Updated Mods for FAF and Vanilla Steam
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Thank you for updating the mods as the time goes by, i did however have an odd questions so i know that Both Xtreme war and the Experimental wars are not compatible with each other however why is that? I tried playing one over the other but they both seem quite rather identical aside with experimental assigning build techs to certain units. And also if they are still continued being worked on? like new additions etc?
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Also does anyone know where i can find a 4th Dimension Mod which works for FAF?
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Hello, I have a problem with the Black Ops mod for FAF, the mod for some reason gives me a bug that makes the ground units stop doing their animations or don't respond, besides that they don't attack anymore, any solution
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Hi, I also want to report some issues with Xtreme Wars , a lot of Cybran units movement animation is not working, and the T3 Scorpion also not shooting.
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@Uveso What is the repo of Xtreme Wars?
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Unfortunately, there is no Extreme Wars repository
I only have a repo for Black Ops and Uveso-AI
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Hello again, I encountered a problem, or maybe I'm just too greedy. I tried to install M28 AI on top of all my other mods (AiUveso, Wyvern Battle Pack, BlackOpsFAF: ACU, ExUnits, Unleashed, BrewLAN + Additional unit mods, Storage Z Rebalanced, T4 Energy Generators, Total Mayhem , Extreme Wars), but when I start the game, it crashes with an "Unhandled Exception" error... And I saw on Youtube to you CAN use both AI simoultaneusly... Maybe conflict with one of the mods ?
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if its a mod issue best easy thing to do is start disabling them one at a time
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Why doesn't your AI do anything with a 4 digit mass income? This is 5x cheating multiplier. https://i.imgur.com/Dn9h47C.png
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@Trixie_Lulamoon
I'm sorry, but from the screenshot I can't tell what happened here.
Do you have maybe a game.log? -
After 15 minutes it had built T3 factories, economy, and engineers, but only like a dozen T1 offense and no other military apart from a few PD.
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@Trixie_Lulamoon
Sorry, but do you have a game.log so that i can see what settings you have, maybe buildrestrictions or errors in general?
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@Uveso BUG report: The AEON experimental siege weapon (BAL0401) in the blackops MOD will summon 8 meteorites from the sky to attack, if you command the unit to stop or move when the 8 meteorites are halfway summoned (e.g., 3 or 4), The unit would be completely stuck here, unable to attack, unable to move, unable to give any commands.
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People on FaF Launcher XTreme Wars page says that the mod it's half broken, is that true ?
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BlackOpsFAF-Unleashed (v20)
- fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
- fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
- fixed VisionRadius, OmniRadius, WaterVisionRadius
- fixed cloak
BlackOpsFAF-EXUnits (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
BlackOpsFAF-Unleashed (v25)
Fixes by Basilisk3:
- Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
- Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon
Fixes by Uveso:
- fixed SorianDefenseBuilders.lua (removed dependency for sorian buildconditions)
- fixed TransportClass on several units
- GargEMPWarhead01_proj.bp fix DesiredShooterCap not matching health
- ArtemisCannon02_proj.bp fix DesiredShooterCap not matching health
- Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
- Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR
- Unit bal0206 (Medium Assault Tank) fix collision box
- Unit bel9010 (Jammer Crystal) fix collision box
Ninja Reclaim Drones (v19)
- fixed cloak
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@Uveso - can you (or someone else) explain what effect the 'DesiredShooterCap' fixes have on gameplay?
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@Doompants You can read more about it on GitHub, see also #3893 and #5518.
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Thank you, Jip, I wouldn't have been able to explain it like that.
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Perfect. Thanks Jip!
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Update: 18.Nov.2024
XtremWars (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