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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 Balance and Patch Mod 2026

    Scheduled Pinned Locked Moved Modding & Tools
    14 Posts 5 Posters 526 Views 3 Watching
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    • DoompantsD Offline
      Doompants @Zopto
      last edited by

      @Zopto Wow. We hadn't noticed the Inquisitor bug. That sounds gross. lol.

      I dove deep on these fixes because I had two weeks off and my wife did not. I can't promise I'll be an ongoing champion for this, now that I'm back to work because life is pretty busy, but I thank you for posting. I will take a look.

      Gamebreaking stuff like the Inquisitor I'm certainly a lot more willing to spend my time trying to get working. Unit descriptions, not as much, but with your level of detail, if it can be a quick fix, it may get done.

      Tell me though -- did your friends just play house rules with Blackops Teleporting? I'm not crazy right? It's fun, but it's pretty dang OP. I wonder sometimes why it doesn't overtake the mod on 20x20+ maps.

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      • Z Offline
        Zopto @Doompants
        last edited by

        @Doompants Oh yeah we absolutely have a set of house rules regarding the teleporting. We banned offensive teleporting but still allowed defensive teleportation for the purposes of running away or base defense. That's what ended up satisfying the most people and worked as a decent compromise.

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        • DoompantsD Offline
          Doompants
          last edited by

          Cool, well if you try the TP balance, let me know what you think. I think it's still very powerful offensively due to the strength of upgraded ACUS in BlackOps, but it's a little bit harder to rush, and a little easier to see coming if people actually scout, and the longer channel time is not as long as vanilla, but we've definitely had people overstay and die trying to get out, (or super-clutch escapes) which just doesn't happen in unbalanced BlackOps. Also the range on T2 and T3 Anti-TP towers are a lot bigger.

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          • S Offline
            Szasz @Doompants
            last edited by Szasz

            This post is deleted!
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            • S Offline
              Szasz
              last edited by Szasz

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              • S Offline
                Szasz
                last edited by

                Hey Doompants,

                Did you touch artilleries in any way?
                The mod '1.5x T2 Artillery Range, 75% cost' conflicts with yours resulting the game getting stuck during loading.
                Yet that mod is a simple script changing only a few values dynamically:

                LOG('[Blueprints.lua Line number 1 inside mod is line '..debug.getinfo(1).currentline..'] after hooking blueprints.lua!') -- printig the real line number after hooking
                
                local OldModBlueprints = ModBlueprints
                
                function ModBlueprints(all_blueprints)
                	OldModBlueprints(all_blueprints)
                
                	for id,bp in all_blueprints.Unit do
                
                		-- build Category Array for faster access like "Categories.LAND" or "Categories.EXPERIMENTAL"
                		local Categories = {}
                		for _, cat in bp.Categories do
                			Categories[cat] = true
                		end
                		
                		if Categories.TECH2 and Categories.STRUCTURE and Categories.ARTILLERY then
                
                			if bp.Economy.BuildCostMass then
                				bp.Economy.BuildCostMass = bp.Economy.BuildCostMass * 0.75
                			end
                			
                			if bp.Weapon then
                                -- Loop over all Weapons
                                for _,weapon in bp.Weapon do
                
                					if weapon.MaxRadius then
                						weapon.MaxRadius = weapon.MaxRadius * 1.75
                					end
                					if weapon.MuzzleVelocity then
                						weapon.MuzzleVelocity  = weapon.MuzzleVelocity  * 1.25
                					end
                					if weapon.ProjectileLifetimeUsesMultiplier then
                						weapon.ProjectileLifetimeUsesMultiplier = weapon.ProjectileLifetimeUsesMultiplier * 2
                					end
                				end
                			end
                		end
                	end 
                end 
                
                
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                • DoompantsD Offline
                  Doompants
                  last edited by

                  Everything I fixed or balanced is in the readme. There was nothing to do with T2 arty at all. I'll try to give it a quick look into it tomorrow after work tho. Who knows what weird shit I may have done. Hahah.

                  I have a version 3 I'm going to try to get done for tomorrow too. I not only fixed that Seawolf bug, but I reinstated their concussion torpedos so they work properly now with an AoE that matches the blast projectile. Can hit hover units too. Super stoked.

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                  • DoompantsD Offline
                    Doompants
                    last edited by

                    New stuff in V3:

                    • Fixed the Seawolf as mentioned, and in doing so reinstated the concussion torpedo - medium AoE torpedo that can hit hover units.
                    • Nomads stuff! Extended the Blackops SMD-kills-satellites to include Nomad Deadline Satellite (and enable Nomad SMD to Shoot down Artemis and Novax satellites).
                    • Also Nomads: Bullfrog Experimental Tank back on the construct list.

                    We're playing with Zopto's "Nomads Commander BlackOps" mod, and that paired with this actually make Nomads a faction that can contend in BlackOps games. (Could still use a bit of love, but it's a start!)

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                    • P Offline
                      Punzler
                      last edited by Punzler

                      Ha! I found a kindred soul! I just uploaded some of my own small Blackops changes to the vault, to play with my friends and thought why not go and see what's new on the formus. heh 😄
                      Uhm, do you mind if I incoporate your changes into my own stuff? Especially the bugfixes. but also the balance changes, they look reasonable enough. but I am not intrested in the nomads parts. I'll obviously make sure to credit you and the others.

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                      • DoompantsD Offline
                        Doompants
                        last edited by

                        I'm hardly in this for the fame, so do whatever, but I'm constantly making new fixes as we find new bugs. You're better running the mod separately so you get my updates properly instead of packaging it and getting a stale version.

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                        • S Offline
                          Szasz
                          last edited by Szasz

                          Hey fellas,

                          The Inquisitor is nigh unkillable.
                          I wish I could get a snapshot that features all different angles for the incoming fire. In any case the only unit doing damage was the engineer seen in the pic.
                          I previously rammed the Experimental with a Mazer ACU, and the only angle from which it was able to deal damage was directly below.
                          Even torpedoes miss that bastard.

                          There are still quite a few issues with BlackOps that I'm willing to organize into a list if that would be useful.

                          Off the top of my head, the Aeon ACU's second intel upgrade -the one with Eye of Rihanne-style quantum optics- costs 270 mass, which I'm pretty sure is meant to be 2700, matching the cost of a similar intel upgrade for another ACU.

                          (270 is unbalanced for multiple reasons: 1. it grants too much health for such a low cost, 2. the peeping module is extremely powerful on its own, and 3. Aeon can exlusively get their commander into T3 power level in early stages)

                          Less important but still there:

                          • Vanisher: T3 T3 Air Transport.
                          • ED5 UI and economy values (the entry itself is unnecessary IMO due to it being a clutter but right now it's worse: a suboptimal choice that costs more than building ED4 then upgrading it)

                          These issuesare hard to remember, but very easy to write down in a note when they pop-up in play, so lemme know if you need such a list.

                          There are also some inconsistencies immersion-wise: Cybran structures lose their regenerative capabilities from vanilla on higher tier (eg. Hydrocarbon Power Plants and T3 Storage), Manticore T3 PD sits on UEF pavement.

                          Unrelated to BlackOps: the track mark bug in vanilla, produced by every unit rolling on treads like the Viper, Fatboy, etc. is extremely disturbing. Do you know who to reach out to? I don't care if mass spot or hydrocarbon marks are low resolution, the track mark glitches are way worse.

                          Inquisitor_hitbox_issue.jpg

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