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BlackOpsFAF-Unleashed only for FAF v26

Scheduled Pinned Locked Moved Modding & Tools
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  • B
    BattleshipOni @Doompants
    last edited by 13 Aug 2023, 18:26

    @doompants I see, thank you for the responds!

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    • U Uveso referenced this topic on 21 Aug 2023, 03:01
    • U Uveso referenced this topic on 21 Aug 2023, 03:01
    • U
      Uveso
      last edited by 21 Aug 2023, 03:04

      Update 21.Aug.2023 (v24)

      Fixes by Uveso:

      • fixed an issue where drones where able to target non unit entities

      Fixes by Jip:

      • Unit bel0402 (Experimental Assault Bot) fixed issue with drones
      • Unit uas0401 (Experimental Battleship) fixed issue with drones
      • Unit bsl0401 (Experimental Hover Tank) fixed issue with drones

      Fixes by Balthazar:

      • Unit xsb1102 (Hydrocarbon Power Plant) was not buildable on tech 1
      • Unit urb1102 (Hydrocarbon Power Plant) was not buildable on tech 1
      • Unit uab1102 (Hydrocarbon Power Plant) was not buildable on tech 1
      • Unit ueb1102 (Hydrocarbon Power Plant) was not buildable on tech 1
      N 1 Reply Last reply 21 Aug 2023, 04:54 Reply Quote 0
      • N
        nomads @Uveso
        last edited by 21 Aug 2023, 04:54

        @uveso You and your team have been working hard,thanks!

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        • J Jip referenced this topic on 21 Aug 2023, 05:52
        • M
          MrPhalanx
          last edited by 22 Aug 2023, 21:48

          Hi there Uveso! I also want to report some problems with BlackOps FaF ExUnits, the UEF T3 Submarine (Seawolf) is not working properly, when it surfaces, you can hear the shooting sound, but there are no projectiles (also with the torpedoes as well), so now its unusable. Also some problems with the UEF T3 Torpedo launcher "Harpoon" in BrewLAN, when built on land it works properly, but when built in the seabed, it cannot attack, at least subs. Thanks and Cheers!

          M 1 Reply Last reply 22 Aug 2023, 22:09 Reply Quote 0
          • M
            MostLostNoob @MrPhalanx
            last edited by 22 Aug 2023, 22:09

            @mrphalanx said in BlackOpsFAF-Unleashed only for FAF v24:

            I also want to report some problems with BlackOps FaF ExUnits, the UEF T3 Submarine (Seawolf) is not working properly, when it surfaces, you can hear the shooting sound, but there are no projectiles (also with the torpedoes as well), so now its unusable.

            Issues with BlackOpsFAF-EXUnits should be reported in its own thread: https://forum.faforever.com/topic/354

            Also some problems with the UEF T3 Torpedo launcher "Harpoon" in BrewLAN, when built on land it works properly, but when built in the seabed, it cannot attack, at least subs.

            Uveso currently has no involvement in BrewLAN as that is still under development by Balthazar, so those issues should be reported here: https://github.com/The-Balthazar/BrewLAN/issues

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            • U Uveso referenced this topic on 23 Aug 2023, 02:34
            • U Uveso referenced this topic on 23 Aug 2023, 02:34
            • U
              Uveso
              last edited by Uveso 23 Aug 2023, 02:50

              @MrPhalanx

              i checked unit EES0301 Seawolf (UEF Advanced Tactical Submarine)
              and it looks to me normal.

              Can you do me a favor and check the unit with only BlackOpsFAF-EXUnits enabled?
              Maybe another mod is interfering here.

              In case of the BrewLAN unit you need to ask Balthazar.


              @MostLostNoob
              lol, i wish i read your post first 😄
              Perfect answer, thanks !

              M 1 Reply Last reply 23 Aug 2023, 16:33 Reply Quote 0
              • M
                MrPhalanx @Uveso
                last edited by 23 Aug 2023, 16:33

                @uveso Thank you Uveso for your quick answer, well the problem was in my side, because just ONE (actually totally useless) MOD messed up the whole stuff ,but thankfully I found it and removed, now everything works properly. Actually i like to tinker a bit inside the Lua files, but I'm even worse than a rookie, so i only doing it for myself X)

                Anyway regards: Mr. P.

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                • M
                  MrPhalanx
                  last edited by 23 Aug 2023, 18:00

                  And also just one question. Who manage the Extreme/Xtreme Wars MOD? Because for me that's also a staple MOD, but now it seems a little broken, as I noticed, a few units not working well, I think mostly Cybran ones (I always play with UEF, but the CPU Cybrans still using a few units what not working properly...). Even a few other users wrote down the same problem in the MODS review tab...

                  M 1 Reply Last reply 23 Aug 2023, 20:56 Reply Quote 0
                  • M
                    MostLostNoob @MrPhalanx
                    last edited by 23 Aug 2023, 20:56

                    @mrphalanx said in BlackOpsFAF-Unleashed only for FAF v24:

                    And also just one question. Who manage the Extreme/Xtreme Wars MOD? Because for me that's also a staple MOD, but now it seems a little broken, as I noticed, a few units not working well, I think mostly Cybran ones (I always play with UEF, but the CPU Cybrans still using a few units what not working properly...). Even a few other users wrote down the same problem in the MODS review tab...

                    These are the Mods that Uveso is so graciously maintaining to keep working with the updates to FAF:

                    https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

                    A link to the appropriate forum thread for each mod is included in the first post.

                    For any other mods, please use the search feature to find the appropriate thread.

