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.
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.
@Uveso Oh sweet, then sorry for the false report!
But yeah, i distinctly remember from back then that there were visuals for lambda?
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.
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
@Uveso to what repository can I make a pull request?
A work of art is never finished, merely abandoned
you can use the git hub links from here:
https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam
v20 (21.Aug.2022)
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.
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
@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.
Is it possible to modify the experimental build times to align with FAF balance? Itβs a little jarring with the vastly different build times of the Black Ops exps vs FAF exps.
Also attack drones on units donβt seem to be working.
@Nari ,
hello and thanks for your feedback!
Yes, its possible to change the buildtime for experimentals.
I am short in time, but you could write down the experimentals that need to change with
the new buildtime you think that will match FAF.
Also what drones on what unit are not working ?
I am sorry, but this is a FAF only version of Black Ops.
No support for Steam or BlackOps 6.0
Hey @Uveso .. Got another one. Something has recently broken BlackOps teleporting units. Most notably the T3 Aeon transports and the T3 Harassment bots. (ACU and SACU teleport still works).
Not sure if this was the recent FAF UI changes because the teleport button is there, but pressing it for these units now does nothing. The T3 Transport has a 5000 energy cost requirement. If that is not met the 'insufficient energy' error message appears, but if it IS met, the transport does nothing and defaults to finding a spot to land.
Replay doesn't really show anything, but I can make one if you want. Easy to replicate if you just cheat in a couple of each unit. Thx Sir!
We added some conditions to teleportation to prevent glitches:
Those likely broke* the mod.
A work of art is never finished, merely abandoned
Hey @Uveso . Hate me yet? lol
I don't know if this is under BlackOps or BlackOps ACU... But years ago there was a problem with Cybran ACU that the maser wouldn't function properly if the ACU got in a transport. That has since been fixed in Vanilla FAF (tested to make sure it wasn't reintroduced)
With BlackOps, that bug is still present. If the Cybran ACU teleports, it works fine. If they enter a transport, then when they land, it fires erratically, often not firing at all for long periods of time.
Let me know if I can provide a replay, but it's pretty easy to recreate also.
[edit] made a quick cheating replay with ping notations:
https://replay.faforever.com/19035328