion there. I'll refrain from commenting for now, mostly because I'm in the middle of something, but will read carefully.

(One thing worth of note: melee weapons will be better once I switch to OXC Extended. Because you'll be able to train hand-to-hand combat at your base.)

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1412 on: May 04, 2015, 08:29:09 pm »
Lol we need bases more bigger XD

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1413 on: May 06, 2015, 02:06:51 am »
1.4.1 is online.

Sorry, but the only change this time is fixed strings... :)

Offline NuclearStudent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1414 on: May 06, 2015, 09:04:50 am »
I would agree that miniguns aren't useful. In that respect, they are exactly how they are in life. Too cumbersome vs other options (shotgun, assault rifle, flamethrower, toxigun) to use in close quarters combat, too unwieldy vs the assault rifle to use in cover-to-cover close range skirmishing, insufficient damage vs rockets and machine guns for point defense, and too inaccurate and poor at range for anything else.

The only way I see it being useful is against loads of small, squishy targets bumrushing me eg. hybrids. However, that is never something that's a big deal anyway. Might as well pack some real guns eg. Magnum and just use lots of snap shots. The minigun actually reduces the amount of soldiers stat improvement because it can only do one shot per turn.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1415 on: May 06, 2015, 11:16:25 am »
I would agree that miniguns aren't useful. In that respect, they are exactly how they are in life. Too cumbersome vs other options (shotgun, assault rifle, flamethrower, toxigun) to use in close quarters combat, too unwieldy vs the assault rifle to use in cover-to-cover close range skirmishing, insufficient damage vs rockets and machine guns for point defense, and too inaccurate and poor at range for anything else.

The only way I see it being useful is against loads of small, squishy targets bumrushing me eg. hybrids. However, that is never something that's a big deal anyway. Might as well pack some real guns eg. Magnum and just use lots of snap shots. The minigun actually reduces the amount of soldiers stat improvement because it can only do one shot per turn.

I certainly agree, from the purely tactical point of view. However, where's the fun in that? :)

No, really. Miniguns are there mostly because a wargame with no miniguns is a meh wargame. :P

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1416 on: May 06, 2015, 11:40:38 am »
the strings of gauss defenses are bad again....

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1417 on: May 06, 2015, 11:57:16 am »
the strings of gauss defenses are bad again....

They look fine to me.

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1418 on: May 06, 2015, 12:08:11 pm »
They look fine to me.
what are you language?

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1419 on: May 06, 2015, 01:29:16 pm »
what are you language?

Official supported languages are US English, British English and Polish.
Other languages are added if a translator submits them.


...don't tell me the problem is lack of Spanish strings?
« Last Edit: May 06, 2015, 01:50:10 pm by Solarius Scorch »

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1420 on: May 06, 2015, 01:42:40 pm »
No I see in en UK and en us

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1421 on: May 06, 2015, 01:50:38 pm »
No I see in en UK and en us

OK, I'll recheck it when I get home.


EDIT:
It's fine, all three languages are fine, dude... -_-
« Last Edit: May 06, 2015, 07:34:45 pm by Solarius Scorch »

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1422 on: May 06, 2015, 08:08:06 pm »
This may be a bad time to mention this, but
STR_LAPAZ: La Paz
is still missing from en-US (it's in en-GB, just not en-US)

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1423 on: May 06, 2015, 08:21:14 pm »
This may be a bad time to mention this, but
STR_LAPAZ: La Paz
is still missing from en-US (it's in en-GB, just not en-US)

You're right O_o

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1424 on: May 07, 2015, 01:03:13 am »
Bad time is a terror mission at night XD

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