Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1868490 times)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2445 on: January 06, 2017, 05:24:11 pm »
Ok and what exactly is a Subrifle?

I mean does it have a specific purpose in tactical combat?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2446 on: January 06, 2017, 06:20:52 pm »
Ok and what exactly is a Subrifle?

I mean does it have a specific purpose in tactical combat?

It's a new alien weapon (well, new to the FMP, it's been in X-Com Files for a while). Basically a fast-shooting plasma rifle with only snap shots. It works a little like standard blasters from Star Wars or other classic sci-fi guns, being fast, single-shot and not very accurate.

It was specifically made to fit the AI (which generally prefers snap shots) and not be overly useful to the player.

Offline Kammerer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2447 on: January 06, 2017, 08:43:02 pm »
Here's the translation and some fixes to previously translated lines.

Code: [Select]
STR_PLASMA_SUB: "Плазменный карабин"
STR_PLASMA_SUB_CLIP: "Магазин плазменного карабина"
STR_PLASMA_SUB_UFOPEDIA: "Это легкое плазменное оружие весьма эффективно против обычной пехоты."
STR_PLASMA_SUB_CLIP_UFOPEDIA: "Этот небольшой предмет служит источником энергии для плазменного карабина. Он содержит небольшое количество элериума, который мы можем извлечь."
STR_BREAKDOWN_STR_PLASMA_SUB_CLIP: "Элериум (из Маг. плазм. карабина)"
     
STR_PISTOLS_UFOPEDIA: "У пистолетов есть ряд преимуществ: они не имеют штрафов при стрельбе с одной руки, скорострельны, легки и удобны в переноске. Главный их недостаток - низкая эффективная дальность."
STR_SMGS_UFOPEDIA: "Пистолеты-пулеметы позволяют вести огонь длинными очередями, рассчитаны на ведение огня с одной руки, относительно легки и имеют магазин большой емкости. Однако их точность и огневая мощь весьма невысоки."
STR_SHOTGUNS_UFOPEDIA: "Дробовики причиняют относительно высокий урон. Они быстры и очень точны, но только на коротких дистанциях. Зачастую в них заряжают картечные патроны, которые обладают высокой эффективностью против легкобронированных целей."
STR_CANNONS_UFOPEDIA: "Пушки - это громоздкое, тяжелое оружие, которое наносит большой урон. Они обладают неплохой точностью прицельного огня и средней - при стрельбе навскидку. Некоторые пушки также обладают режимом автоматического огня и/или могут заряжаться необычными боеприпасами."
STR_LAUNCHERS_UFOPEDIA: "Ракетные установки выстреливают ракеты с собственным двигателем, которые чаще всего оснащены фугасной боевой частью. Подготовка к выстрелу из них занимает много времени, но они наносят огромный урон и зачастую причиняют разрушения в большом радиусе."
STR_SNIPER_RIFLES_UFOPEDIA: "Снайперские винтовки требуют от стрелка высокого навыка точности для ведения эффективного огня, но в хороших руках они чрезвычайно точны и обладают большой мощью. Однако их скорострельность совсем не высока. На коротких дистанциях их точность чаще всего заметно снижается."
STR_INCENDIARIES_UFOPEDIA: "Зажигательное оружие наносит прямой урон и покрывает территорию огнем. Огонь каждый ход наносит урон всем боевым единицам, которые находятся в зоне, покрытой пламенем. Огонь не вызывает критических ранений, но тот, кто в нем находится, может воспламениться в свою очередь. Горящей боевой единице наносится урон каждый ход, как если бы она все еще находилась на горящей территории, и каждый ход существует вероятность, что пламя на ней погаснет. Защитное снаряжение от огня не предохраняет от действия огня, но в некоторых случаях способно снизить урон на некоторый процент."

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2448 on: January 06, 2017, 08:54:02 pm »
Thanks Kammerer! I can always count on you. :)

Offline Kammerer

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2449 on: January 06, 2017, 10:34:49 pm »
Sorry, one more fix.

Code: [Select]
STR_INCENDIARIES_UFOPEDIA: "Зажигательное оружие наносит прямой урон и покрывает территорию огнем. Огонь каждый ход наносит урон всем боевым единицам, которые находятся в зоне, покрытой пламенем. Огонь не вызывает критических ранений, но тот, кто в нем находится, может воспламениться в свою очередь. Горящей боевой единице наносится урон каждый ход, как если бы она все еще находилась на горящей территории, и каждый ход существует вероятность, что пламя на ней погаснет. Защитное снаряжение не предохраняет от действия огня, но в ряде случаев способно снизить урон на некоторый процент."

Offline wolfreal

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2450 on: January 07, 2017, 06:48:48 am »
[Sorry for the broken English]

Hi Everybody. First, I want to congratulate the team for the great job compiling this pack. It make all the (Open) Xcom experience more awesome than ever.

I do not know if this is the correct forum to post this, but I think I found a bug in one of the mods in the mod pack. I think is the one that add new UFOs. Sometimes, it appears that the aliens can shoot trough the UFOs walls. See attached some pictures and the savegame where I find this error. I have to admit that I add some other mods to the FMP base, but none add weapons, or new scenarios, or new aliens. I tested this savegame without theses mods and the result is the same.

Some screenshots to make my point.



This first ScreenShot shows where was the Sectoid who can shoot through walls.





Those two images show where were the affected tittles/soldiers. The last one image have some very hard to see blue "circles" that show the plasma shots that can go through.

