Updated Mods for FAF and Vanilla Steam
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Update: 19.Jan.2021
XtremWars <for all gameversions> v1.4
Nuclear Repulsor Shields <for all gameversions> v21 -
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Update: 27.Apr.2022
AI-Uveso (v100)
- New: ACU will now evade from nuke blast area
- Fix: nukes fired after 35 minutes, not respecting option for gameender
- Fix: excluded URL0401 (Exp. Mobile Rapid-Fire Artillery) from mobile platoons
- Fix: fixed a bug in T4 Artillery platoon that was not building Seraphim T4 Nuke
- Opt: decrease braveness of ACU in case an experimental or T3 units are detected
- Opt: decrease braveness of ACU for enemy air units
- Opt: increase detection range of pointdefenses by 10
- Opt: increase threatweight for low tech enemy land units
- Opt: changed targets for land experimentals
Nuclear Repulsor Shields (v22)
- Fixed a bug in OnCollisionCheck in case one of the objects is no real unit.
- Added check for restricted units for AI build former
Quantum Resource Generators (v18)
- Added synergy for multiple Resource Generators. (Generators will be more powerfull if you build more)
- Changed DamageType for weapon (Death Weapon) from Normal to 'Nuke'.
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Hey, I admit I want to ask to help promote my mods, but what do you think of the stuff I've uploaded to the Mod Vault so far?
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@mediamix1 said in Updated Mods for FAF and Vanilla Steam:
Hey, I admit I want to ask to help promote my mods, but what do you think of the stuff I've uploaded to the Mod Vault so far?
I didn't mean to give feedback, but if you force me...
please let us continue here:
https://forum.faforever.com/topic/3514 -
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Update: 03.Jul.2022
Nuclear Repulsor Shields <for all gameversions> (v23)
- fixed function for Overlapping Shields, so it will not transfer damage to other shields.
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Update: 03.Jul.2022
AI-Uveso <only for FAF> (v101)
- New: pressing [ALT]+[a] (Toggles opponent AI) suspends all AI functions (also sets all units to hold fire).
- New: AI is now aware of allies capturing friendly structures and will report abuse when this happens
- New: added function to shorten a path when units are stopped on a path and try to continue the path to the previous destination
- New: MoveToLocationInclTransport is now using the path from the target function instead of creating its own
- New: naval units now return to the closest naval base not to the base where they where build
- New: naval units that have no special target will now attack all units (on water)
- New: UEF satellite now has its own targeting priorities and attack function.
- Fix: disabled the function TransferUnfinishedUnitsAfterDeath again. Crashed the game too often.
- Fix: fixed bug in aibuildstructures.lua with restricted units
- Fix: unit count buildcondition "NavalBaseWithLeastUnits" no longer takes MAIN base into account
- Fix: fixed bug in platoon.lua that caused some functions to lose target
- Fix: ACU sniper platoon now works with gunship, bomber and fighterbomber
- Fix: Fatboy and other long range experimentals will now fight at their optimal weaponrange
- Fix: fixed several issues where buildings are build to close to each other
- Fix: switched some variables inside target function from global to local
- Fix: added extra T2 Energy builder to prevent energy stall with Black Ops upgradeable hydrocarbon power plants
- Fix: removed the old BaseTargetManagerThread and replaced it with a new target manager
- Fix: naval factory builders will now check for at least 20% water on the map
- Fix: naval factories will now be build with a bit more space between each other
- Fix: fixed bug in UnitCountBuildConditions.lua that broke the naval unit build
- Fix: added assister for building UEF satellite structure
- Fix: base panic builder no longer only spam T1 units
- Fix: removed unessisary overload with aiBrain table for some forked functions in ExecuteAIPlan
- Opt: pathing will now get enemy threat from the new heatmap data
- Opt: engineer will continue to cap mass spots even on energy/mass stall
- Opt: increased buildrate for T3/T4 artillery and UEF satellite
- Opt: changed artillery and nuke behavior and target priorities
- Opt: increased number of nuke/nuke defense ratio from 0.80 to 1.00
- Opt: added an early air factory and transporter for water maps
- Opt: changed targets for air experimentals
- Opt: optimized Base Ranger, moved locals to function start
- Opt: optimized Eco Manager, moved locals to function start
- Opt: assister that help building a paragon will now be paused on low energy
- Opt: expansions are now also building missile defense systems (anti nuke)
- Opt: AI Rush: increased build priority for T3 engineers
- Opt: AI Rush: added builder to create more energy structures
- Opt: AI Rush: now aggressively eco up
- Opt: AI Rush: will no longer pause factories with unit production due energy/mass stall
- Opt: target function: added more search range rings, caching already checked targets
- Opt: target function: increased targeting speed by rearranging search parameters
- Opt: target function: new system to determine platoon and enemy strength
- Opt: optimized placing of local variables for performance
- Opt: removed reclaim cleaner function. (was removing wrecks/reclaim after 15 minutes)
- Opt: CanPathNavalBaseToNavalTargets is now using CanGraphAreaTo instead of pathing
- DEV: endless game option does no longer use the splitscreen. It's now zooming out to see the full map
- DEV: removed function to debug threat inside waypoint markers. AI has now a new threat system.
