• This topic is deleted!

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  • XtremWars 1.7 for all game versions

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    UvesoU

    Update 18.Nov.2024 (v1.7)

    removed Hydroelectric Power Generator from custom units. (was stalling eco for AI in early game) unit ualew0001 (Tech 1 Hover Tank Experimental) changed TransportClass from 4 to 3 unit ual0401 (Experimental Assault Bot) changed TransportClass from 4 to 3 unit urlew0001 (Tech 1 Experimental Deployable Bot) changed TransportClass from 4 to 3 unit url0402 (Experimental Spiderbot) changed TransportClass from 4 to 3 unit xsle0001 (Experimental Tech 1 Assault Bot) changed TransportClass from 4 to 3 unit xsl0401 (Experimental Assault Bot) changed TransportClass from 4 to 3 unit uelew0001 (Tech 1 Heavy Tank Experimental) changed TransportClass from 4 to 3 unit uea0112 (Tech 1 Gunship) added Class1Capacity = 1 unit uea0112 (Tech 1 Gunship) fixed wrong class name unit uea0112 (Tech 1 Gunship) fix values in weapon TDFGunShipMissile01_proj.bp unit uea0203 (Tech 1 Gunship) Added missing transport capacity variable (Class1Capacity = 1,) unit ueb2201 (Anti Navy Installation) fixed wrong weapon hook (wrong file) unit uea0105 (A215F Support Rev Destructor) fixed wrong weapon hook (wrong file) unit urb4401 (Tech 3 Experimental Anti-Nuke.) fixed wrong weapon hook (wrong file) unit url0320 (Scorpion) fixed wrong weapon hook (wrong file) unit urb2306 (Obelisk) fixed wrong weapon hook (wrong file) unit xsse0001 (Experimental Tech1 Spaceship) fixed wrong weapon hook (wrong file) unit uea0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 3,) unit ura0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 1,) unit dea0202 (Fighter/Bomber) fixed nil error in case the unit is dead unit xel0306 (Mobile Missile Platform) Added Effect groups table with bone lists to blueprint unit uas0203 (Attack Submarine) fixed missing MuzzleBone (muzzle_01) unit dra0202 (Fighter/Bomber) fix nil error in monitor wings unit xss0104 (Arty Frigate) fixed missing MuzzleBone Back_Turret_Muzzle01, ...02, ...03 projectile UEFTorp (Angler Torpedo) fixed physics values projectile TDFAntiShipGauss01 (Gauss Cannon) fixed physics values projectile Tech1UpgradeMissile01_proj.bp (Nanite Missile System) fixed physics values projectile TDFGunShipMissile01_proj.bp (Nanite Missile System) fixed physics values

    @Naplucia

    checked Aeon ACU (All ACUs are functioning properly)

    @JQtwo

    checked Scavenger (It's working, and the damage has also been addressed)

    @Spyder1495

    checked Experimental Mobile Factory (It is by design that the Fatboy does not have a factory or a landing platform.)

    The mod is also tested in multiplayer and shows no desyncs.
    To check if the mod is in a good state, see the game.log.

    Example:

    info: * Extreme Wars: Mod "Extreme Wars" version (17) is active. info: * Extreme Wars: [siminit.lua, line:595] Running from: @c:\programdata\faforever\repo\fa\lua\siminit.lua. info: * Extreme Wars: [siminit.lua, line:596] Checking directory "/mods/XtremWars"... info: * Extreme Wars: [siminit.lua, line:607] Found mod in correct directory: /mods/xtremwars/mod_info.lua. info: * Extreme Wars: [siminit.lua, line:615] Check OK. Found 1 "XtremWars" directory. info: * Extreme Wars: [siminit.lua, line:619] Checking files and filesize for "Extreme Wars"... info: * Extreme Wars: [siminit.lua, line:647] Check OK! files: 923, bytecount: 97438472.
  • BrewLAN 0.8.9.9

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    Z

    The latest version of BrewLAN is fully compatible with FAF. I've used it plenty of times.

  • Let 's fix a bug in BlackOpsFAF-Unleashed

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    Z

    @Uveso That's the best news I've heard in a while! I will test it soon, thanks for your great work, best wishes!

  • C Request for modification unit selection. Ineed HELP

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    FreadyFishF

    @Ctrl-K Never had that problem but I suppose you are right, thanks!

    @bronedooy It is great if you want to try! If you want to learn I will gladly guide you but I will also help you actually finish it. Feel free to send me a DM if you have specific questions

    Not russian, I only know a few words (za zdarovye!) Your English is fine but if I miss something let me know

    You are right btw, lets continue in the wish-a-mod topic. I will update it soon with a proper reply

    https://forum.faforever.com/topic/8368/wish-a-mod-foundation

  • Advanced hotkeys

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    FreadyFishF

    @bronedooy I am working on this mod, slowly, and it will include a list of useful functions like this, so it might be added there in the future. This mod is foucsed on more overarching changes to the arcitecture of how hotkeys work though, and also has a thousand other struggles I need to solve, so might be a while until you can use it.

