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    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
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    • M
      MrPhalanx
      last edited by

      Hi there Uveso! I also want to report some problems with BlackOps FaF ExUnits, the UEF T3 Submarine (Seawolf) is not working properly, when it surfaces, you can hear the shooting sound, but there are no projectiles (also with the torpedoes as well), so now its unusable. Also some problems with the UEF T3 Torpedo launcher "Harpoon" in BrewLAN, when built on land it works properly, but when built in the seabed, it cannot attack, at least subs. Thanks and Cheers!

      MostLostNoobM 1 Reply Last reply Reply Quote 0
      • MostLostNoobM
        MostLostNoob @MrPhalanx
        last edited by

        @mrphalanx said in BlackOpsFAF-Unleashed only for FAF v24:

        I also want to report some problems with BlackOps FaF ExUnits, the UEF T3 Submarine (Seawolf) is not working properly, when it surfaces, you can hear the shooting sound, but there are no projectiles (also with the torpedoes as well), so now its unusable.

        Issues with BlackOpsFAF-EXUnits should be reported in its own thread: https://forum.faforever.com/topic/354

        Also some problems with the UEF T3 Torpedo launcher "Harpoon" in BrewLAN, when built on land it works properly, but when built in the seabed, it cannot attack, at least subs.

        Uveso currently has no involvement in BrewLAN as that is still under development by Balthazar, so those issues should be reported here: https://github.com/The-Balthazar/BrewLAN/issues

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        • UvesoU Uveso referenced this topic on
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        • UvesoU
          Uveso
          last edited by Uveso

          @MrPhalanx

          i checked unit EES0301 Seawolf (UEF Advanced Tactical Submarine)
          and it looks to me normal.

          Can you do me a favor and check the unit with only BlackOpsFAF-EXUnits enabled?
          Maybe another mod is interfering here.

          In case of the BrewLAN unit you need to ask Balthazar.


          @MostLostNoob
          lol, i wish i read your post first 😄
          Perfect answer, thanks !

          M 1 Reply Last reply Reply Quote 0
          • M
            MrPhalanx @Uveso
            last edited by

            @uveso Thank you Uveso for your quick answer, well the problem was in my side, because just ONE (actually totally useless) MOD messed up the whole stuff ,but thankfully I found it and removed, now everything works properly. Actually i like to tinker a bit inside the Lua files, but I'm even worse than a rookie, so i only doing it for myself X)

            Anyway regards: Mr. P.

            1 Reply Last reply Reply Quote 0
            • M
              MrPhalanx
              last edited by

              And also just one question. Who manage the Extreme/Xtreme Wars MOD? Because for me that's also a staple MOD, but now it seems a little broken, as I noticed, a few units not working well, I think mostly Cybran ones (I always play with UEF, but the CPU Cybrans still using a few units what not working properly...). Even a few other users wrote down the same problem in the MODS review tab...

              MostLostNoobM 1 Reply Last reply Reply Quote 0
              • MostLostNoobM
                MostLostNoob @MrPhalanx
                last edited by

                @mrphalanx said in BlackOpsFAF-Unleashed only for FAF v24:

                And also just one question. Who manage the Extreme/Xtreme Wars MOD? Because for me that's also a staple MOD, but now it seems a little broken, as I noticed, a few units not working well, I think mostly Cybran ones (I always play with UEF, but the CPU Cybrans still using a few units what not working properly...). Even a few other users wrote down the same problem in the MODS review tab...

                These are the Mods that Uveso is so graciously maintaining to keep working with the updates to FAF:

                https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

                A link to the appropriate forum thread for each mod is included in the first post.

                For any other mods, please use the search feature to find the appropriate thread.

                1 Reply Last reply Reply Quote 1
                • DoompantsD
                  Doompants
                  last edited by

                  Hello friends!

                  We've been back playing Blackops after some time, and while it appears the last few patches have been kind to it, we have found one thing that has broken at some point -- Torpedoes do not seem to be hitting several UEF oceanic BlackOps-only units.

                  The two we've found are:

                  BES 0402 - UEF Dreadnought
                  EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)

                  As you can see in the attach, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.

