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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!

    BlackOpsFAF-ACUs only for FAF v20

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

      @Doompants

      https://github.com/Uveso/BlackOpsFAF-ACUs/pull/7 (ACU hitbox fixed)
      https://github.com/Uveso/BlackOpsFAF-ACUs/pull/8 (changed QuantumMaelstrom damage)
      https://github.com/Uveso/BlackOpsFAF-ACUs/pull/9 (Seraphim tactical missile fix)

      It's already merged on GitHub, but I’m holding off on the release in case we find any additional errors.

      Also, I’m not sure if the damage adjustment to the Quantum Maelstrom is sufficient. I tested it with some tanks but haven’t played it in a real game yet.

      Also, please retest the overcharge; I guess it’s not fixed yet.

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      • DoompantsD Offline
        Doompants
        last edited by

        Huge improvement on Maelstrom, it's still pretty beefy at level 1 tho. Level 2 feels good. Level three is ok or could even be buffed a touch.

        Spawning units into firing range is not real-world testing of course, but by my thinking, if the maelstrom is still too strong here, real games where units all trickle into firing rate is going to favor maelstrom even more. Anyways, heres some numbers:

        T1 tanks (Strikers):
        If I teleport the un-upgraded ACU into 17 T1 striker tanks ACU will just survive on it's own (no micro, no overcharge)
        with Lvl 1 Maelstrom, I can teleport it into 80+ t1 strikers and it's fine.
        Maybe lvl 2+ maelstrom should evaporate all t1 tanks, but probably not the first upgrade. ACU is basically unkillable by t1 land.

        T2 vs Pillars seem good:
        Un-upgraded ACU dies to 4 pillars.
        T1 Maelstrom ACU can handle 8 and live.
        T2 Maelstrom ACU can handle 20+
        T3 Maelstrom kills 40+

        T3 vs Titans:
        Un-upgraded can handle one. 🐶
        T1 Mael can handle 2
        T2 Mael can handle 4
        T3 Mael can handle 6 -- seems like not a lot of bang for your buck compared to level 1 and 2. Small buff like 12 or 16?

        Thanks again for your time. FWIW I can confirm the hitbox changes fixed beam hits, and also the Sera missile is working great. And yeah, the Sera OC still seems capped at 15k regardless of upgrade. Did you ask me to retest? If so what would you like to see?

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        • UvesoU Offline
          Uveso
          last edited by

          Glad to hear it’s working well.
          Quantum Maelstrom damage is now T1: 0.6, T2: 6, T3: 16.

          The overcharge fix will take a bit longer. FAF has a new system for calculating overcharge damage, and I still need to look into it. However, it should be fixable.

          Unleashed is also updated on github.

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          • DoompantsD Offline
            Doompants
            last edited by

            @Uveso - I'm not sure how to get details on this for you, but hopefully you've been doing this long enough to know what i'm talking about.

            Bug: Cybran ACU upgraded with maser tree works as normal. If that ACU gets in a transport and is dropped off, Maser no longer fires reliably, and commander will mostly just fire normal shot. Maser will infrewuently fire in bursts, and also fires into the dirt at ACU's feet sometimes. Does not happen if ACU teleports, only if it boards a transport.

            Background: My memory is hazy, but I believe this used to be a vanilla bug, but was fixed at some point. My guess is this same fix could be applied to the BlackOps ACU if we could find it?

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            • UvesoU Offline
              Uveso
              last edited by

              Well, during transport, the function SetOnTransport is executed, which checks whether a unit has CanFireFromTransport specified in its blueprint.
              If not, the weapons are disabled and re-enabled upon un/loading and using the enhancementname to find the weapon (in SetWeaponEnabled).
              I think the error should be found in this area or at least this is a good starting point for the search. I'll take a look.

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              • UvesoU Offline
                Uveso
                last edited by

                After several hours of debugging, I was unable to fix the issue.
                Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.

                This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.

                At this point, only Jip can help.

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                • DoompantsD Offline
                  Doompants
                  last edited by

                  Heads up BlackOps lovers:

                  https://forum.faforever.com/topic/10009/blackopsfaf-balance-and-patch-mod-2026 is the patch mod for my crew that fixes many of the bugs I've found, and some of the bugs you all have found, and binds them in with a few ACU, PD and Teleport balance changes. Try it if you want! Fix list and changes are listed in the thread.

                  My solutions are a little bit clumsy, but the bugs I mentioned above are fixed. Mazer fires after a transport, and Overcharge now has bonus damage (though BlackOps still uses the 15000dmg max system.. I'm not tackling that! :D)

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                  • S Offline
                    Szasz
                    last edited by

                    @doompants I'm curious why don't you use FAF teleport. It's an interactive no-nonsense system that's easy to read and feels well balanced to me. Both with BlackOps or with your balance changes I cannot even tell how much more energy would be needed exactly to port.

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                    • DoompantsD Offline
                      Doompants
                      last edited by

                      Not sure what you mean by 'why I don't use FAF tp'.. If you're asking about my balance changes to BlackOps ACUs, I wrote that part years ago by just changing numbers. It predated the changes to FAF teleport and I just kept it in. BlackOps ACUs has the teleport built into the ACU unit blueprints I believe. Could be worth looking into, but again, I have to remind people I am not a coder, I'm mostly just hacking in fixes, so it takes a bunch of my time to go in and try to figure out how this stuff works. If I need to understand how base FAF teleporting works, and how BlackOps ACU teleports works differently in comparison, that might be more than I have time to sit down and figure out.

                      The fixes I did get done happened because my playgroup love this mod and i literally had 2 weeks off to charge up my ADHD hyperfixation super-powers and bodge my way though it. 🙂

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                      • DoompantsD Offline
                        Doompants
                        last edited by

                        It's honestly the same reason why the Sera ACU 'fix' to the Overcharge upgrade (and really all Blackops ACUS in general) still uses the old 15k max damage overcharge system, is because BlackOps ACU blueprints were modeled off the old vanilla ACUs but with all their additions added. When you load BlackOps ACUs to get the expanded weapons and upgrades you also get the old Overcharge code and the old teleport code.

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                        • P Offline
                          Punzler
                          last edited by Punzler

                          I noticed that the collision behavior of the modded ACUs in this mod is different than vanilla. In vanilla the ACUs can push other units, like T1 eng, around, but the modded ACUs cant. Even funnier, a T1 eng. can push the modded ACUs around, so the collision behavior is swapped in some kind of way. Does anyone have an idea what could be causing it?

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                          • P Offline
                            Punzler
                            last edited by

                            Lol, I just found it: All modded ACUs are missing the AverageDensity parameter.

                            1 Reply Last reply Reply Quote 1

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