Final mod pack

от Human Ktulu and Solarius Scorch
Final mod pack

По сути, это сборка из более чем 60-ти различных модификаций, сведенных в единый набор. Все модификации были сбалансированы для работы в составе общего набора. C одной стороны, они не конфликтуют друг с другом, а с другой стороны, не нарушают внутриигровой баланс, также сбалансировано и древо научных разработок, что, в конечном счёте, обеспечивает достаточно плавный и постепенный рост технического прогресса и использования новых технологий.

Если вкратце, эти моды значительно расширяют оригинальный контекст XCOM, привнося в него новые: инопланетные расы, миссии, оружие, броню, авиацию, карты (падения НЛО и атак пришельцев на города) и многое другое.

В создании данного набора модификаций можно выделить две основные идеи:

1) Добавить в игру весь тот контент, который был разработан сообществом проекта OpenXcom, таким образом, чтобы и не перегружать игру запредельным количеством всего, избежать похожих решений.

2) Удлинить время прохождения игры. В данном случае, этот набор модов можно сравнить с проектом Long War для XCOM Enemy Unknown 2012

Если вы хотите поиграть именно в старый добрый Xcom Ufo Defense, с некоторыми интересными нововведениями и слегка улучшенным игровым процессом, мы рекомендуем остановить своё внимание именно на этом наборе модов. Также хотим отметить, что 95-97% модов, входящих в этот набор, переведены на русский язык. Поэтому, если английский язык не является вашей сильной стороной, рекомендуем остановить своё внимание на этой сборке.

Предупреждаем, что Final mod pack абсолютно несовместим со всеми остальными мегамодами для OpenXcom, такими как:
Area 51
Piratez
Hardmode Expansion
X-Com Files

Final_Mod_Pack_1.9.4a

Опубликовано: 2017-04-05 14:26:10 Обновлено: 2017-04-05 14:26:29

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Final_Mod_Pack_1.9.6c

Опубликовано: 2017-04-05 14:27:41 Обновлено: 2017-04-05 14:27:50

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Установка пакета модов Final Mod Pack не отличается от установки абсолютного большинства модов для OpenXcom. Скачав актуальную версию мода, извлеките архив. В итоге вы получите примерно вот такую папку с файлами:

Ваши дальнейшие действия зависят от того, как вы устанавливали игру.

Если вы выбрали Portable установку, то папка для модов будет находится в папке с игрой по пути X:_место установки_OpenXcom_user_mods

Если вы устанавливали игру в обычном режиме, то папка для модов будет находится по пути: Documents_MyGames_Openxcom_mods или Documents_OpenXcom_mods

Это, кстати говоря, ещё одна причина, почему стоит выбрать портативную установку. Теперь вам просто необходимо скопировать или перенести всю папку Final Mod Pack в папку mods

Дело за малым, активировать мод в настройках игры. Запускаем игру, нажимаем параметры, в самом внизу вкладка моды, в самом низу списка добавленные нами моды.

Приятной игры.

Сори, пока не было времени на перевод.

