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    BlackOpsFAF-Unleashed only for FAF v26

    Scheduled Pinned Locked Moved Modding & Tools
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    • I
      iamscope
      last edited by

      Great work guys, love it!

      1 Reply Last reply Reply Quote 0
      • UvesoU
        Uveso
        last edited by Uveso

        @Levily2

        well, i found the issue. Had to go back to october 2016.

        The Lambda defence was changed by icedreamer in 2016.
        First the Lambda was defending 100% of all projectiles.
        After the patch it only deflect 5-30% of the projectiles depending on the unit.

        This was the patch:
        https://github.com/aeoncleanse/Mods/commit/a13d536ecddbd24a697ee9d7732f634b69e9892f#diff-0e3f7a0c9511aade8883d320fb0ca2d44a6b5bb93c40afd86ead5503d6ba8546

        I checked the code for more errors, but the code itself is running as designed.
        So there is no error, it was a balance decision to reduce the reflect rate of the Lambda field.

        [edit]
        The file seraphimunits.lua can be found in:
        \Mods\BlackOpsFAF-ACUs\hook\lua\seraphimunits.lua
        and in the original game files in :
        SupCom\gamedata\lua\seraphimunits.lua
        (its packed inside the lua.scd file, rename the .SCD to .ZIP and you can unpack the archive)

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        • DDDXD
          DDDX
          last edited by

          I use the Lambda field in my mod for my survival, and I can confirm that it does stop projectiles - albeit irregularly. Which would be consistent with a 5-30% chance to trigger.
          So that part works as it should i guess.

          No visuals though.

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          • L
            Levily2
            last edited by

            @Uveso Oh sweet, then sorry for the false report!

            But yeah, i distinctly remember from back then that there were visuals for lambda?

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            • UvesoU
              Uveso
              last edited by

              @Levily2

              it wasn't a false report; compared to 2015, the Lambda has lost 95% effectiveness in some cases.
              This was an absolute correct observation.

              I'll take a look at the gfx later, although I'm not a graphics expert.

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              • L
                Levily2
                last edited by

                Cool! You're the best 🙂

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                • DoompantsD
                  Doompants
                  last edited by

                  I know BlackOps hasn't really been touched in a while, but we've noticed that a recent patch broke the Aeon T3 tactical missile launcher (Purifier).

                  The recent Game Update 3738 makes reference to "(#3946) Fix damage of child projectiles, such as Cybran tactical missiles after they split"

                  I'm assuming it's a related problem since the Purifiers use child projectiles too.

                  To Recreate:

                  Build Aeon Purifier in any game.
                  Fire purifier at enemy structures.
                  Purifier will strike and appear to explode, but no damage to structures.

                  Thanks in advance

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                  • JipJ
                    Jip
                    last edited by

                    @Uveso to what repository can I make a pull request?

                    A work of art is never finished, merely abandoned

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                    • UvesoU
                      Uveso
                      last edited by

                      you can use the git hub links from here:
                      https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

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                      • UvesoU
                        Uveso
                        last edited by

                        v20 (21.Aug.2022)

                        • added missing translation tags in tooltip.lua
                        • added german translation (translation by John kobo)
                        • Unit bsl0310 (Lambda Equipped Assault Bot) Added StandUpright = true,
                        • Unit bsb2402 (Seraphim Quantum Rift Archway) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Experimental"
                        • Unit bab1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
                        • Unit beb4309 (Anti-Teleport Field Tower) Changed General.TechLevel from "RULEUTL_Advanced" to "RULEUTL_Secret"
                        • Unit bab2404 (Artemis Satelite Control) Changed General.TechLevel from "RULEUTL_Secret" to "RULEUTL_Experimental"
                        • Unit beb1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
                        • Unit brb5205 (Advanced Air Staging Facility) Fixed Display.Abilities.
                        • Unit bss0401 (Experimental Dreadnought) Changed Damage for weapon (Hu Strategic Missile Defense) from 30 to 30000.
                        • Unit bra0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 16,)
                        • Unit bsa0309 (Tech3 Air Transport) Added missing transport capacity variable (Class1Capacity = 32,)
                        • Unit bra0409 (Experimental Assault Transport) Added missing transport capacity variable (Class1Capacity = 20,)
                        • Unit baa0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 24,)
                        • Unit bab2308 (Tactical Missile Launcher) fixed no damage on AMissileSerpentineProjectile
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                        • DoompantsD
                          Doompants
                          last edited by Doompants

                          Hey, nice! Some of us still play BlackOps all the time, so thanks for the fixes. 😄

                          What do the changes to RULEUTL do anyways? Is that just UI stuff, or?

                          EDIT: NM. I found it in the wiki, thx.

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                          • UvesoU
                            Uveso
                            last edited by

                            @Doompants

                            thanks a lot for your feedback and error report!

                            I play Black Ops a lot but have never seen that the Aeon T3 Tactical Missile Launcher is doing no damage.
                            Hopefully i fixed it right 😄

                            DoompantsD 1 Reply Last reply Reply Quote 0
                            • DoompantsD
                              Doompants @Uveso
                              last edited by

                              @uveso OH I guarantee you you did. I blasted the hell out of our resident Aeon player who didn't expect it to be working. That'll teach them to read the forums. Lol.

                              As a fun note, this getting fixed just in time to coincide with the TMD changes is interesting, because we always thought the Purifier was a little bit too hard to stop if you stacked multiples up and fired them together, but the TMD buff has made it a little more reasonable to stop multiple purifiers, so win/win.

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                              • UvesoU
                                Uveso
                                last edited by

                                @Doompants

                                thank you a lot for the nice and appreciated feedback 😄

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                                • L
                                  lt_hawkeye
                                  last edited by lt_hawkeye

                                  Always nice to check in once and a while and see this is still being played and somewhat maintained 🙂

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                                  • K
                                    Khannis
                                    last edited by

                                    Love this, about to give it a spin again! For me there's no better way of playing this game

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                                    • N
                                      Nari
                                      last edited by

                                      Is it possible to modify the experimental build times to align with FAF balance? It’s a little jarring with the vastly different build times of the Black Ops exps vs FAF exps.

                                      Also attack drones on units don’t seem to be working.

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                                      • F
                                        fkdlao
                                        last edited by

                                        steam game no??

                                        BlackOps 6.0

                                        UEF T4 Dreadnought - Conquest Class ATTACK no <---- Bug Fix Request

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                                        • UvesoU
                                          Uveso
                                          last edited by

                                          @Nari ,

                                          hello and thanks for your feedback!
                                          Yes, its possible to change the buildtime for experimentals.

                                          I am short in time, but you could write down the experimentals that need to change with
                                          the new buildtime you think that will match FAF.

                                          Also what drones on what unit are not working ?

                                          @fkdlao

                                          I am sorry, but this is a FAF only version of Black Ops.
                                          No support for Steam or BlackOps 6.0

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                                          • DoompantsD
                                            Doompants
                                            last edited by

                                            Hey @Uveso .. Got another one. 😄 Something has recently broken BlackOps teleporting units. Most notably the T3 Aeon transports and the T3 Harassment bots. (ACU and SACU teleport still works).

                                            Not sure if this was the recent FAF UI changes because the teleport button is there, but pressing it for these units now does nothing. The T3 Transport has a 5000 energy cost requirement. If that is not met the 'insufficient energy' error message appears, but if it IS met, the transport does nothing and defaults to finding a spot to land.

                                            Replay doesn't really show anything, but I can make one if you want. Easy to replicate if you just cheat in a couple of each unit. Thx Sir!

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