                    1 Reply Last reply Reply Quote 1
                    • D
                      Doompants
                      last edited by 13 May 2024, 14:56

                      Hello friends!

                      We've been back playing Blackops after some time, and while it appears the last few patches have been kind to it, we have found one thing that has broken at some point -- Torpedoes do not seem to be hitting several UEF oceanic BlackOps-only units.

                      The two we've found are:

                      BES 0402 - UEF Dreadnought
                      EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)

                      As you can see in the attach, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.

                      I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem the last time we were actively playing BlackOps.

                      Also food for thought -- The other UEF BlackOps boats are not affected (EES0302 - Knox Escort boat) and neither is the other BlackOps wter-buildable structure (BEB5205 T3 advanced Air Staging).

                      Thanks in advance, as always.
                      @Uveso, @Jip

                      dc7a711c-511e-4a7a-86ff-6a93b4696542-image.png

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                      • D
                        Doompants
                        last edited by 13 May 2024, 14:59

                        I should have also added, the Cybran and Seraphim BlackOps Dreadnought experimentals (and the BlackOps rework of the Aeon Tempest) all take torpedo fire normally (which is to say they have some torpedo defense but get easily overwhelmed with heavy fire, whereas the UEF Dreadnought has no torp defense.)

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                        • D
                          Doompants
                          last edited by 15 Jun 2024, 01:32

                          Just a bump a month later to see if anyone knows if this is something that can be fixed.. If Uveso is not active, even if you can give me an idea if there is something that can be added to the BlackOps blueprints.. We already play with a balance patch for BlackOps Teleports that I cobbled together by changing values, I'm sure I could add the fix to that patch if I knew what to add.

                          Sorry. I'm an ADHD monkey with absolute zero brain for programming. 😄

                          RoweyR 1 Reply Last reply 15 Jun 2024, 08:00 Reply Quote 0
                          • RoweyR
                            Rowey @Doompants
                            last edited by 15 Jun 2024, 08:00

                            @doompants only people with the rights can update mods unless the mod has the a license that allows it to be modified which black ops dose not have

                            "The needs of the many outweigh the needs of the few" - Spock

                            D 1 Reply Last reply 16 Jun 2024, 20:43 Reply Quote 0
                            • D
                              Doompants @Rowey
                              last edited by 16 Jun 2024, 20:43

                              @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

                              I'm asking as someone who has just enough knowledge of how these files work to be dangerous. lol.

                              J 1 Reply Last reply 17 Jun 2024, 06:43 Reply Quote 0
                              • J
                                Jip @Doompants
                                last edited by 17 Jun 2024, 06:43

                                @doompants said in BlackOpsFAF-Unleashed only for FAF v24:

                                @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

                                That's fine.

                                A work of art is never finished, merely abandoned

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                                • U
                                  Uveso
                                  last edited by Uveso 11 Feb 2024, 00:06 2 Nov 2024, 00:06

                                  Update 02.Nov.2024 (v25)

                                  Fixes by Basilisk3:

                                  • Unit bes0402 (Experimental Dreadnaught) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
                                  • Unit uaa0310 (Experimental Aircraft Carrier) Add switch and fix animation for Superweapon

                                  Fixes by Uveso:

                                  • fixed SorianDefenseBuilders.lua (removed dependency for sorian buildconditions)
                                  • fixed TransportClass on several units
                                  • GargEMPWarhead01_proj.bp fix DesiredShooterCap not matching health
                                  • ArtemisCannon02_proj.bp fix DesiredShooterCap not matching health
                                  • Unit eeb0402 (Stellar Generator) Hitbox enlarged downwards so that torpedoes can hit the unit more effectively
                                  • Unit uaa0310 (Experimental Aircraft Carrier) Add shield from FAF CZAR
                                  • Unit bal0206 (Medium Assault Tank) fix collision box
                                  • Unit bel9010 (Jammer Crystal) fix collision box
                                  1 Reply Last reply Reply Quote 2
                                  • D
                                    Doompants
                                    last edited by 9 Nov 2024, 18:44

                                    @Uveso Seems every time I @ you I owe you more and more thanks for your work!

                                    We've had to have a gentleman's agreement not to build any of the Dreadnoughts for so long, and it was glorious last night being able to bring back the Seraphim dreadnought in a naval map. Welcome back, and thanks again.

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                                    • U
                                      Uveso
                                      last edited by 11 Nov 2024, 03:38

                                      @Doompants
                                      I'm happy to have done it!
                                      It's great to hear that you could finally bring back the Seraphim dreadnought on a naval map.
                                      Have you tried out the new CZAR yet? The superweapon animation is just amazing.
                                      Thank you for always finding the issues and sharing them with us—it really helps!

                                      1 Reply Last reply Reply Quote 1
                                      • D
                                        Doompants
                                        last edited by 16 Nov 2024, 01:47

                                        I don't generally play Aeon, but I tried it last Friday and the spoilsports i played with shut me down before I could build one.

                                        It's a whole new Friday though. Lets do this.

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                                        • D
                                          DJ_Calaco
                                          last edited by 13 Jan 2025, 01:48

                                          @Uveso Hi, I would like you to fix a bug in the Citadel MKII. Sometimes, when attacking, it gets too close to enemy units and stays underneath them. However, the Citadel's cannons no longer aim or fire. Additionally, when attacking, I suggest that instead of rotating on just one side, it should rotate from one side to the other, similar to what the Soul Ripper does. This is because when rotating on only one side, one of the side cannons stops firing because the Citadel is too far to the side.

                                          Forged Alliance 12_01_2025 07_43_18 p. m..png

                                          Forged Alliance 12_01_2025 07_43_57 p. m..png

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