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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855602 times)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1530 on: May 25, 2015, 10:48:03 pm »
Btw Solarius, i noticed in my testrun a wrong placed wall tile in the new fighter Interior turned Map.
So alien scould walk into the engine room from the ambush spot.
I already corrected this, here on my local machine.

Attached zip contains corrected map :>

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1531 on: May 26, 2015, 06:11:20 pm »
Edit: nevermind, it will be fixed in the newest nightly by a simple if statement

the second point affect me all the time, i never see popup of advanced laser, railgun tech, and other techs....

Offline NuclearStudent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1532 on: May 28, 2015, 05:41:14 am »
I'd grown so decadent, so used to all the fancy new toys this mod gave me that my first sighting of ethereals wiped half the squad in the first damn turn. I knew i should have gotten my squad to drop all of their weapons, but I got goddamn cocky and forgot just how powerful ethereals are at psyching.

I finally understood the point of toxisuits. Being able to run a team of toxisuit soldiers with toxiguns would mean that having my soldiers mind controlled would be less of a big deal. Then, I would be able to capture an ethereal with a reasonable chance of success. it's already August and I haven't captured any psi-capable aliens yet through luck and mistakes.
« Last Edit: May 28, 2015, 06:14:42 am by NuclearStudent »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1533 on: May 29, 2015, 03:30:35 pm »
Hi Solarius :)

I made some more Variants for your Excavator UFO.

You might wanna take a look at those here and here

With best greetings :)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1534 on: May 29, 2015, 03:43:12 pm »
To your request Solarius,

see attached zip file :)
Make sure to credit me, because i spent quite some time on those maps, creating them and testing them.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1535 on: May 29, 2015, 06:09:34 pm »
Sure I will, you totally deserve it. :)

Great maps.

Offline endersblade

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1536 on: May 30, 2015, 03:11:47 am »
So there is a built-in mod for OXC that makes all the missions daylight or night.  I was wondering if you could post a list of all the missions in FMP so I can add them to these two mods?  Deja Vu, I think I've asked this before, but I can't find a list anywhere.  It seems to be mostly the MiB missions that I can't locate.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1537 on: May 30, 2015, 12:59:25 pm »
So there is a built-in mod for OXC that makes all the missions daylight or night.  I was wondering if you could post a list of all the missions in FMP so I can add them to these two mods?  Deja Vu, I think I've asked this before, but I can't find a list anywhere.  It seems to be mostly the MiB missions that I can't locate.

They're listed under alienDeployments. Here's the entire thing as of now:

Spoiler:
STR_ENVOY_SHIP
STR_SMALL_GROUND_CONVOY
STR_MEDIUM_GROUND_CONVOY
STR_MANSION
STR_MANSION_MIB
STR_KEEP
STR_SMALL_SCOUT
STR_MEDIUM_SCOUT
STR_LARGE_SCOUT
STR_HARVESTER
STR_ABDUCTOR
STR_TERROR_SHIP
STR_BATTLESHIP
STR_SUPPLY_SHIP
STR_TERROR_MISSION
STR_ALIEN_BASE_ASSAULT
STR_BASE_DEFENSE
STR_MARS_CYDONIA_LANDING
STR_MARS_THE_FINAL_ASSAULT
STR_EXCAVATOR
STR_FIGHTER_SHIP
STR_SENTRY_SHIP
STR_LAB_SHIP
STR_MIB_COVERUP_0
STR_MIB_COVERUP_1
STR_MIB_COVERUP_2
STR_MIB_TERROR_MISSION
STR_MIB_BASE_LANDING

EDIT: Version 1.5.2 is online.

  • More Fighter variants (by Hellrazor).
  • More Excavator variants and fixes (also Hellrazor, thanks man).
  • Fixed missing strings.
  • Fixed missing Ufopaedia description for one vessel.
  • Updated Russian strings (by Kammerer).
  • Fixed some Urban routes (by Dioxine).
« Last Edit: May 30, 2015, 01:28:13 pm by Solarius Scorch »

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1538 on: May 30, 2015, 07:34:36 pm »
Version 1.5.2 is online.
w00t! : )  thanks!  downloading now!

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1539 on: May 31, 2015, 01:18:20 am »
So there is a built-in mod for OXC that makes all the missions daylight or night.  I was wondering if you could post a list of all the missions in FMP so I can add them to these two mods?  Deja Vu, I think I've asked this before, but I can't find a list anywhere.  It seems to be mostly the MiB missions that I can't locate.

Spoiler:
# Based on XcomUtil by Scott Jones and BladeFireLight
alienDeployments:
  - type: STR_SMALL_SCOUT
    shade: 0
  - type: STR_MEDIUM_SCOUT
    shade: 0
  - type: STR_LARGE_SCOUT
    shade: 0
  - type: STR_HARVESTER
    shade: 0
  - type: STR_ABDUCTOR
    shade: 0
  - type: STR_TERROR_SHIP
    shade: 0
  - type: STR_BATTLESHIP
    shade: 0
  - type: STR_SUPPLY_SHIP
    shade: 0
  - type: STR_TERROR_MISSION
    shade: 0
  - type: STR_ALIEN_BASE_ASSAULT
    shade: 0
  - type: STR_BASE_DEFENSE
    shade: 0
  - type: STR_MARS_CYDONIA_LANDING
    shade: 0
  - type: STR_MARS_THE_FINAL_ASSAULT
    shade: 0
  - type: STR_ENVOY_SHIP
    shade: 0
  - type: STR_SMALL_GROUND_CONVOY
    shade: 0
  - type: STR_MEDIUM_GROUND_CONVOY
    shade: 0
  - type: STR_MANSION
    shade: 0
  - type: STR_MANSION_MIB
    shade: 0
  - type: STR_KEEP
    shade: 0
  - type: STR_EXCAVATOR
    shade: 0
  - type: STR_FIGHTER_SHIP
    shade: 0
  - type: STR_SENTRY_SHIP
    shade: 0
  - type: STR_LAB_SHIP
    shade: 0
  - type: STR_MIB_COVERUP_0
    shade: 0
  - type: STR_MIB_COVERUP_1
    shade: 0
  - type: STR_MIB_COVERUP_2
    shade: 0
  - type: STR_MIB_TERROR_MISSION
    shade: 0
  - type: STR_MIB_BASE_LANDING
    shade: 0

