BlackOpsFAF-Unleashed only for FAF v25
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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 ! -
@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.
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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...
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@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.
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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).
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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.)
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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.
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@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
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@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.
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@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.
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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
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@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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@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! -
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.