1.9.6c: Fixed a faulty mapblock.
1.9.6b: Fixed alien base spawning. Fixed hair/skin colours.
1.9.6: Added Plasma Sub. Some new Polar maps. Added one Alien Base map. Fixed a bug with Alien Base terrain generation. Fixed Supply Ship maps (by Hellrazor). Additional translations by Kammerer and F.E.K.
1.9.5b: Fixed missing Desert maps.
1.9.5: Added Skyraider (is now starting craft). Added Dragonfly for the Men in Black. Added new city blocks by Civilian. Added new Desert blocks. Gauss Pistol fires faster. Smaller Rail clips. Fixed the Ufopaedia entry for Advanced Laser Weapons. Fixed a small error in the XBASS_09 map. Fixed a small error in the DAWNURBAN12 map. Cleared some problems with Men in Black corpses. Added Hungarian translation, by F.E.K. Two new mapblocks for Commercial terrain. Added new soldier nationalities and names.
1.9.4a: Fixed Elerium Mace graphics. Fixed a missing research for Obliterator.
1.9.4: Fixed SOLFOREST14 map (by Dioxine). Added Alien Subrifle. New Magnum sprite (by Yrizoud). Fixed some missing EN-US strings. Better Hybrid face, by Civilian.
1.9.3c: Shotgun rebalance, to make it less accuracate on longer distances. Fixed a critical bug with the Corridor facility crashing the game.
1.9.3b: New sprite for Sectoid Commander corpse (by Ivan Dogovich). Fixed some aliens not disappearing after research.
1.9.3a: Fixed Obliterators not appearing in missions. Fixed descriptions on basic sniper rifles. New railgun hit animation (by pWWWa).
1.9.3: Implemented Hellrazor’s darkened (non-transparent) ship maps. Small update of rulesets to match the newest nightly.
1.9.2: Added Corridor facility.
1.9.1e: Fixed a critical bug with the Manufacture ruleset. Oops.
1.9.1d: Fixed a crash on some Forest terrains.
1.9.1c: Skymarshall is now actually made from alloys (credits to Xtendo-com for doing most of the work). 8 new Farm mapblocks, by Civilian. Fixed a bug with Blaster Bomb production.
1.9.1b: Gave Assault Rifle a much faster aim, but slightly less accurate. Fixed LMG clip. Fixed some advanced craft appearing where they shouldn’t. New Battleship variants by Cooper. New spites for the Assault Laser, more in line with other advanced lasers. Mutons sometimes get rocket hovertanks now, deal with it. Fixed Hovertank/Launcher appearing in the Ufopedia too soon. Fixed alien inventory doll issues.
1.9: New Cerebreal sprites. New Salamandron corpse floorob. New sprites for Chtonites too, since I’m getting rid of all TFTD sprites (Chtonite corpse made by Bloax, cheers). Chtonite terror units are Silacoids now, since I never really liked Tunluns and Silacoids fit this race perfectly. Personal Armour takes longer to build and is more expensive. Basescape palette fixes. Advanced X-Com craft repair is faster. New Battleship maps, by Cooper. Streamlined Farm terrain. Fixed one Forest Mountain map block (mountain cave with impassable entrance). Light Machine Gun Clip size increased from 30 to 40. Changed how Tank/Minigun ammo is handled.
1.8.1: Alien Laser Rifle Clip can now be used (but not manufactured) earlier. Increased firepower on Uzi and SMG. On Assault Rifle, autofire takes longer. Fixed Large Living Quarters palette (by R1dO). Fixed broken routes on some maps (with help from Hellrazor). New Reptoid sprites!
1.8: Added Commendations mod. Fixed a derpy landing on Slums terrain. Alien Habitat now sells for 280000 (was 100). Added some cities and fixed Kuwait City location. Auto Cannon Alloy Ammo is less powerful. Fixed many minor errors in various rulesets. Proximity Grenade requires Motion Scanner now. Fixes to Hobbes’ terrain, by Hobbes.
1.7.3: 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.
1.7.2: Updated to match the latest nightly. Light Pistol also has aimed shot now. HandOb for Dynamite (by Dioxine). Fixed a bug with Plasma Blade being two-handed. Sniper Rifles have dropoff 3. Fixed Anthropod melee stat (was too high).