Offline arrakis69ct

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1540 on: May 31, 2015, 02:07:28 am »
Here in this map. The alíen can shoot and evade the wall

Enviado desde mi ECOO E04 3GB mediante Tapatalk


Offline endersblade

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1541 on: May 31, 2015, 04:16:26 am »
They're listed under alienDeployments. Here's the entire thing as of now:

Spoiler:
STR_ENVOY_SHIP
STR_SMALL_GROUND_CONVOY
STR_MEDIUM_GROUND_CONVOY
STR_MANSION
STR_MANSION_MIB
STR_KEEP
STR_SMALL_SCOUT
STR_MEDIUM_SCOUT
STR_LARGE_SCOUT
STR_HARVESTER
STR_ABDUCTOR
STR_TERROR_SHIP
STR_BATTLESHIP
STR_SUPPLY_SHIP
STR_TERROR_MISSION
STR_ALIEN_BASE_ASSAULT
STR_BASE_DEFENSE
STR_MARS_CYDONIA_LANDING
STR_MARS_THE_FINAL_ASSAULT
STR_EXCAVATOR
STR_FIGHTER_SHIP
STR_SENTRY_SHIP
STR_LAB_SHIP
STR_MIB_COVERUP_0
STR_MIB_COVERUP_1
STR_MIB_COVERUP_2
STR_MIB_TERROR_MISSION
STR_MIB_BASE_LANDING

EDIT: Version 1.5.2 is online.

  • More Fighter variants (by Hellrazor).
  • More Excavator variants and fixes (also Hellrazor, thanks man).
  • Fixed missing strings.
  • Fixed missing Ufopaedia description for one vessel.
  • Updated Russian strings (by Kammerer).
  • Fixed some Urban routes (by Dioxine).

Spoiler:
# Based on XcomUtil by Scott Jones and BladeFireLight
alienDeployments:
  - type: STR_SMALL_SCOUT
    shade: 0
  - type: STR_MEDIUM_SCOUT
    shade: 0
  - type: STR_LARGE_SCOUT
    shade: 0
  - type: STR_HARVESTER
    shade: 0
  - type: STR_ABDUCTOR
    shade: 0
  - type: STR_TERROR_SHIP
    shade: 0
  - type: STR_BATTLESHIP
    shade: 0
  - type: STR_SUPPLY_SHIP
    shade: 0
  - type: STR_TERROR_MISSION
    shade: 0
  - type: STR_ALIEN_BASE_ASSAULT
    shade: 0
  - type: STR_BASE_DEFENSE
    shade: 0
  - type: STR_MARS_CYDONIA_LANDING
    shade: 0
  - type: STR_MARS_THE_FINAL_ASSAULT
    shade: 0
  - type: STR_ENVOY_SHIP
    shade: 0
  - type: STR_SMALL_GROUND_CONVOY
    shade: 0
  - type: STR_MEDIUM_GROUND_CONVOY
    shade: 0
  - type: STR_MANSION
    shade: 0
  - type: STR_MANSION_MIB
    shade: 0
  - type: STR_KEEP
    shade: 0
  - type: STR_EXCAVATOR
    shade: 0
  - type: STR_FIGHTER_SHIP
    shade: 0
  - type: STR_SENTRY_SHIP
    shade: 0
  - type: STR_LAB_SHIP
    shade: 0
  - type: STR_MIB_COVERUP_0
    shade: 0
  - type: STR_MIB_COVERUP_1
    shade: 0
  - type: STR_MIB_COVERUP_2
    shade: 0
  - type: STR_MIB_TERROR_MISSION
    shade: 0
  - type: STR_MIB_BASE_LANDING
    shade: 0

Thank you both :-)  It was the Coverup missions I was missing.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1542 on: May 31, 2015, 07:43:27 pm »
Here in this map. The alíen can shoot and evade the wall

Enviado desde mi ECOO E04 3GB mediante Tapatalk

I am not sure if Solarius put it in, but See here.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1543 on: June 01, 2015, 12:26:25 am »
I am not sure if Solarius put it in, but See here.

Yeah, it's definitely in.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1544 on: June 01, 2015, 06:04:00 pm »
Hi Solarius, i found the issue with the fighter maps.

Code: [Select]
    battlescapeTerrainData:
      name: FIGHTER
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS

You need to add UFOL83 towards the terraindata and everything should work fine. The Version i used of UFOL83.MCD is in Excavator package i gave you.

Code: [Select]
    battlescapeTerrainData:
      name: FIGHTER
      mapDataSets:
        - BLANKS
        - U_EXT02
        - U_WALL02
        - U_BITS
        - UFOL83

Sorry for forgetting to mention this in the first place :)

Btw is it intentional that Power Suits reduce the Soldiers Timeunits? (Just noticed while testing the Fightermaps.)
« Last Edit: June 01, 2015, 06:06:10 pm by hellrazor »