Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856280 times)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1650 on: June 17, 2015, 07:18:32 pm »
Btw Solarius i resized and did some fixes on Luke83's Expanded Terror Maps.

I still have to rework the routes and nodes to make them much better :>

Take a look here

Those are only the 5 New Blocks he made, but i resized the whole set.

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1651 on: June 18, 2015, 01:41:26 am »
My vote is probably not worth much, but I would prefer if you didn't move to OXCE.

What the guy above said, the ideal would be to have the mod work on both, but since it aint gonna happen keep it here.

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1652 on: June 18, 2015, 06:04:25 pm »
Please run it through your beastie.
sure thing.  attached.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1653 on: June 18, 2015, 07:04:07 pm »
sure thing.  attached.

Awesome, thanks!

Offline myk002

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1654 on: June 18, 2015, 07:46:05 pm »
On a completely different note, I thought I'd post a list of my favorite weapons so far.  I'm in the late middle game right now, so this might change by the endgame, but so far I like:
  • flamethrowers.  this is the ultimate terror unit destroyer.  I dismissed this weapon as useless at first, but after seeing it tear apart reapers, cyberdiscs, and even sectopods in one autoshot, I always bring a few along with me now
  • assault rifles.  the low tu requirements, cheap ammo, and 4-shot burst make this weapon useful even in the late game.  I bring them along for anything squishy - sectoids, snakemen, anthropods, hybrids, etc. and give them to whoever needs firing accuracy experience.
  • AP Sniper rifles.  that is, gauss sniper rifles and then later railgun sniper rifles.  excellent accuracy and damage means the back line hits harder and more often, resulting in fewer deaths for the front line.
I use many other weapons as well, of course, but these tend to be my top three.

Offline DoxaLogos (JG)

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1655 on: June 18, 2015, 11:18:51 pm »
On a completely different note, I thought I'd post a list of my favorite weapons so far.  I'm in the late middle game right now, so this might change by the endgame, but so far I like:
  • flamethrowers.  this is the ultimate terror unit destroyer.  I dismissed this weapon as useless at first, but after seeing it tear apart reapers, cyberdiscs, and even sectopods in one autoshot, I always bring a few along with me now
  • assault rifles.  the low tu requirements, cheap ammo, and 4-shot burst make this weapon useful even in the late game.  I bring them along for anything squishy - sectoids, snakemen, anthropods, hybrids, etc. and give them to whoever needs firing accuracy experience.
  • AP Sniper rifles.  that is, gauss sniper rifles and then later railgun sniper rifles.  excellent accuracy and damage means the back line hits harder and more often, resulting in fewer deaths for the front line.
I use many other weapons as well, of course, but these tend to be my top three.

Cool thanks for the tips!  I've started up a campaign recently, so I'll see what these do for me as well!

Offline Kammerer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1656 on: June 19, 2015, 12:27:35 am »
An update of the Russian version is ready.  It contains some very small fixes and the translation of newly added strings. Since I can't already see any grave errors, I think I can consider it as 1.0. As always any corrections are much appreciated.
« Last Edit: June 19, 2015, 07:24:49 am by Kammerer »

Offline new_civilian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1657 on: June 20, 2015, 07:41:30 pm »
Not sure what you think the problem is with the lights, maybe you did not understand me correctly: I only changed the landingears in mcdedit so that they are light emitters. I did NOT add any objects. No problems should appear.

Oh and here another update and improvement:
Improved Skymarshal for the FMP (Final Mod Pack ver.1.5.3b)
---------------------------------------------------------------------------------------

This is an alternative/fix/update to the Skymarshal in the Final Mod Pack.
The differences to the original 1.5.3b Skymarshal are:

-Added a backdoor
-Now you can walk/stand on the last tiles of the Skymarshal
-Added light emitters to the landing gear
-The soldiers at the small doors now start with their face towards the doors
-More accurate Base craft icon

Installation:
Drop the Skymarshal folder into your OpenXcom mods folder
Enable this mod in the options and make sure it is loaded  in the mods list AFTER the Final Mod Pack, otherwise the old version is loaded.

Credits:
Final Mod Pack team for adding the side doors which made my craft (originally named Skytransit btw) so much better.
The new MCD files are from the FIXED_AVENGER_DOORS mod, I recolored them accordingly.
Hopefully this new version will be included by default in the next FMP version... :-)

Civilian (aka New_Civilian) 2015


« Last Edit: June 22, 2015, 01:07:30 pm by new_civilian »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1658 on: June 20, 2015, 08:58:13 pm »
Not sure what you think the problem is with the lights, maybe you did not understand me correctly: I only changed the landingears in mcdedit so that they are light emitters. I did NOT add any objects. No problems should appear.

Ah ok you did it over the MCD. I guess you should have clarified this more.

I personally would remove all the doors on the craft. Doors are for pussies and they are in the way of your blaster troopers staying behind in the craft :)
But that is my personal opinion.

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1659 on: June 20, 2015, 09:02:26 pm »
Ah ok you did it over the MCD. I guess you should have clarified this more.

I personally would remove all the doors on the craft. Doors are for pussies and they are in the way of your blaster troopers staying behind in the craft :)
But that is my personal opinion.

We all know you love some whip lashes on the back while you play m8 :P

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1660 on: June 20, 2015, 09:15:41 pm »
We all know you love some whip lashes on the back while you play m8 :P

Nah he's just whining he didn't figure out the Blaster X Door problem yet (hint: Mr. Spock, step out of the transporter!) ;)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1661 on: June 20, 2015, 09:21:52 pm »
Nah he's just whining he didn't figure out the Blaster X Door problem yet (hint: Mr. Spock, step out of the transporter!) ;)

Why should i? I can stand on a bazillion of Blasterbombs in the transport.

Offline pilot00

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1662 on: June 20, 2015, 09:24:43 pm »
Why should i? I can stand on a bazillion of Blasterbombs in the transport.

Feeling the power between your legs there laddie? (Armageddon reference).

Offline Bloax

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1663 on: June 21, 2015, 04:55:37 am »
Is it just me or are heavy lasers really atrocious weapons?
Based off Meridian's little LP they come off as having absolutely terrible accuracy combined with a huge TU cost on each shot.

Or is this done intentionally so that having strong laser weapons is a huge pain in the butt specifically to indirectly buff sectopods?

Offline NuclearStudent

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1664 on: June 21, 2015, 06:57:10 am »
Is it just me or are heavy lasers really atrocious weapons?
Based off Meridian's little LP they come off as having absolutely terrible accuracy combined with a huge TU cost on each shot.

Or is this done intentionally so that having strong laser weapons is a huge pain in the butt specifically to indirectly buff sectopods?
heavy lasers

for when you want to kill tanks