aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1862407 times)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2505 on: January 11, 2017, 08:37:59 pm »
OK, many thanks.

Hmm, it looks like in Piratez this isn't present either... But it contains

Code: [Select]
  - delete: STR_ALIEN_INFILTRATION

which may or may not fix the issue.

What is this even responsible for? Why was it added? Do I need it in X-Com Files?

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2506 on: January 11, 2017, 08:39:46 pm »
OK, many thanks.

Hmm, it looks like in Piratez this isn't present either... But it contains

Code: [Select]
  - delete: STR_ALIEN_INFILTRATION

which may or may not fix the issue.

What is this even responsible for? Why was it added? Do I need it in FMP?

Yes you need it otherwise alienbases will not show up.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2507 on: January 11, 2017, 08:41:47 pm »
Well, they do show up in Piratez...

And what's the deal with siteType: STR_ALIEN_BASE_ASSAULT for alien infiltration? How is this related at all? I don't want to introduce changes I don't understand.

Offline wolfreal

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2508 on: January 11, 2017, 09:14:28 pm »
Solarius, my Knowledge of github if near to zero, but I can try to update all the rulesets in the repository to 1.9.6 at least (making the corresponding branch), and try to post updates every time you update the pack.
 
BTW.  the MIB base missions is intended to work as a infinite time landing? Or it is just a workaround?.

I search for siteType: in all the .rul in X-piratez and don´t get any hit. Maybe they use something different?.

To end, as far as I understand, STR_ALIEN_BASE_ASSAULT for alien infiltration is because at the end of the infiltration mission, aliens generate a base, and you need that siteType: in every mission that generate at the end a place. TBH, I don´t know how the code works (Or any c++). It is just my guessing but, alien terror missions should not have a siteType: too?.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2509 on: January 12, 2017, 01:09:57 am »
Solarius, my Knowledge of github if near to zero, but I can try to update all the rulesets in the repository to 1.9.6 at least (making the corresponding branch), and try to post updates every time you update the pack.

Sure, go ahead. It's an open project after all.

BTW.  the MIB base missions is intended to work as a infinite time landing? Or it is just a workaround?.

It's an intended workaround - not a very elegant one, but yes, the landing time is very long (I think a year or two).

I search for siteType: in all the .rul in X-piratez and don´t get any hit. Maybe they use something different?.

No idea, hence my question here. :)

To end, as far as I understand, STR_ALIEN_BASE_ASSAULT for alien infiltration is because at the end of the infiltration mission, aliens generate a base, and you need that siteType: in every mission that generate at the end a place. TBH, I don´t know how the code works (Or any c++). It is just my guessing but, alien terror missions should not have a siteType: too?.

Makes sense to me, although I can't say anything... this is completely new to me, and there's no documentation to speak of.

EDIT:

Version 1.9.6b is online.
Get it from https://www.mediafire.com/file/crbu5c6a9yxongb/Final_Mod_Pack_1.9.6b.zip

- Fixed alien base spawning.
- Fixed hair/skin colours.

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2510 on: January 13, 2017, 11:40:36 pm »
Thank you for update  ::)

Tell me please what to do for research final battleship?

Offline F.E.K.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2511 on: January 14, 2017, 10:14:12 am »
Thank you for update  ::)

Tell me please what to do for research final battleship?
The final ship need "alien eletronic" part (from sectopod)

Asus Z00AD


Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2512 on: January 14, 2017, 10:19:11 am »
I have examined the corpse and the living sectopod. and what else is needed for progress?

Offline F.E.K.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2513 on: January 14, 2017, 11:18:27 am »
I have examined the corpse and the living sectopod. and what else is needed for progress?
The alien electronic extract from the sectopod (of course research first).

Asus Z00AD


Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2514 on: January 14, 2017, 11:34:53 am »
I do not understand you. I say that already researched sektopod (alive and dead)

Offline F.E.K.

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2515 on: January 14, 2017, 12:00:50 pm »
I do not understand you. I say that already researched sektopod (alive and dead)
You want to research or product final ship?

The research tree --> see this topic firs post (fmp-tech_tree attachments).

The production need alien electronic: factory --> sectopod disassembly (Required wrecked sectopod)

Asus Z00AD


Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2516 on: January 14, 2017, 12:08:22 pm »
Unfortunately, I'm in the Russian version. But I understand that this is another bug, because I have studied everything.

Offline mrbiasha

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2517 on: January 14, 2017, 03:39:16 pm »
No bugs with ships and alien electronics. ALIEN ELECTRONICS is a material you need to produce ship same as Elerium, Navigation and Propulsion. You need to kill a sectopod and create electronics from its corpse in Workshop.

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2518 on: January 14, 2017, 03:46:45 pm »
Kill sectopod. research in factory disassembly sectopod.
alien electronics still missing in the study, though it is present in the inventory.
(
« Last Edit: January 15, 2017, 10:27:44 am by yetiisyou »

Offline The13thRonin

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2519 on: January 15, 2017, 01:11:52 pm »
Hi,

I am trying to install this mod.

When I go into Advanced Options for Geoscape there is no option for enabling 'destroy/spend item upon research' or anything that looks like it may do this. The install page for the mod says that this should be enabled. What do I do?

I am using the latest nightly of OpenXcom.
« Last Edit: January 15, 2017, 01:20:18 pm by The13thRonin »