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    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
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    • UvesoU
      Uveso
      last edited by

      @Xathos

      i just want to thank you for your feedback and support! 🙂

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      • L
        Levily2
        last edited by

        @Uveso Is this mod still up to date on the FAF client? I can't see a version number on there,

        And Lambda seems to be broken 😞

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        • UvesoU
          Uveso
          last edited by

          @Levily2

          yes the Black Ops FAF version is the latest one.

          When you say Lambda is broken, what unit do you mean ?
          Is the lambda in the Black Ops ACU mod working ?

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          • L
            Levily2
            last edited by

            @Uveso After some quick testing, it does seem to work? Sort of, an experimental lambda PD couldn't block a tech 1 Tank Hunter Mobile PD from UEF.

            And even the ACU or lambda bots don't do it consistently,

            the Lambda blocking only 1 shot out of 10 or so, and the ACU every third shot?

            But most importantly, it doesn't have any visuals, for none of them.

            I quickly tried to check in code what could be wrong, and in for example BSB0001_Script.lu, on line 8 it imports seraphimunits.lua, but that file didn't exist in my install

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            • I
              iamscope
              last edited by

              Great work guys, love it!

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              • UvesoU
                Uveso
                last edited by Uveso

                @Levily2

                well, i found the issue. Had to go back to october 2016.

                The Lambda defence was changed by icedreamer in 2016.
                First the Lambda was defending 100% of all projectiles.
                After the patch it only deflect 5-30% of the projectiles depending on the unit.

                This was the patch:
                https://github.com/aeoncleanse/Mods/commit/a13d536ecddbd24a697ee9d7732f634b69e9892f#diff-0e3f7a0c9511aade8883d320fb0ca2d44a6b5bb93c40afd86ead5503d6ba8546

                I checked the code for more errors, but the code itself is running as designed.
                So there is no error, it was a balance decision to reduce the reflect rate of the Lambda field.

                [edit]
                The file seraphimunits.lua can be found in:
                \Mods\BlackOpsFAF-ACUs\hook\lua\seraphimunits.lua
                and in the original game files in :
                SupCom\gamedata\lua\seraphimunits.lua
                (its packed inside the lua.scd file, rename the .SCD to .ZIP and you can unpack the archive)

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                • DDDXD
                  DDDX
                  last edited by

                  I use the Lambda field in my mod for my survival, and I can confirm that it does stop projectiles - albeit irregularly. Which would be consistent with a 5-30% chance to trigger.
                  So that part works as it should i guess.

                  No visuals though.

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                  • L
                    Levily2
                    last edited by

                    @Uveso Oh sweet, then sorry for the false report!

                    But yeah, i distinctly remember from back then that there were visuals for lambda?

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                    • UvesoU
                      Uveso
                      last edited by

                      @Levily2

                      it wasn't a false report; compared to 2015, the Lambda has lost 95% effectiveness in some cases.
                      This was an absolute correct observation.

                      I'll take a look at the gfx later, although I'm not a graphics expert.

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                      • L
                        Levily2
                        last edited by

                        Cool! You're the best 🙂

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                        • DoompantsD
                          Doompants
                          last edited by

                          I know BlackOps hasn't really been touched in a while, but we've noticed that a recent patch broke the Aeon T3 tactical missile launcher (Purifier).

                          The recent Game Update 3738 makes reference to "(#3946) Fix damage of child projectiles, such as Cybran tactical missiles after they split"

                          I'm assuming it's a related problem since the Purifiers use child projectiles too.

                          To Recreate:

                          Build Aeon Purifier in any game.
                          Fire purifier at enemy structures.
                          Purifier will strike and appear to explode, but no damage to structures.

                          Thanks in advance

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                          • JipJ
                            Jip
                            last edited by

                            @Uveso to what repository can I make a pull request?

                            A work of art is never finished, merely abandoned

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                            • UvesoU
                              Uveso
                              last edited by

                              you can use the git hub links from here:
                              https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

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                              • UvesoU
                                Uveso
                                last edited by

                                v20 (21.Aug.2022)

                                • added missing translation tags in tooltip.lua
                                • added german translation (translation by John kobo)
                                • Unit bsl0310 (Lambda Equipped Assault Bot) Added StandUpright = true,
                                • Unit bsb2402 (Seraphim Quantum Rift Archway) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Experimental"
                                • Unit bab1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
                                • Unit beb4309 (Anti-Teleport Field Tower) Changed General.TechLevel from "RULEUTL_Advanced" to "RULEUTL_Secret"
                                • Unit bab2404 (Artemis Satelite Control) Changed General.TechLevel from "RULEUTL_Secret" to "RULEUTL_Experimental"
                                • Unit beb1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
                                • Unit brb5205 (Advanced Air Staging Facility) Fixed Display.Abilities.
                                • Unit bss0401 (Experimental Dreadnought) Changed Damage for weapon (Hu Strategic Missile Defense) from 30 to 30000.
                                • Unit bra0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 16,)
                                • Unit bsa0309 (Tech3 Air Transport) Added missing transport capacity variable (Class1Capacity = 32,)
                                • Unit bra0409 (Experimental Assault Transport) Added missing transport capacity variable (Class1Capacity = 20,)
                                • Unit baa0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 24,)
                                • Unit bab2308 (Tactical Missile Launcher) fixed no damage on AMissileSerpentineProjectile
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                                • DoompantsD
                                  Doompants
                                  last edited by Doompants

                                  Hey, nice! Some of us still play BlackOps all the time, so thanks for the fixes. 😄

                                  What do the changes to RULEUTL do anyways? Is that just UI stuff, or?

                                  EDIT: NM. I found it in the wiki, thx.

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                                  • UvesoU
                                    Uveso
                                    last edited by

                                    @Doompants

                                    thanks a lot for your feedback and error report!

                                    I play Black Ops a lot but have never seen that the Aeon T3 Tactical Missile Launcher is doing no damage.
                                    Hopefully i fixed it right 😄

                                    DoompantsD 1 Reply Last reply Reply Quote 0
                                    • DoompantsD
                                      Doompants @Uveso
                                      last edited by

                                      @uveso OH I guarantee you you did. I blasted the hell out of our resident Aeon player who didn't expect it to be working. That'll teach them to read the forums. Lol.

                                      As a fun note, this getting fixed just in time to coincide with the TMD changes is interesting, because we always thought the Purifier was a little bit too hard to stop if you stacked multiples up and fired them together, but the TMD buff has made it a little more reasonable to stop multiple purifiers, so win/win.

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                                      • UvesoU
                                        Uveso
                                        last edited by

                                        @Doompants

                                        thank you a lot for the nice and appreciated feedback 😄

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                                        • L
                                          lt_hawkeye
                                          last edited by lt_hawkeye

                                          Always nice to check in once and a while and see this is still being played and somewhat maintained 🙂

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                                          • K
                                            Khannis
                                            last edited by

                                            Love this, about to give it a spin again! For me there's no better way of playing this game

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