BlackOpsFAF-ACUs only for FAF v20
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Hey there, thank you so much for keeping this extremely fun mod updated. Just downloaded and It's incredibly fun! Really makes ACUs interesting to use late-game.
I noticed some minor bugs discrepancies and have replicated it in Sandbox mode, hopefully this is the right place to report it.
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For some reason, with this mod running Build Mode doesn't seem to work for any units aside from the ACU
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The Overcharge Amplifier upgrade on the Seraphim ACU doesn't seem to do anything - no matter what level I am, it's still doing 15k damage. I tested this on both a GC and Monkeylord.
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This might be more of a thought on balancing - the Aeon ACU's upgraded shield feels extremely strong and feels much tankier than the other ACUs despite technically having lower regeneration stats, etc. I think it's because most high DPS weapons are direct fire beams of some sort and I'm not sure what the damage reduction % is, but other ACUs, various T3s and Exp. units seems to barely scratch that shield.
This is for Version 19 and FAF 3750
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@Uveso
Hey Uveso,I've noticed that the Cybran ACU doesnt't show cloak, and the Seraphim ACU doesn't show Phasic cloaking.
I've also noticed that only the UEF ACU shows the Overcharge splash damage target ring when wanting to fire. All other Faction ACU's show the original small target firing option.
Using FAF default game and not using any other Mods.
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@blackrobe said in BlackOpsFAF-ACUs only for FAF v19:
@Uveso
Hey Uveso,I've noticed that the Cybran ACU doesnt't show cloak, and the Seraphim ACU doesn't show Phasic cloaking.
I've also noticed that only the UEF ACU shows the Overcharge splash damage target ring when wanting to fire. All other Faction ACU's show the original small target firing option.
Using FAF default game and not using any other Mods.
As there has been no response to this post for over a month, is there anybody else who is working on this Mod, or should I report this issue elsewhere?
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We are actual working on fixing Black Ops unleashed.
Regarding ACUs, we recently received information from Rowey that there will be some changes to ACU upgrades.
So we want to wait for the changes and fix the mod afterwards.And yes it's the right place, I didn't answer because I don't have anything to present. (like a fix)
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No worries @Uveso. Thanks for your response, just an acknowledgement is always appreciated. I'm delighted to hear that this Mod and the BlackOps Unleashed Mod will be fixed.
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@Blackrobe Odd. We play all 3 BlackOps mods on and I was manually overcharging last night no problem. Possible it's a conflict with something else?
I think you may be right about the cloaking though.
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@Doompants Yeah, Overcharge was a conflict I resolved quickly, but hadn't mentioned here yet. There are a few other minor bugs apart from cloaking; but as this post has not been answered, I'm not sure if anybody is updating this and BlackOps Unleashed mods anymore. Cheers mate.
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v20 (02.Nov.2024)
- fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
- fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
- fixed VisionRadius, OmniRadius, WaterVisionRadius
- fixed cloak
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No rest for the wicked, @Uveso
Was doing some ACU testing with BlackOps ACUs and we've isolated a couple issues that I think are are all in the BlackopsFAF-ACU part of the pack
- The BlackOps version of the Aeon ACU (EAL001) seems to have some hitbox issues where beam weapons pass through it and miss a good portion of the time. Probably the easiest to test (and worst offender) is the Aria T3PD (BAB2306). To recreate, make a bank of 4-8 Aria, and walk an Aeon ACU toward them on flat land. You should see many of the PD beams miss. In this test I did to get the screenshot, the ACU is standing still after walking into range, and it looks like maybe 3 or 4 out of 10 are hitting. The ACU is not taking damage from beams that are overshooting.
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The same Aeon ACU also has what seems like a miscalculation somewhere in the QuantumMaelstrom upgrade tree. A single upgrade will kill an unlimited number of t1 tanks anywhere in weapon range (22?) in 4 seconds flat. A level 2 upgrade will kill a T2 Pillar in 8 seconds. The T3 upgrade takes a whole 10 seconds to kill a T3 Titan, but Pillars don't last 4 seconds and T1 tanks simply evaporate the second they're in weapon range. Maybe it's a balance issue, but it seems like something broke. I can't imagine that upgrade is intended to be that strong. We played @Jip 's King of the Hill mod, and it's insta-win if you use this upgrade and walk to the middle. lol.
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Seraphim ACU (ESL0001).... the tac missile/overcharge upgrade branch seems to have two bugs in the same upgrade path;
-- a) The tactical missile (2nd upgrade) seems to only ever need to build a missile once, after which unlimited missiles can be fired on a roughly 3 second cooldown, and there is never another 'building' progress bar, and there is no mass cost. In comparison, the UEF ACU tac missile is working properly.
-- b) In the same tree, all three levels of upgrade are supposed to increase overcharge damage, and this is simply not happening with any of the three. I spawned a couple of GCs and turned their firing off, then compared an unupgraded ACU's OC vs a T3 ACU's upgraded OC and (with ridiculous amounts of power in storage) both overcharges do the vanilla 15000 damage.
As always, if I can do any more testing or digging for you, please ask. We play BlackOps each week and love having it kept up to date.
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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.