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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1859235 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1980 on: November 02, 2015, 06:51:41 pm »
Hi Solarius,

We do now have customizeable Death sounds check it out here

Which also means adding the deathSound to all unvanilla Civilians or a lot of CTD's will happen in Terrormissions.

Oh, cool. I'll have a look at it when I have some time, thanks for the info.

Unable to access FMP Timed out (The connection was reset)

Works for me. May have been a problem with the site, it's probably OK now.

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1981 on: November 02, 2015, 11:07:52 pm »

Works for me. May have been a problem with the site, it's probably OK now.
Still timing out, even when I find it in categories and click view mod. I do not have this problem with other mods.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1982 on: November 03, 2015, 08:22:47 am »
Still timing out, even when I find it in categories and click view mod. I do not have this problem with other mods.

Does this direct link work for you?
The modportal can be sometimes slow to load, sometimes it takes 1 or 2 or even 3 seconds to show the page, maybe your browser gives you a timeout or so?

Offline SenniTrebor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1983 on: November 03, 2015, 06:48:51 pm »
Does this direct link work for you?
The modportal can be sometimes slow to load, sometimes it takes 1 or 2 or even 3 seconds to show the page, maybe your browser gives you a timeout or so?
Worked perfectly. Thank you so much. (Squeal of delight whilst skipping of to a sunlit laptop).

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1984 on: November 12, 2015, 07:22:41 pm »
I tried updating, but I can't seem to be able to download the new file. I'll try and wait it out.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1985 on: November 15, 2015, 08:19:38 am »
Hi Solarius,

i want bring something to your attention:

Code: [Select]
<Warboy> hellrazor_, yeah, any mission that generates a missionSite needs to exist in missionScript form only, and not in the mission weight tables

Was a followup on this and this

The Final Mod Pack might be effected because of the MID_TERROR Missions. So maybe you recheck that. Should get rid of this random CTD's some people had :)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1986 on: November 15, 2015, 02:37:16 pm »
Hi Solarius,

i want bring something to your attention:

Code: [Select]
<Warboy> hellrazor_, yeah, any mission that generates a missionSite needs to exist in missionScript form only, and not in the mission weight tables

Was a followup on this and this

The Final Mod Pack might be effected because of the MID_TERROR Missions. So maybe you recheck that. Should get rid of this random CTD's some people had :)

Thanks, but I haven't introduced such missions yet. I think.

EDIT: Oh, so it concerns terror missions? Maybe I should re-check it after all...

Meanwhile, I got tired of trying to upload the new version to openxcom.com and decided to put it on Dropbox. At least for now. Anyway, version 1.7.3 is online and downloadable at https://www.dropbox.com/s/q6mu9oxlxibwt8d/Final_Mod_Pack_1.7.3.zip?dl=0.

  • Added Healing Spray, Stims and Painkillers (all sprites stolen from jackstraw2323's War of Shadows mod, though the first one was heavily altered, and floorobs were added).
  • Updated Hobbes' terrains to the latest versions and added Slums.
« Last Edit: November 15, 2015, 02:43:39 pm by Solarius Scorch »

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1987 on: November 16, 2015, 12:40:51 am »
Currently playing v1.72 with nightly 2015-10-10 and have encountered terror units on a landed Anthropod supply ship, I thought and from looking at the deployments rul file that this wasn't possible. Is this a glitch or because Anthropods only have 3 ranks is the AI using tu's to make up the numbers? See attached save and screenshot.

Offline Dioxine

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1988 on: November 16, 2015, 03:46:57 pm »
Every race has 8 ranks (in the vanilla, you can increase that number in OXC), that includes Terror Units. For Anthropods, the ranks are simply repeated.

Offline Cristao

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1989 on: November 19, 2015, 09:22:32 pm »
^Solarious - must I use the latest nightly with your mod? I want to give the commendations mod a try and it requires a particular nightly..

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1990 on: November 19, 2015, 11:44:10 pm »
^Solarious - must I use the latest nightly with your mod? I want to give the commendations mod a try and it requires a particular nightly..

Not necessarily the latest, but certainly the one after multiple soldier types.

Offline Cristao

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1991 on: November 20, 2015, 12:51:54 am »
^Which nightly is that?

Offline B1ackwolf

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1992 on: November 20, 2015, 02:35:20 am »
hi, i want to say im enjoying my current gameplay with the mod, its completely amazing the amount of work and love you guys put in this...btw..im already running a superhuman ironman campaing and im around april-may i think...its 1.7.2 saves compatible with the new 1.7.3 patch?, thanks.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1993 on: November 20, 2015, 06:52:45 pm »
^Which nightly is that?

I don't know any more, sorry. :D I should probably investigate over the weekend, we'll see how it goes. (I'm helping Dioxine with Piratez right now and temporarily neglecting the FMP.)

hi, i want to say im enjoying my current gameplay with the mod, its completely amazing the amount of work and love you guys put in this...btw..im already running a superhuman ironman campaing and im around april-may i think...its 1.7.2 saves compatible with the new 1.7.3 patch?, thanks.

Thanks, and good luck! (Hopefully there will be no terror crashes.)

Offline Kjotleik

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #1994 on: November 22, 2015, 11:44:37 pm »
Does anyone know how to calculate Expected Damage (ED) from the Shotgun in FMP?

From what I can read in-game, it has a 7-bullet shot with 15 damage each. For Aimed Shot it has a 175% accuracy.

In my head that gives [7 shots x 15 damage x MIN(1;1.75 x Soldier Accuracy) = 105], for soldier accuracy of 100%.

Is this correct? Is there a spread-of-bullets part that makes less than seven shots hit? Does the game count every one of the seven as hit or miss, after one calculation? Does the game calculate hit/miss for each of the seven shots, individually?

Please inform me of what is correct... I am about to start a new game with FMP 1.7.3, and would really like to know what kind of damage I can expect from a Shotgun at point-blank range...

Also, does the Melee weapons always hit? I see there is no mention of hit-chance for the Combat Knife in-game. Stun Rod says it always hits, regardless of your soldiers Melee Accuracy (I presume). Is it the same with the other Melee weapons, or are their hit-percentage just hidden?

Thanks in advance. I really like this mod, having seen Meridian's playthrough and now testing it out for myself a little bit. Good Job Solarius!!!