Those two savegames have the exact point where the issue is happening. I have been fiddling with the savegame in the geoscape before this mission, but only cheating with soldiers and adding more missions. I don´t think this can cause this bug. It is not the first time it happens, but it is the only one I had saved.

I hope this can help to solve this issue. Or maybe it is not an issue, and I hope some here illuminate me :=).

Thanks in advance.

PD. Need editing. Learning to proper add images to post.
Edit 1. Added savegame without the other mods, remove the other savegames, shoots made again.
Edit 2. I use the mod Veterancy, without it, I can not load the savegame. I think the same will happens with the airsoft pistol mod.
Edit 3. Added a savegame where you don´t need any aditional mod. Same issue.



« Last Edit: January 07, 2017, 07:12:37 am by ajnunezr »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2451 on: January 07, 2017, 07:52:58 am »
*Hushing into the Thread...*

*Shudders, when seeing that the map bug is so old and known...*

*Downloads FMP 1.9.5b..*

*Fixes maperrors for Solarius...*

*Quitely leaves attached fixes..,*

*Leaving...*
« Last Edit: January 07, 2017, 07:56:03 am by hellrazor »

Offline wolfreal

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2452 on: January 07, 2017, 08:33:32 am »
*Hushing into the Thread...*

*Shudders, when seeing that the map bug is so old and known...*

*Downloads FMP 1.9.5b..*

*Fixes maperrors for Solarius...*

*Quitely leaves attached fixes..,*

*Leaving...*

Sorry for make you Shudders. I´m using FMP 1.9.5b for the record, and the last nightly build (Well, the truth is that I download the build in January 2).

Thanks for the fixes. I tested in some generated battles and it looks like working. Units can see but not shoot through the floor. In the savegame does not work but I think that this is obviously because the map is already generated.

Thanks again.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2453 on: January 07, 2017, 09:10:36 am »
Sorry for make you Shudders. I´m using FMP 1.9.5b for the record, and the last nightly build (Well, the truth is that I download the build in January 2).

Thanks for the fixes. I tested in some generated battles and it looks like working. Units can see but not shoot through the floor. In the savegame does not work but I think that this is obviously because the map is already generated.

Thanks again.

They should not be able to see through the floor either. Need to make so LOFT screenshots to check if the really can.

The original Supplyship map had a missing floor tile, so the enemies were able to shoot through.

The savegame map is stored in binary format in the savegame, so yes once it is generated you have to live with it for the current battlescape save.

Offline wolfreal

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2454 on: January 07, 2017, 09:15:53 am »
They should not be able to see through the floor either. Need to make so LOFT screenshots to check if the really can.

The original Supplyship map had a missing floor tile, so the enemies were able to shoot through.

The savegame map is stored in binary format in the savegame, so yes once it is generated you have to live with it for the current battlescape save.

Sorry. They can not see neither. Confirmed. It was a confusion.

Thanks again for the fix.


Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2455 on: January 07, 2017, 09:19:36 am »
Sorry. They can not see neither. Confirmed. It was a confusion.

Thanks again for the fix.

OK, just rechecked myself and yes everything should be fine.
Another beer Solarius owns me :P

Offline F.E.K.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2456 on: January 07, 2017, 12:02:48 pm »
Thanks, I'll put it to the next version.

By the way, here's some new strings that will be necessary:

Please translate people, when you find some time.

The hungarian translation has already made. (Final Mod Pack\Ruleset\extraStrings_HU_FMP.rul, line 1081-1084 and line 645)

Code: [Select]

      STR_PLASMA_SUB: "Plazma Karabély"
      STR_PLASMA_SUB_CLIP: "Plazma Karabély Tár"
      STR_PLASMA_SUB_UFOPEDIA: "Ez a könnyű plazma fegyver nagyon hatékony az átlagos gyalogsággal szemben."
      STR_PLASMA_SUB_CLIP_UFOPEDIA: "Ez a kisméretű eszköz a Plazma Karabélyhoz tartalmaz tölteteket. Kis mennyiségű Eleriumot tartalmaz amit visszanyerhetünk belőle."

      STR_BREAKDOWN_STR_PLASMA_SUB_CLIP: "Elerium (Plasma Karabély Tárból)"

 :)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2457 on: January 07, 2017, 03:43:27 pm »
OK, just rechecked myself and yes everything should be fine.
Another beer Solarius owns me :P

Sure, sure. It would be nice of you to show up to get them some day. :P
Thanks for the help. It was one of my first maps and has never been revisited. Nobody has ever complained about it, though; I never noticed anything wrong with it either. I guess I kill aliens too fast. :P

The hungarian translation has already made. (Final Mod Pack\Ruleset\extraStrings_HU_FMP.rul, line 1081-1084 and line 645)

Thanks!
« Last Edit: January 07, 2017, 03:45:45 pm by Solarius Scorch »

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2458 on: January 07, 2017, 03:48:59 pm »
Sure, sure. It would be nice of you to show up to get them some day. :P
Thanks for the help. It was one of my first maps and has never been revisited. Nobody has ever complained about it, though; I never noticed anything wrong with it either. I guess I kill aliens too fast. :P

Thanks!

I took the freedom to "darken" them :)
All should be dandy now.

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2459 on: January 07, 2017, 08:52:31 pm »
When i coming in alien base..
what happened?

restart not work.



i use latests versions of openxcom+final mod pack from installed steam version Ufo Defence.