4DFAF Uploaded

Great! Will probably have some time later this week to try it!

@Resin_Smoker

Some minor bugs:

Seraphim:

  • T2 Shield Drone no longer works.

Aeon:

  • T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
  • Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.

Cybran:

  • T2 Termite Stealth Insectoid doesn't move legs when walking.
  • T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?

UEF:

  • T3 Harkon Assault Walker doesn't leave any footprints/track marks.
  • Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?

@blackrobe Will give it a look, but I also need to know if your using any other mods.

No mods mate. Sorry, I meant to mention that.

@blackrobe

Just tested the shield drone and its fine.... maybe your running into one of the unit restrictions is has?

	Verification = function(self)

		--Check to see if a shield is already active.
		if self.GUnit and not self.GUnit.MyShield then
			local gUnitBP = self.GUnit:GetBlueprint()
			local gUnitCats = gUnitBP.Categories

			--Check to see if the gUnit has a Cloak, BuildRate or Economy, if so return false
			if gUnitBP.Intel.Cloak then
				if myDebug then WARN('Shield Drone Verification, reason: Cloak', gUnitBP.Intel.Cloak) end
				self.FailReason = 'UNIT CAN CLOAK'
				return false
			elseif gUnitBP.Defense.Shield.ShieldMaxHealth > 0 then
				if myDebug then WARN('Shield Drone Verification, reason: Shield in already in blue print', gUnitBP.Defense.Shield) end
				self.FailReason = 'UNIT CAN SHIELD FROM BLUEPRINT'
				return false
			elseif gUnitBP.Enhancements.Shield then
				if myDebug then WARN('Shield Drone Verification, reason: Shield Enhancement', gUnitBP.Enhancements.Shield) end
				self.FailReason = 'UNIT CAN SHIELD FROM ENHANCEMENT'
				return false
			elseif gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy then
				if myDebug then WARN('Shield Drone Verification, reason: MaintenanceConsumptionPerSecondEnergy', gUnitBP.Economy.MaintenanceConsumptionPerSecondEnergy) end
				self.FailReason = 'UNIT CAN HAS ENERGY MAINTENANCE CONSUPTION'
				return false				
			end

			--Unit Categories the shield drone is not allowed to enhance
			local excludedCats = {
				--Primary unit retrictions, basicly anything that build, upgrades or makes ammo
				'COMMAND','SUBCOMMANDER','ENGINEER','OMNI','FACTORY','ECONOMIC','SILO',
				--Custom unit restrictions
				'DRONE','MINE','PHASING','TRANSFORMABLE',
				--Misc unit restrictions
				'POD','SATELLITE','UNTARGETABLE','SHIELD','WALL','PROJECTILE','OPERATION','CIVILIAN','INSIGNIFICANTUNIT','UNSELECTABLE','BENIGN','PROP',
			}
			--Compare the gUnit BlueWARN with the excludedCats
			--Should no matches be found return false
			for k, v in excludedCats do
				if table.find(gUnitCats, v) then
					if myDebug then
						WARN('*** This Unit Type Not allowed due to exclusions: ', gUnitBP.General.UnitName)
						WARN('*** Reason: ', excludedCats[k] )
					end
					self.FailReason = excludedCats[k]
					return false
				end
			end
			--Return true if no matches are found
			if myDebug then WARN('Verification passed!') end
			return true
		else
			--Error Sound Effect
			self.FailReason = 'UNIT IS SHIELDED'
			if myDebug then WARN('Verification failed REASON: ', self.FailReason) end
			return false
		end
	end,

Keep in mind that these restrictions are in place to keep the drop from enhancing units that shouldn't be enhanced for one reason or another.

Continued...

Seraphim:

T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
Works on my end

Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.
Added this just recently so it will be in the next update

Cybran:

T2 Termite Stealth Insectoid doesn't move legs when walking.
Works on my end

T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?
Works on my end, and changing the rate of fire also changes the accuracy. Fire slower for better accuracy. Maybe I should add details for this?

UEF:

T3 Harkon Assault Walker doesn't leave any footprints/track marks.
It never had any

Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?
**Can adjust the hitpoints once I've received feedback from more people. Though also consider that the Fatboy is pretty weak if not supported.

Anyways, all that being said, most of the problems your encountering are likely the results from other mods. Either they're breaking FAF completely on their own, or they're attempting to overright something within 4DFAF. I wont know unless I've looked at some of these mods, thus having a mod list from you is critical to be able to advice you, or for me to add mod restricitions within 4DFAF's mod_info.lua. (Which would prohibit them from running with 4DFAF)

-Resin

@Resin_Smoker

To reiterate, no mods in use with yours. I only test a mod on its own.

  • Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.
  • Regarding Aoen T2 Abolisher Beam Cannon Gunship: I assumed it was a manual toggle teleport. I see it does automatically mini teleport when attacked. Very nice I might add.
  • Regarding Cybran T2 Termite Stealth Insectoid: Still moves motionless (I even deleted any old 4dc versions then installed v7) Very odd that it works for you. Are you using FAF default as I am? Just in case you are using FAF Beta, or FAF Dev as testing. Maybe someone else will have the same issue. Can't work out why it animates walking for you and not for me, despite the only mod being used for testing.
  • Regarding Cybran vulcanizer: Yep, def add some detail for that.

Yep, that's why people like yourself created T4 Assault units to compensate for Fatboy weak health.

Overall, nice release. A few tweaks here and there. Love to see more "transformer" units. Fantastic idea mate.

Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.

@resin_smoker said in 4DFAF Uploaded:

Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.

Now we're talkin!

Updated the Vulcanizers description test to show: "The word Overkill, accurately describes this cannons level of overwhelming firepower. Fielding a quad barreled artillery cannon with selectable rate of fire (vs accuracy) and a secondary turret for close encounters."

Will look to see if i can add something similar for the toggle mouseover as well.

-Resin