                  I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem the last time we were actively playing BlackOps.

                  Also food for thought -- The other UEF BlackOps boats are not affected (EES0302 - Knox Escort boat) and neither is the other BlackOps wter-buildable structure (BEB5205 T3 advanced Air Staging).

                  Thanks in advance, as always.
                  @Uveso, @Jip

                  dc7a711c-511e-4a7a-86ff-6a93b4696542-image.png

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

                    I should have also added, the Cybran and Seraphim BlackOps Dreadnought experimentals (and the BlackOps rework of the Aeon Tempest) all take torpedo fire normally (which is to say they have some torpedo defense but get easily overwhelmed with heavy fire, whereas the UEF Dreadnought has no torp defense.)

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

                      Just a bump a month later to see if anyone knows if this is something that can be fixed.. If Uveso is not active, even if you can give me an idea if there is something that can be added to the BlackOps blueprints.. We already play with a balance patch for BlackOps Teleports that I cobbled together by changing values, I'm sure I could add the fix to that patch if I knew what to add.

                      Sorry. I'm an ADHD monkey with absolute zero brain for programming. 😄

                      RoweyR 1 Reply Last reply Reply Quote 0
                      • RoweyR
                        Rowey @Doompants
                        last edited by

                        @doompants only people with the rights can update mods unless the mod has the a license that allows it to be modified which black ops dose not have

                        "The needs of the many outweigh the needs of the few" - Spock

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

                          @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

                          I'm asking as someone who has just enough knowledge of how these files work to be dangerous. lol.

                          JipJ 1 Reply Last reply Reply Quote 0
                          • JipJ
                            Jip @Doompants
                            last edited by

                            @doompants said in BlackOpsFAF-Unleashed only for FAF v24:

                            @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

                            That's fine.

                            A work of art is never finished, merely abandoned

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

                              Update 02.Nov.2024 (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
                              1 Reply Last reply Reply Quote 2
                              • DoompantsD
                                Doompants
                                last edited by

                                @Uveso Seems every time I @ you I owe you more and more thanks for your work!

                                We've had to have a gentleman's agreement not to build any of the Dreadnoughts for so long, and it was glorious last night being able to bring back the Seraphim dreadnought in a naval map. Welcome back, and thanks again.

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                                • UvesoU
                                  Uveso
                                  last edited by

                                  @Doompants
                                  I'm happy to have done it!
                                  It's great to hear that you could finally bring back the Seraphim dreadnought on a naval map.
                                  Have you tried out the new CZAR yet? The superweapon animation is just amazing.
                                  Thank you for always finding the issues and sharing them with us—it really helps!

                                  1 Reply Last reply Reply Quote 1
                                  • DoompantsD
                                    Doompants
                                    last edited by

                                    I don't generally play Aeon, but I tried it last Friday and the spoilsports i played with shut me down before I could build one.

                                    It's a whole new Friday though. Lets do this.

                                    1 Reply Last reply Reply Quote 0
                                    • D
                                      DJ_Calaco
                                      last edited by

                                      @Uveso Hi, I would like you to fix a bug in the Citadel MKII. Sometimes, when attacking, it gets too close to enemy units and stays underneath them. However, the Citadel's cannons no longer aim or fire. Additionally, when attacking, I suggest that instead of rotating on just one side, it should rotate from one side to the other, similar to what the Soul Ripper does. This is because when rotating on only one side, one of the side cannons stops firing because the Citadel is too far to the side.

                                      Forged Alliance 12_01_2025 07_43_18 p. m..png

                                      Forged Alliance 12_01_2025 07_43_57 p. m..png

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                                      • UvesoU
                                        Uveso
                                        last edited by

                                        @DJ_Calaco

                                        thanks for reporting this.

                                        https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27

                                        (fixed in next version)

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                                        • DoompantsD
                                          Doompants
                                          last edited by

                                          This post is deleted!
                                          1 Reply Last reply Reply Quote 0
                                          • D
                                            DJ_Calaco
                                            last edited by

                                            @Uveso Could you change the sound of the Citadel MKII when clicked? When selected, it currently sounds like a tank, but it should have the sound of an aircraft.

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