1.7.1: Added plasma blades, by pWWWa. Made the first Martian stage a bit more interesting. A small fix regarding blaster bomb production. Added a graphic file of the entire tech tree, by Meridian.
1.7: Modified the tech tree to make Elerium a prerequisite to all energy stuff. Better starting Melee for X-Com units. Fixed Canadian city spelling mistakes.
1.6.4: Fixed some globe map issues. New Chtonite death scream (taken from Daedalus’ pack for the FMP — so I sort of canonized it). Fixed Holodrone’s animation.
1.6.3: Integrated Luke’s Extended Terror, modified by Hellrazor (under Urban Alternative). Gauss and railgun tanks ammo is cheaper to sell now. Added a Small Scout to the Alien Terror wave. Fixed a problem with Harvester maps (by re-applying maps by Grzegorz). Fixed a bug with catching Sectoid Guardians crashing the game. Added some missing listOrder flags for sorting research items.
1.6.2: Excavator and Labship route fixes by Hellrazor. Better autopsy pics by Mick the Mage. Updated Russian version by Kammerer.
1.6.1b: Some fixes. Thanks, Meridian.
1.6.1: 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.
1.6: Updated to the newest nightly. Additions and fixes by Hellrazor: fixed an error with Fighter, a better route network for the Labship, Fighter and Sentry, more Labship variants. Some changes to descriptions: MiB lasers are no longer called MiB, X-Com advanced lasers are called nuclear lasers, Raiders are now called Mixed. Fixed a bug with Scatter laser not requiring Elerium. Fixed a bug with advanced lasers being displayed in Ufopaedia too early. Added a dedicated Alloy Cannon image, by Mick the Mage. Added a big mall to the Expanded Urban terrain, by Civilian.
1.5.4: Some new race combinations. Improved Skymarshall (by Civilian). Russian language update (by Kammerer). Fixed broken Fusion Torch hit animation.
1.5.3: MiBs are a bit more talkative. Got rid of Chryssalids on Mars (didn’t make sense) and replaced it with Muton Commanders. Beautified the horrible vanilla Grav Shield map. Added and fixed many UFO variants (by Hellrazor). Fixed some errors with the tech tree (thanks Meridian). Fixed the mess with Plasma and Fusion weapons (thanks again, Meridian). Medi-Gas is more accessible now. Some surprise changes to alien races. Two new Forest maps. Fixed the Scout Drone’s Strength problem. Fixed a problem with Avenger being available too soon.
1.5.2b: Skymarshall fix (by Civilian). Fighter fix. Language fixes.
1.5.2: More Fighter variants (by Hellrazor). More Excavator variants and fixes (also by Hellrazor). Fixed missing strings. Fixed missing Ufopaedia description for one vessel. Updated Russian strings (by Kammerer). Fixed some Urban routes (by Dioxine).
1.5.1: Enemies should pick up weapons now. Trimmed the mod by removing unchanged vanilla maps. Fixed the super-secret mission sprite and toned down The Order members. Updated the Spanish and German translation (thanks Arrakis69ct and Buscher). Updated Hobbes’ Terrain Pack to the newest version. Fixed Lab Ship map (by Hellrazor).
1.5: Updated to the new Openxcom mod engine. Some more string fixes.
1.4.1: String fixes.
1.4: Added the AWACS mod, by redv (Hawkeye battle map by Dioxine). Added a Gauss Defences base facility. Added an E-115 grenade for the Grenade Launcher. Made a proper Scout Drone weapon sprite. Added some missing Elerium recovery options (Plasma Sniper Rifle Clip, Elerium Bomb). Fixed a small bug regarding Dart Rifle clips research. Faster minigun bullets. Tweaked some list orders. Updated the Spanish version (by arrakis69ct). Some fixes to the Polish version.
1.3: Aliens can now use explosives from turn 1. Sniper rifles are now less accurate on extremely short distances. Fixed the ruleset to follow latest nightly.
1.2.1: Fixed a bug with Tank/Cannon being ultrahyperreactive. Added some useful info to the Ufopaedia for certain items (like whether a melee weapon adds the user’s Strength to damage or how many bullets auto-shot fires). Updated Hobbes’ terrain pack to the newest version (3.5.2).
