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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    XtremWars 1.7 for all game versions

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

      you are welcome

      1 Reply Last reply Reply Quote 1
      • H Offline
        holybeast67
        last edited by

        Uveso thank you so much for bringing this mod back to life and having it available to both FAF and steam. I do have a question however, Do you happen to know if this unit was ever added to the mod or if its possible to have in the mod?

        https://www.moddb.com/mods/xtreme-wars/images/uef-air-carrier-and-new-spaceships-2#imagebox

        i do recall seeing it in a mod or something but i cant remember where. i could be mistake but i was double checking with you or with anyone else here if they know

        1 Reply Last reply Reply Quote 0
        • UvesoU Offline
          Uveso
          last edited by

          Hello holybeast67,

          thanks a lot for you kind feedback.

          Sadly i have never seen this UEF Carrier in any mod.
          Looks like it was never released.

          1 Reply Last reply Reply Quote 0
          • H Offline
            holybeast67
            last edited by

            Dang what a shame but thank you either way for the quick response! really appreciate it

            1 Reply Last reply Reply Quote 0
            • UvesoU Offline
              Uveso
              last edited by

              In case you did not have it already, here is my general mod thread:
              https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

              There you will find updates and changes for all my mods that i maintain and some of my own mods.

              XathosX 1 Reply Last reply Reply Quote 1
              • H Offline
                holybeast67
                last edited by

                i shall keep this in my updates thanks for it! and really again thank you for making the mods available

                1 Reply Last reply Reply Quote 1
                • XathosX Offline
                  Xathos @Uveso
                  last edited by Xathos

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                  • UvesoU Offline
                    Uveso
                    last edited by

                    Update 16.Feb.2023(v1.5)

                    • Unit UAL0401 fixed Tractor Claw; disallow targets: Ships, SACUs and Experimentals
                    • Unit UALEW0002 fixed Tractor Claw; disallow targets: Ships, SACUs and Experimentals
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                    • G Offline
                      Gen-Yeznorrick
                      last edited by Gen-Yeznorrick

                      Hello Uveso. What version is the 'Extreme Wars' mod in the vault rn. I know the old game type was 1.0. If it's current, any updates to fix some of the invisible models? Correction: Seems in 1.5 the UEF Mech Marine is built instantly instead of in 7 seconds so the game skips the spawning of the model, leaving an invisible Mech Marine. This is the only unit that seems to do this in my testing.

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                      • UvesoU Offline
                        Uveso
                        last edited by

                        @Gen-Yeznorrick

                        the version on this forum thread and inside the vault is 1.5.
                        The version is based on the FAF featured mod that was version 1.0

                        i checked unit [UEL0106] (Mech Marine) and you are right.
                        The unit can only be built once, after that there is no more build time and no more visible models.

                        1 Reply Last reply Reply Quote 0
                        • UvesoU Offline
                          Uveso
                          last edited by Uveso

                          Update 21.Jun.2023 (v1.6)

                          -Unit UEL0106 (Light Assault Bot) fixed construction problem (Thanks to Jip)

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                          • nomadsN Offline
                            nomads
                            last edited by nomads

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                            • J Offline
                              JQtwo
                              last edited by JQtwo

                              Hi, myself and friends have just returned to FAF (again) and it appears as though the Scavenger (Cybran land experimental anti nuke) is not working with the latest version.
                              The weapon tracks but never fires or fires but never hits.
                              Cheers

                              Edit:
                              Confirmed that the Scavenger tracks but never fires. All controls for the Scavenger are greyed out (could not set hold fire for instance)

                              Can also confirm the post below that the Aeon ACU is invisible and unmoveable when played by a player.

                              M 1 Reply Last reply Reply Quote 0
                              • N Offline
                                Naplucia
                                last edited by

                                I found a quite big bug: Aeon ACUs don't appear at the beginning of the game.
                                If i play cybran, aeon acu stay invisible but ai still use them.
                                If I play aeon, i can't play (it don't move or build) also i have already access to all Tech build and experimental.

                                Also this mod seems to be not compatible with M27 and M28 AI mod due to an "memory access violation".

                                1 Reply Last reply Reply Quote 0
                                • S Offline
                                  Spyder1495 @Uveso
                                  last edited by

                                  @uveso
                                  Hello, this mod is good but there’s a problem. The Fatboy cannot build anything, even thought it originally was mobile factory, the rest of its weapon's still in good function, just like its twin Bigboy. Can you show me how to fix it

                                  1 Reply Last reply Reply Quote 0
                                  • M Offline
                                    mdcobra @JQtwo
                                    last edited by

                                    @jqtwo said in XtremWars 1.6 for all game versions:

                                    Hi, myself and friends have just returned to FAF (again) and it appears as though the Scavenger (Cybran land experimental anti nuke) is not working with the latest version.
                                    The weapon tracks but never fires or fires but never hits.
                                    Cheers

                                    Edit:
                                    Confirmed that the Scavenger tracks but never fires. All controls for the Scavenger are greyed out (could not set hold fire for instance)

                                    Can also confirm the post below that the Aeon ACU is invisible and unmoveable when played by a player.

                                    Hi,

                                    I love this mod but these bug make it sort of unplayable is this mod still being developed?

                                    Thanks for the Reply!

                                    1 Reply Last reply Reply Quote 0
                                    • UvesoU Offline
                                      Uveso
                                      last edited by

                                      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.
                                      
                                      1 Reply Last reply Reply Quote 1
                                      • O Offline
                                        Odd-keys
                                        last edited by

                                        Is there any code error? The UEF T1 exp tank is gone, only be spacecraft.

                                        1 Reply Last reply Reply Quote 0
                                        • Z Offline
                                          zhanghm18
                                          last edited by

                                          BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script:
                                          " OnCreate = function(self) TLandUnit.OnCreate(self)
                                          self:HideBone('Origine_01', true)
                                          self:HideBone('Origine_04', true)
                                          self:HideBone('Turret', true)
                                          end,“
                                          The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem.

                                          Z 1 Reply Last reply Reply Quote 0
                                          • Z Offline
                                            zhanghm18 @zhanghm18
                                            last edited by

                                            said in XtremWars 1.7 for all game versions:

                                            BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script:
                                            " OnCreate = function(self) TLandUnit.OnCreate(self)
                                            self:HideBone('Origine_01', true)
                                            self:HideBone('Origine_04', true)
                                            self:HideBone('Turret', true)
                                            end,“
                                            The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem.

                                            Thank you to Caliber. He proposed a solution on Discord, which seems feasible. https://discord.com/channels/197033481883222026/832710161847287819/143002781836810649

                                            1 Reply Last reply Reply Quote 0

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