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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    XtremWars 1.7 for all game versions

    Scheduled Pinned Locked Moved Modding & Tools
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    • UvesoU Offline
      Uveso
      last edited by

      @Gen-Yeznorrick

      the version on this forum thread and inside the vault is 1.5.
      The version is based on the FAF featured mod that was version 1.0

      i checked unit [UEL0106] (Mech Marine) and you are right.
      The unit can only be built once, after that there is no more build time and no more visible models.

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      • UvesoU Offline
        Uveso
        last edited by Uveso

        Update 21.Jun.2023 (v1.6)

        -Unit UEL0106 (Light Assault Bot) fixed construction problem (Thanks to Jip)

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        • nomadsN Offline
          nomads
          last edited by nomads

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          • J Offline
            JQtwo
            last edited by JQtwo

            Hi, myself and friends have just returned to FAF (again) and it appears as though the Scavenger (Cybran land experimental anti nuke) is not working with the latest version.
            The weapon tracks but never fires or fires but never hits.
            Cheers

            Edit:
            Confirmed that the Scavenger tracks but never fires. All controls for the Scavenger are greyed out (could not set hold fire for instance)

            Can also confirm the post below that the Aeon ACU is invisible and unmoveable when played by a player.

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

              I found a quite big bug: Aeon ACUs don't appear at the beginning of the game.
              If i play cybran, aeon acu stay invisible but ai still use them.
              If I play aeon, i can't play (it don't move or build) also i have already access to all Tech build and experimental.

              Also this mod seems to be not compatible with M27 and M28 AI mod due to an "memory access violation".

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              • S Offline
                Spyder1495 @Uveso
                last edited by

                @uveso
                Hello, this mod is good but there’s a problem. The Fatboy cannot build anything, even thought it originally was mobile factory, the rest of its weapon's still in good function, just like its twin Bigboy. Can you show me how to fix it

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                • M Offline
                  mdcobra @JQtwo
                  last edited by

                  @jqtwo said in XtremWars 1.6 for all game versions:

                  Hi, myself and friends have just returned to FAF (again) and it appears as though the Scavenger (Cybran land experimental anti nuke) is not working with the latest version.
                  The weapon tracks but never fires or fires but never hits.
                  Cheers

                  Edit:
                  Confirmed that the Scavenger tracks but never fires. All controls for the Scavenger are greyed out (could not set hold fire for instance)

                  Can also confirm the post below that the Aeon ACU is invisible and unmoveable when played by a player.

                  Hi,

                  I love this mod but these bug make it sort of unplayable is this mod still being developed?

                  Thanks for the Reply!

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

                    Update 18.Nov.2024 (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

                    @Naplucia

                    • checked Aeon ACU (All ACUs are functioning properly)

                    @JQtwo

                    • checked Scavenger (It's working, and the damage has also been addressed)

                    @Spyder1495

                    • checked Experimental Mobile Factory (It is by design that the Fatboy does not have a factory or a landing platform.)

                    The mod is also tested in multiplayer and shows no desyncs.
                    To check if the mod is in a good state, see the game.log.

                    Example:

                    info: * Extreme Wars: Mod "Extreme Wars" version (17) is active.
                    info: * Extreme Wars: [siminit.lua, line:595] Running from: @c:\programdata\faforever\repo\fa\lua\siminit.lua.
                    info: * Extreme Wars: [siminit.lua, line:596] Checking directory "/mods/XtremWars"...
                    info: * Extreme Wars: [siminit.lua, line:607] Found mod in correct directory: /mods/xtremwars/mod_info.lua.
                    info: * Extreme Wars: [siminit.lua, line:615] Check OK. Found 1 "XtremWars" directory.
                    info: * Extreme Wars: [siminit.lua, line:619] Checking files and filesize for "Extreme Wars"...
                    info: * Extreme Wars: [siminit.lua, line:647] Check OK! files: 923, bytecount: 97438472.
                    
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                    • O Offline
                      Odd-keys
                      last edited by

                      Is there any code error? The UEF T1 exp tank is gone, only be spacecraft.

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                      • Z Offline
                        zhanghm18
                        last edited by

                        BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script:
                        " OnCreate = function(self) TLandUnit.OnCreate(self)
                        self:HideBone('Origine_01', true)
                        self:HideBone('Origine_04', true)
                        self:HideBone('Turret', true)
                        end,“
                        The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem.

                        Z 1 Reply Last reply Reply Quote 0
                        • Z Offline
                          zhanghm18 @zhanghm18
                          last edited by

                          said in XtremWars 1.7 for all game versions:

                          BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script:
                          " OnCreate = function(self) TLandUnit.OnCreate(self)
                          self:HideBone('Origine_01', true)
                          self:HideBone('Origine_04', true)
                          self:HideBone('Turret', true)
                          end,“
                          The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem.

                          Thank you to Caliber. He proposed a solution on Discord, which seems feasible. https://discord.com/channels/197033481883222026/832710161847287819/143002781836810649

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