1.2: All craft cost money now (because maintenance). Fixed the string with Stormtrooper Armour Repair. Scout Drone’s Reactions brought up to 90, because it’s so small and cute and inconspicuous, as well as made the smoke effect bigger. Enhanced Miniguns and Multi-Launcher. New icons for the Skymarshall (credits: Dioxine).
1.1.5: Blaster Launcher requires Psionics. Updated Russian version. Fixed a bug with Toxi-Suit Ufopaedia entry. Added an Ufopaedia entry for the new alloy scatter ammo. Added research for the Sectoid Guardian. Completely redesigned Dart Rifle tech tree. Updated Spitter screams (by Robin). Swapped Firestorm and Lightning on the tech tree. Firestorm now requires Alien Electronics. Rebalanced the Scout Drone. Plasma Casters are cheaper. Fixed broken graphics for the Cydonia squad (thanks pilot00 for pointing this out).
1.1: Made Alloy Cannon rounds ten times cheaper in money and twice cheaper in Alien Alloys. Increased defensive abilities of Cydonia (goddamn special Ethereals). New secret alien mission added. Increased Taser power from 38 to 44. Increased Tactical Sniper Rifle HE Ammo damage from 50 to 56, but with a small radius. Some new Ufopaedia pics for craft weapons (stolen from Piratez). Added scatter ammo made from Alien Alloys (it isn’t visible in the Ufopaedia, because it’s the fourth ammo type and only three are allowed). Railguns require Laser Weapons. Floater officers no longer leave separate corpses. Blocked inventory on tanks. Increased LMG’s autofire range to 25. Added some missing city strings. Added special sprites for many alien ranks, made by Quinch. Fixed Skymarshall doors.
1.0.4: Raven now has an upkeep cost. Added openable side doors to the flying coffi- I mean the Skymarshall. Fixed some missing weapon deployments. Updated Hobbes’ terrains.
1.0.3: Fixed fatal error on custom civilians dying.
1.0.2: Removed the Port attack mission, because it wouldn’t work right. Its maps were assigned to normal terrors. (Warning: if you have a Port attack mission, this update will likely crash the game; edit your save first.)
1.0.1: Fixed the bug with Plasma Pistol not having properly limited range. Fixed a fatal crash with MiB Mansion. Fixed wrong display of the Alloy Knife. Fixed mission data (thanks, Meridian).
1.0: Added Juggernaut Suit (rough shape mostly by Dioxine, worked on by Solarius Scorch, hopefully will be improved). Added Toxi Suit (by trollworkout, slightly altered by Solarius Scorch). Added some Alien Base mapblocks by Luke83 and Hellrazor. Added a new alien weapon, Alien Laser Rifle (stolen from «War of Shadows» by jackstraw2323). Added Light Pistol (stolen from Dioxine’s «Piratez» mod). Added some Ufopaedia descriptions. Added many new terrains by Hobbes. New Grenade Launcher sprite (by Dioxine). Better Excavator map (by Dioxine). Increased the number of item levels in deployments from 4 to 5. Gave plasma weapons some range limits (it’s plasma after all). Increased SMG autofire accuracy. Increased the Battleship map, because it was too easy to storm. Better Flamethrower and Flamethrower Tank sprites (by Gifty and Dioxine). Recoloured Armored Vest sprites by Dioxine, because he said they sucked dick. Moved armour adaptation and repair to a new «Maintenance» category. Snubnose is 1×1 now (and also sprite enhanced by Dioxine, at my request). Rebalanced all sniper rifles to make them fire for more TUs. Complicated research a little. Rearranged the Ufopaedia. Rearranged starting soldier positions in Ironfist, now the last two men are positioned next to the ladder in the back (code credits: Dioxine). Rifle fires faster in Aimed mode. Armoured Vest is way cheaper. Decreased Raven’s max health. Fixed the bug with some railguns not requiring Elerium to produce. Added missing listOrder for the Synthsuit production. Fixed a crash when using the Rail Cannon. Fixed UFO not appearing on Native terrain. Aliens of the same race now should leave only one corpse type. Removed the «Alien Raid» mission. Fixed (hopefully) convoy trajectories.