- DEV: Log and debug print will now show gametime, Lua file and line number in game.log
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Update: 21.Aug.2022
AI-Uveso <only for FAF> v103
- Fix: naval expansion builder checks now for map water ration > 20%
- Fix: unreachable mass spots will now be blacklisted in AIExecuteBuildStructure()
- Fix: abuse report for reclaiming ally buildings is now restricted to AI-Uveso only.
- Fix: in some cases waypoints were created when a map has DoNotAllowMarkerGenerator = true
- Opt: moved AI debug options to the end of the lobby option list
- Opt: Rush sub AI: decreased mass extractor upgrades by 5%
- Opt: Rush sub AI: AI will no longer pause factory upgrades on low energy/mass
- DEV: IsNavalExpansionsAllowed() now checks for water ratio and expansion count
- DEV: EngineerMoveWithSafePath() now only call for transport if transporter actual exist
BlackOpsFAF-ACUs <only for FAF> v19
- Unit eal0001 (Aeon Armored Command Unit) Changed sizeX to 0.18
- fixed missing unit.FactionCategory
BlackOpsFAF-Unleashed <only for FAF> v20
- 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
BlackOpsFAF-EXUnits <only for FAF> v20
- Unit ees0301 (Advanced Tactical Submarine) Changed DamageType for weapon (Concussion Torpedos) from Normal to 'Nuke'.
- Unit eel0401 (Experimental Harmonic Wave Generator) Added "HOVER" to Categories.
- Unit ers0302 (Attack Frigate) Added "HOVER" to Categories.
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Hello @Uveso , I see you're updating old mods to work with the latest FAF. Is there any change you can update GilbotX mod pack for this? I am willing to pay! Just let me know.
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hello @Grimshad
I took a look into the Gilbot-X's Mod Pack 2 version 2.05 from 11 January 2009 (released 14 Jan 2009)
(16 sub mods, 318 Lua files, 131 additional units)The mod pack is using .scd files to replace/chang original game files and icons.
Many functions are no longer available or have changed significantly.Sadly the mod pack is changing almost every base game file and it would take month to refactor this to the FAF game version.
I don't think the original author would manage to rewrite the mod for FAF and neither do I.Sorry but I have to decline your request.
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This is unfortunate, I loved that mod pack.
I would like to point out, currently the only error in the logs is that it can't find the icon table file. I'm sure there may be more issues after that is fixed. In addition, there is a current, updated core mod in the vault that works with FAF. It's just that none of the sub mods that mostly add 1 unit each work because of that icon loading error.
Either way, thank you for looking into it. Could you tell me where you got it online? I only have local copies. If you change your mind let me know, I am willing to pay you to fix it up.
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If I can't get it updated I'll just have to play vanilla, but I can't find links to v10 and your links are also dead. Do you still have these availalbe?
@uveso said in BlackOpsFAF-Unleashed only for FAF v20:
Hello Divangel ,
no, sorry. The FAF version of the Black ops mod does not run outside of FAF.
There are many places where we patched the mod to get the latest FAF updates and changes included.
So we refactored almost every script and blueprint.If you want to play Black ops on vanilla you need to use the old mod version:
BlackOpsACUs V10
http://faforever.uveso.de/forum/BlackOpsACUs.rarBlackOpsUnleashed V10
http://faforever.uveso.de/forum/BlackOpsUnleashed.rarBlackOpsEXUnits V4.1 (BlackOps Special Weapons)
http://faforever.uveso.de/forum/BlackOpsEXUnits.rarBlackopsSupport V6.2 (Global icon support mod)
http://faforever.uveso.de/forum/BlackopsSupport.rargreetings, Uveso.
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i used the Gilbot-X's Mod from my archive, i don't have any actual download link for it.
The Black Ops links you posted should now work again.
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@uveso This worked great thanks!
Do you also have the black ops compatibility sub mod for gilbot that goes with this?
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i did not find any black ops + gilbot related mods in my archive,
and all old links i had are dead.
Also a metasearch did not get any useful results.There are only 2 archives left with old Supreme Commander mods:
http://viking.gurut.org/Mods/
http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/Sorry, but this is all i have.
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@uveso Thanks for your help. I've been working with Jip to fix gilbot for the latest FAF. So far it hasn't been very difficult. Just small little things.
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@grimshad said in Updated Mods for FAF and Vanilla Steam:
@uveso Thanks for your help. I've been working with Jip to fix gilbot for the latest FAF. So far it hasn't been very difficult. Just small little things.
That would be awesome, i saw many interesting things while viewing the mod code.
Glad you found Jip. He really knows his stuff. If anyone can fix the mod, it's him.
Can't wait for the result! -
@uveso I Found my way here by looking for the Battle Sector Earth mod by Burniee222 the one that gives you infantry or can you direct me to a mod that has infantry. Which one of these mods is that one and do I need to download anything else for compatabilty.
Thanks in advanced -
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Are the links dead? Can't seem to download them from this page.
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I tested all links and they are working.
Maye your browser is set to only use https pages?
The download links are only http and could be blocked. -
@uveso Yeah I managed to download them, browser was blocking them as you said haha.