BlackOpsFAF-Unleashed only for FAF v25
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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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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.
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@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
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@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.
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@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.
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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
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@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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@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! -
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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@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.
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thanks for reporting this.
https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27
(fixed in next version)