0.9.9: Fixed the bug with UFO not appearing on some terror maps. Fixed the bug with some items visible in the Ufopaedia too early. Expanded the Russian translation by aleksandr777. Updated the mod according to the latest changes in the game (interception timers). Removed Antarctica from the region list to avoid crashing. Fixed a British English translation bug. Improved the Alien Data Slate sprite. Introduced railguns (high-tier Gauss weapons). Fixed broken Gauss Cannon ammo selling prices. Included Alien Grenade and Proximity Grenade handobs by CryptoCactus. Included many handobs by Ivan Dogovich. Added Synthsuit (sprite by Robin). Threaded plasma HWPs now have autofire.
0.9.8: Brought the mod up to the latest nightly, though it’s still kind of a beta. Enhanced AK-47 and Grenade Launcher graphics (by yrizoud). Removed the CBASE option, as it was kind of unfinished. Updated Hobbes’ stuff. Added some minor stuff to the urban terrain.
0.9.7.1: New Landmine graphics (by yrizoud). Fixed some units’ height to make them not crash the newest nightly. Fixed Alien Drone hit animation.
0.9.7: Some more UFO maps added from grzegorzj’s Yet More UFOs! collection. Some ruleset cleanup. Laser Cyberdiscs are now orange, with orange weapon sprite. Added Medikit hand sprite by Ivan Dogovich. Added some urban map blocks I made in spare time. Using MiB armours now requires MiB Activity researched. Fixed erroneus starting ammo. Dogs have Braver 10 now.
0.9.6.1: Minor text fixes. Cerebreal Larva crash fix.
0.9.6: Added a late variant of the MiB (credits to Falko — Sectopod, Shadics — Power Suit and XOps — Stormtrooper Armour). Fixed prerequisites for Auto-Cannon and Heavy Cannon alloy clips. Armour translations stuff fix. Enhanced sprites for the Jump Armour (by Xeno Viper). Fixed a broken string for the AA Pistol Clip. TU cost for using knives is flat rate now. Laser weapons and the Fusion Torch are easier to develop. Rebalanced alien armours a little. Introduced Elerium extraction from alien clips and explosives (based on Falko’s mod). Minor tweakings of alien races composition. Added Alien Raiders as a (unlikely) race for some standard missions. Fixed missing Assault Rifle description. Fixed Hovertank/Launcher Ufopedia page. Blaster Bomb costs 5 Elerium now, Fusion Ball costs 8 Elerium. Power armours and most tanks are now somewhat weaker to lasers.
0.9.5: Introduced various colours of Waspites. Fixed some bugs regarding new armours. Renamed Alloy Skyranger to Skymarshall. Gauss tank shells are cheaper. Added Assault Rifle (sprites by XOps, slightly altered) which uses Rifle clips. Modified Stormtrooper Armour — new helmet and is now black. Fixed Alloy Clip for the Rifle, as it had 30 bullets instead of 20 (why nobody has noticed this?). Updated Hobbes’ Mission/Terrain Pack mod. Fixed the Muton Guard crash.
0.9.4: Finally coded the Alien Electronics component, necessary for building Sectopods and Stormtrooper Armours (and possibly more in the future) and only available by disassembling alien robots. Made Auto Cannon, Heavy Cannon and Proximity Mine researchable (but cheap). Added Tactical Sniper Rifle (sprite by Dioxine). Added Landmine (available to buy). Added new Stormtrooper Armour (sprites by XOps). Added Multi-Launcher (sprite provided by RSS Wizard). Added Advanced Rocket launcher (sprite ripped from Shadow Warrior, converted by Dioxine) that fires Large Rocket, Elerium Rocket (ripped from Xenonauts, converted by Dioxine) and Mind Guided Rocket (by Clownagent, formerly launched from Rocket Launcher). Added special sprites for Sectoid Commander (made by XOps), Muton Engineer (made by Dioxine) and Floater Commander. Added new Muton ranks: Praetorian and Guard (sprites by XOps). Added a machete (for hybrids and other rabble). Salamandron can bite now (beta feature, we’ll see if it works properly). Shorter arrival time for craft cannon rounds. Alloy Sword takes more storage space. Elerium Mace a bit more accurate, but requires Alien Subjugation. Removed two faulty UFO maps. Tank/Laser Cannon is a separate (cheap) research now, because of new coding possibilities with the latest nightly that will soon be used. Updated Hobbes’ Mission/Terrain Pack mod. Fixed a bug with drone smoke launcher. Fixed new UFO maps by Grzegorzj. More English fixes by Jayden.
