Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1862200 times)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1785 on: July 29, 2015, 10:39:58 pm »
Solarius,

one word of advise, split your ruleset up.
It is much easier to implement new stuff, even when working over multiple files.

Each section one file, like the xcom1 ruleset.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1786 on: July 29, 2015, 10:49:01 pm »
OK, I tried and found the following:
1. both tiers (mib & xcom) of laser weapons are called just "laser" for me... I don't see "nuclear laser" anywhere (using en-GB)... same for ufopedia, same for production, same for inventory

It looks fine to me... I checked. Are you sure you're checking the right type of laser?

2. as I was going through ufopedia, I found more items which are displayed sooner than they should be, this time Stormtrooper Armour... I guess you should check all items, which have been changed recently in the tech tree.... I think you've updated the research tree only and forgot about ufopedia entries (and maybe even production dependencies?).

Possibly, yeah. I'll have to have a good look soon.

Solarius,

one word of advise, split your ruleset up.
It is much easier to implement new stuff, even when working over multiple files.

Each section one file, like the xcom1 ruleset.

I don't really want to, but I guess I'll have to. Yeah.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1787 on: July 29, 2015, 10:56:09 pm »
I don't really want to, but I guess I'll have to. Yeah.

Mine is organized like this: (extraStrings will be made into *.yml files in the future)
You could even do a organisation of the Resources (see Screenshots).
« Last Edit: July 29, 2015, 10:59:55 pm by hellrazor »

Offline nadir-1648

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1788 on: July 30, 2015, 09:04:24 am »
Solarius,

If I update my  FMP install will that wreck my LP save?

Offline nadir-1648

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1789 on: July 30, 2015, 10:31:09 am »
I'm using FMP 1.5-ish, is there much risk of detonation here?  :P

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1790 on: July 30, 2015, 10:31:49 am »
Solarius,

If I update my  FMP install will that wreck my LP save?

1.6 should be fine (I say should be, since I don't know what version you're using etc., but I'm fairly sure it'll be OK).
1.6.1 which is in the making (and hopefully to be released, like, today or something) will require redoing research on nuclear lasers, or doctoring your save, because nuclear laser-related strings are different now (because there was a complication between weapon name and research name).

I'm using FMP 1.5-ish, is there much risk of detonation here?  :P

Very little. :P

EDIT:

1.6.1 is there.

  • Fixed wrong clip being displayed for the Rail Rifle.
  • Fixed a problem with incorrect laser names during research (WARNING: may require you to research them again).
  • Fixed some incorrect Ufopaedia settings (items being shown too early).
  • Split the ruleset by sections.

Note that your lasers research may disappear!
« Last Edit: July 30, 2015, 10:33:23 am by Solarius Scorch »

Offline gix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1791 on: July 30, 2015, 08:58:06 pm »
Hi, Solarius
I think there's a misplacement for Kuwait City:
 [66.6, 66.6, -34.31, -34.31, -1, STR_KUWAITCITY] - those coordinates are actually around Ghizil in Afghanistan...
Wikipedia says Kuwait city is around 29.4N 48E, i.e. [48.0, 48.0, -29.4, -29.4, -1, STR_KUWAITCITY]
Also, Fiji's capital [178.5, 178.5, 18.13, 18.13, -1, STR_FIJI] is Suva.
And, finally, please find attached some other cities across the world (I use a slightly modified OXC that appends instead of replace the mission zones)

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1792 on: July 30, 2015, 09:02:49 pm »
Thanks, I'll post it over to the Terrain Pack thread.

Offline gix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1793 on: July 30, 2015, 09:17:56 pm »
Ooops - sorry - didn't know where it actually belongs.

Offline chrysalidskilledmydog

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1794 on: July 31, 2015, 08:34:02 am »
is there any calculation on what items to manufacture for profit?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1795 on: July 31, 2015, 08:42:18 am »
is there any calculation on what items to manufacture for profit?

Most vanilla items should work, e.g. Medikit, Motion scanner... and I've heard that Rail Cannon is also a cash cow.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1796 on: July 31, 2015, 03:46:00 pm »
I never have the time to manufacture for profit. :P I keep repairing armours and making new clips. :P

EDIT: 1.6.1b is online.

Some fixes. Thanks, Meridian.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1797 on: July 31, 2015, 04:00:38 pm »
Download doesn't work for me, don't know why...

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1798 on: July 31, 2015, 05:03:50 pm »
I've reuploaded it a few times, but I can't upload anything downloadable. The site must be broken.

I'll just upload the new files for now, to be installed on 1.6.1.

EDIT: Apparently it works now. Please try again. (Note that it's still called 1.6.1, because magic.)
« Last Edit: July 31, 2015, 05:09:12 pm by Solarius Scorch »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1799 on: August 01, 2015, 12:59:43 am »
Ey Solarius,

i just started redoing the routes on the resized Lukes Expanded Terror Maps (i stripped the cellars and replaced some tiles for better looks). Once i am finished are you interested in those? I need to do this anyway, since we wanna mix those up with Madurban Maps in the Terrain Pack.