FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    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
    15 Posts 6 Posters 550 Views 3 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.
    • 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.

      1 Reply Last reply Reply Quote 0
      • S Offline
        Szasz @Doompants
        last edited by Szasz

        This post is deleted!
        1 Reply Last reply Reply Quote 0
        • S Offline
          Szasz
          last edited by Szasz

          1 Reply Last reply Reply Quote 0
          • 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 
            
            
            1 Reply Last reply Reply Quote 0
            • 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.

              1 Reply Last reply Reply Quote 2
              • 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!)

                1 Reply Last reply Reply Quote 0
                • 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.

                  1 Reply Last reply Reply Quote 0
                  • 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.

                    1 Reply Last reply Reply Quote 0
                    • 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

                      1 Reply Last reply Reply Quote 0
                      • S Offline
                        Sandtrooper
                        last edited by

                        It looks like the Nomad Protector (XNB4302) is missing its anti-sat missile projectile files. The /projectiles/NAntiNukeMissile2/ folder and its files are missing in the latest version.

                        1 Reply Last reply Reply Quote 0

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better 💗

                        Register Login
                        • First post
                          Last post