0.9.3: Changed Scatter Laser’s sprites to one drawn by Rockfish, because the former will be reused as something else. Some armour stats juggling. Corpse weights adjusted. Added Alloy Vest. Added Alloy Knife. Better image for the MiB Heavy Laser (by Dioxine). Made image for the Stormlance. Toxigun Flask can now be researched without the Alien Gardens tech (but not manufactured). Updated Dioxine’s Improved Living Quarters mod to the latest version. Many English fixes, by Jayden.
0.9.2: Nerfed down the Absurdly Sharp Alloy Sword. Added the Laser Shotgun, by popular demand (sprite by Warboy, I think).
0.9.1: Hybrid research crash fix. Ironfist map fix. Hovertanks ufopaedia entries fixed. Added Improved Living Quarters mod by Dioxine and changed starting base layout. Added Alloy Sword by NeoWorm.
0.9: Rebalanced shotguns to make them more profiled. Fixed Stormlance missiles, so that they’re no longer buyable. Fixed hybrids, who used to be heavily armoured for no reason. Updated Hobbes’ Mission/Terrain Pack mod. Added Tactical Lightning mod by x60mmx. Added Ironfist Dropship by Solarius Scorch. Better Magnum sound.
0.8: Added Armoured Vest by Robin. Added Hybrid Race and Elerium Missile by Solarius Scorch. Fixed case-sensitiveness and some other minor bugs. Fixed the Scout Drone on Linux and made a bigob for it. Updated Hobbes’ Terrain Pack to include a bunch of new terrains. Lasers require Elerium now to produce. Some cleanup of maps and listOrders. Tougher aliens appear later.
0.7: Added First Aid Kit and both X-Com Cyberdiscs Ufopaedia texts. Added Arthropod race by Robin. Added a missing Abductor file (OX_UFO4F.MAP). Fixed drone smoke pellets. Updated Hobbes’ Terrain Pack to include the new Railyard terrain.
0.6.1: Added Elerium Bomb mod by Fatrat. Adjusted list orders. Tank/Rocket Launcher has Auto Fire option (2 rockets). Tank/Cannon has explosive rounds. Fixed some vanilla missions possibly not appearing. Hobbes’ Terrain Pack updated to new version. Reworked flying armours for better logic. Added a Laser Sniper Rifle.
0.6: Many pictures added to the new alien research items, mostly by our very talented Vulgar Monkey. Gazer mod update. Fixed MiB tank.
0.5.6b: Minor fixes.
0.5.6: Men in Black updated. Labship and Sentry Ship maps fixed. Some work done on the laser tech tree.
0.5.5b: Lol, forgot the floorobs for the new lasers. Fixed now.
0.5.5: Added Expanded Ubase mod. Added Hazmat Armour mod. Added X-Com Cyberdisc (green sprite provided by Civilian). Changed Men in Black lasers to clip versions. Moved sprites to sprite sheets in order to save disk space and make loading faster.
0.5.4b: Oops, errors in the tech tree. Download this to be able to research important stuff.
0.5.4: Made personal laser/gauss weapons a bit easier to get. Adding size to X-Com corpses. Incendiary Grenades have larger blast radius. Fixed a bug with the Gauss Cannon Ufopaedia entry. Upgraded from newest versions of Hobbes’ Terrain Pack and Solarius Scorch’s Alien Armoury Expanded mods.
0.5.3: Actually adding the slate to the aliens’ inventories lol, as well as to alien computers in bases (yay, new options), listOrder fix.
0.5.2: Introducing Alien Data Slates, maps update by Hobbes.
0.5.1: Bringing the mod to the latest nightly build (openxcom_git_master_2014_07_03_0820) — related to the change of original tech tree, Medipack crash fix, Scout Drone now shoots in arcs.
0.5: First release of the megamod.

One thought on “Final mod pack

  1. вопрос ! акак так установить сам х сом чтобы у него был раздел
    модов

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