    I have had similar ideas however and we should be able to solve your problems seperately.

    You inspired me to make a new thread for this purpose, feel free to post it there with some more details

    https://forum.faforever.com/topic/8368/wish-a-mod-foundation

  • Ninja Reclaim Drones V19 for all game versions

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    UvesoU

    Update 02.Nov.2024 (v19)

    fixed cloak
  • BlackOpsFAF-EXUnits only for FAF v22

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    UvesoU

    Update 02.Nov.2024 (v22)

    UEFClusterCruise01_proj.bp fix DesiredShooterCap not matching health fixed VisionRadius, OmniRadius, WaterVisionRadius Unit eeb0402 (Stellar Generator) Fixed collision size (for torpedo hit) fixed cloak ERL0301
  • player statistics tool

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    maggeM

    AFAIK, the developer needs an auth method for his tool and can request such credentials from server admin, but the developer seems busy or not interested to maintain the code, nor to make it open source. The 4on4 was not supported since quite some time, and other stuff was broken, too.

  • Mass extractor template snapping

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  • UI mod request: show ally overflow

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    S

    @ctrl-k I would be happy with your scoreboard as well

  • Color coded strategic icons

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    FreadyFishF

    @arran Ah! That's right, I forgot the SMDs! For V4 they will have graduated from elemantary school, promise!

    Casts, I know.. sorry about that 👼 You know what, I will write some YT comments and ask if they want to try it!

  • Request for UI mod for TML auto pause

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    S

    There was an entire balance patch dedicated to resolve your issue
    https://patchnotes.faforever.com/pages/balance/2016/3655.html#tml
    Enjoy

    Though not with customization feature, that one is really for UI mod

  • Firey Explosions mod FAF

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    C

    @ZBC
    Hey ZBC,
    thank you so much for your hard Work to bring the classic Firey Explosions Mod to FAF.
    Looking forward for upcoming Updates and you own Explosion Mod in the future.
    Keep Up the good Work.
    Best regards
    CDRMV

  • UI mod request, stop base ctrl+k

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    IndexLibrorumI

    Better to just not execute it then. Don't want to accidentally have your com explode.

  • Get Hidden Map Area

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    C

    @Rama
    Hey Rama,
    It is possible to get the Information of the Hidden Area outside the Map
    Uveso has Show me an Way how to do that.
    I primary use it for several Spawn Mechanics of callable Reinforcements and the Airstrikes which are included in my Commander Survival Kit.
    So maybe it could help you for what you want.
    But you will probably need to modify the Code for your purposes.

    GetPlayableArea:
    This Function checks for the existence of an playable rectangle (area) on the map.
    If one exists it returns the playable rectangle (area)
    If not it simple returns the size of the map

    GetNearestPlayablePoint
    This Function checks whether the given unit position is outside the playable rechtangle (area)..
    If the Unit is located outside the Map it returns a new generated Vector inside the Playable Area
    If Not it doesn't return anything.
    The included Check for ScenarioInfo.type == 'skirmish' is optional
    So If you want to use the Code for specific Game Modes only you can use the Check.
    For example: Campaign, Skirmish or anything else.

    If you have any additional Questions related to this.
    I still have Contact with Uveso on Discord to pass them on to him.

    GetPlayableArea = function() if ScenarioInfo.MapData.PlayableRect then return ScenarioInfo.MapData.PlayableRect end return {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]} end, GetNearestPlayablePoint = function(self,position) local px, _, pz = unpack(position) if ScenarioInfo.type == 'skirmish' then local playableArea = self.GetPlayableArea() -- keep track whether the point is actually outside the map local isOutside = false if px < playableArea[1] then isOutside = true px = playableArea[1] + 1 elseif px > playableArea[3] then isOutside = true px = playableArea[3] - 1 end if pz < playableArea[2] then isOutside = true pz = playableArea[2] + 1 elseif pz > playableArea[4] then isOutside = true pz = playableArea[4] - 1 end -- if it really is outside the map then we allocate a new vector if isOutside then return { px, GetTerrainHeight(px, pz), pz } end end end,

    Best regards
    CDRMV

  • Latest Patch Cripples Airdrops

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    R

    Looks like the Transport Bug has been squashed! Thank you very much! I am sure @Thracymachus14 will be pleased the unstoppable Airdrops are back.

  • game freezes

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    O

    @Jip found it

    https://replay.faforever.com/23066988
    https://replay.faforever.com/22995896
    https://replay.faforever.com/22988145

    mods:
    ai wave survival
    ai-uveso
    blackops ACUs, EXUnits, Unleashed
    exp hive
    paragon for all
    total mayhem
    ultra shields
    Zen T2 &T3 walls

  • Remove black soot

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    IndexLibrorumI

    @cdrmv Perhaps someone can make a mod for this, as making this change is likely to be beyond what most people can do.

  • Advanced Intel (Work in Progress)

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    R

    @maudlin27 true... good idea