FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Updated Mods for FAF and Vanilla Steam

    Scheduled Pinned Locked Moved Modding & Tools
    51 Posts 17 Posters 14.7k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • UvesoU Offline
      Uveso
      last edited by

      @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?

      1 Reply Last reply Reply Quote 0
      • UvesoU Uveso referenced this topic on
      • Z Offline
        zhanghm18
        last edited by

        @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.

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

          People on FaF Launcher XTreme Wars page says that the mod it's half broken, is that true ?

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

            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
            1 Reply Last reply Reply Quote 3
            • DoompantsD Offline
              Doompants
              last edited by

              @Uveso - can you (or someone else) explain what effect the 'DesiredShooterCap' fixes have on gameplay?

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

                @Doompants You can read more about it on GitHub, see also #3893 and #5518.

                A work of art is never finished, merely abandoned

                1 Reply Last reply Reply Quote 2
                • UvesoU Offline
                  Uveso
                  last edited by

                  Thank you, Jip, I wouldn't have been able to explain it like that. 🙂

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

                    Perfect. Thanks Jip!

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

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

                        Update: 19.Nov.2024

                        AI-Uveso (v113)

                        • Fix: Fixed some typos in upgrade templates
                        • Fix: Marker print to log
                        • Fix: Naval factory template names
                        • Fix: Land factory template names
                        • Fix: Add safeguard for function ComHealth(cdr)
                        • Fix: CategoriesHash indexing
                        • Fix: Resolved bug in AddFactoryToClosestManager function due to missing LocationType.
                        • Fix: Removed unused funktion GetMarkerGridPositionFromIndex
                        • Fix: Added helper function for missing named indexes in MASTERCHAIN.
                        • Opt: Scouts no longer create a path; they now fly straight to the destination.
                        • Opt: Replaced self:GetBlueprint() with self.Blueprint for improved performance.
                        • Opt: Cached position for GetHeatMapGridPositionFromIndex
                        1 Reply Last reply Reply Quote 1
                        • UvesoU Offline
                          Uveso
                          last edited by

                          Update: 14.Dec.2024

                          AI-Uveso (v114)

                          • New: Platoons will now merge if engaged in combat and nearby.
                          • Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow.
                          • Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality.
                          • Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated.
                          • Fix: The hover platoon former will now only be created if there is no land path available to the enemy.
                          • Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod.
                          • Fix: Fixed a bug in attack function when a platoon unit is dead.
                          • Opt: Increased the priority of panic builders.
                          • Opt: Units constructed by panic builders will now push aggressively into enemy lines.
                          • Opt: Introduced a new former for managing Total Mayhem spam and panic situations.
                          • Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed.
                          • Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems.
                          • Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected.
                          • Opt: Updated formers specifically for the Total Mayhem mod.
                          • Opt: Added builder for transport needed and transport wanted.
                          • Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall.
                          • Opt: Naval expansions will now build a factory first instead of defense.
                          • Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
                          1 Reply Last reply Reply Quote 0
                          • First post
                            Last post