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Updated Mods for FAF and Vanilla Steam

Scheduled Pinned Locked Moved Modding & Tools
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  • M
    MrPhalanx
    last edited by 25 Aug 2023, 10:57

    Hi, I also want to report some issues with Xtreme Wars , a lot of Cybran units movement animation is not working, and the T3 Scorpion also not shooting.

    1 Reply Last reply Reply Quote 0
    • J
      Jip
      last edited by 25 Aug 2023, 12:02

      @Uveso What is the repo of Xtreme Wars?

      A work of art is never finished, merely abandoned

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      • U
        Uveso
        last edited by 29 Aug 2023, 02:17

        @Jip

        Unfortunately, there is no Extreme Wars repository 😞

        I only have a repo for Black Ops and Uveso-AI

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        • M
          MrPhalanx
          last edited by 28 Sept 2023, 11:48

          Hello again, I encountered a problem, or maybe I'm just too greedy. I tried to install M28 AI on top of all my other mods (AiUveso, Wyvern Battle Pack, BlackOpsFAF: ACU, ExUnits, Unleashed, BrewLAN + Additional unit mods, Storage Z Rebalanced, T4 Energy Generators, Total Mayhem , Extreme Wars), but when I start the game, it crashes with an "Unhandled Exception" error... And I saw on Youtube to you CAN use both AI simoultaneusly... Maybe conflict with one of the mods ?

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          • R
            Rowey
            last edited by 28 Sept 2023, 21:44

            if its a mod issue best easy thing to do is start disabling them one at a time

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

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            • G
              Gatorized
              last edited by 3 Oct 2023, 00:01

              Why doesn't your AI do anything with a 4 digit mass income? This is 5x cheating multiplier. https://i.imgur.com/Dn9h47C.png

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              • U
                Uveso
                last edited by 3 Oct 2023, 02:38

                @Trixie_Lulamoon

                I'm sorry, but from the screenshot I can't tell what happened here.
                Do you have maybe a game.log?

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                • G
                  Gatorized
                  last edited by 3 Oct 2023, 03:17

                  After 15 minutes it had built T3 factories, economy, and engineers, but only like a dozen T1 offense and no other military apart from a few PD.

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                  • U
                    Uveso
                    last edited by 3 Oct 2023, 14:56

                    @Trixie_Lulamoon

                    Sorry, but do you have a game.log so that i can see what settings you have, maybe buildrestrictions or errors in general?

                    1 Reply Last reply Reply Quote 0
                    • U Uveso referenced this topic on 24 Oct 2023, 14:05
                    • Z
                      zhanghm18
                      last edited by 7 Jan 2024, 07:25

                      @Uveso BUG report: The AEON experimental siege weapon (BAL0401) in the blackops MOD will summon 8 meteorites from the sky to attack, if you command the unit to stop or move when the 8 meteorites are halfway summoned (e.g., 3 or 4), The unit would be completely stuck here, unable to attack, unable to move, unable to give any commands.

                      1 Reply Last reply Reply Quote 0
                      • M
                        Morgul
                        last edited by 25 Jan 2024, 08:48

                        People on FaF Launcher XTreme Wars page says that the mod it's half broken, is that true ?

                        1 Reply Last reply Reply Quote 0
                        • U
                          Uveso
                          last edited by 2 Nov 2024, 00:41

                          BlackOpsFAF-Unleashed (v20)

                          • fixed AIEconomicBuilders.lua (removed dependency for sorian buildconditions)
                          • fixed SorianEconomicBuilders.lua (removed dependency for sorian buildconditions)
                          • fixed VisionRadius, OmniRadius, WaterVisionRadius
                          • fixed cloak

                          BlackOpsFAF-EXUnits (v22)

                          • UEFClusterCruise01_proj.bp fix DesiredShooterCap not matching health
                          • fixed VisionRadius, OmniRadius, WaterVisionRadius
                          • Unit eeb0402 (Stellar Generator) Fixed collision size (for torpedo hit)
                          • fixed cloak ERL0301

                          BlackOpsFAF-Unleashed (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

                          Ninja Reclaim Drones (v19)

                          • fixed cloak
                          1 Reply Last reply Reply Quote 3
                          • D
                            Doompants
                            last edited by 9 Nov 2024, 18:54

                            @Uveso - can you (or someone else) explain what effect the 'DesiredShooterCap' fixes have on gameplay?

                            1 Reply Last reply Reply Quote 0
                            • J
                              Jip
                              last edited by 9 Nov 2024, 20:48

                              @Doompants You can read more about it on GitHub, see also #3893 and #5518.

                              A work of art is never finished, merely abandoned

                              1 Reply Last reply Reply Quote 2
                              • U
                                Uveso
                                last edited by 11 Nov 2024, 03:41

                                Thank you, Jip, I wouldn't have been able to explain it like that. 🙂

                                1 Reply Last reply Reply Quote 1
                                • D
                                  Doompants
                                  last edited by 16 Nov 2024, 01:50

                                  Perfect. Thanks Jip!

                                  1 Reply Last reply Reply Quote 0
                                  • U
                                    Uveso
                                    last edited by 18 Nov 2024, 10:58

                                    Update: 18.Nov.2024

                                    XtremWars (v1.7)

                                    • removed Hydroelectric Power Generator from custom units. (was stalling eco for AI in early game)
                                    • unit ualew0001 (Tech 1 Hover Tank Experimental) changed TransportClass from 4 to 3
                                    • unit ual0401 (Experimental Assault Bot) changed TransportClass from 4 to 3
                                    • unit urlew0001 (Tech 1 Experimental Deployable Bot) changed TransportClass from 4 to 3
                                    • unit url0402 (Experimental Spiderbot) changed TransportClass from 4 to 3
                                    • unit xsle0001 (Experimental Tech 1 Assault Bot) changed TransportClass from 4 to 3
                                    • unit xsl0401 (Experimental Assault Bot) changed TransportClass from 4 to 3
                                    • unit uelew0001 (Tech 1 Heavy Tank Experimental) changed TransportClass from 4 to 3
                                    • unit uea0112 (Tech 1 Gunship) added Class1Capacity = 1
                                    • unit uea0112 (Tech 1 Gunship) fixed wrong class name
                                    • unit uea0112 (Tech 1 Gunship) fix values in weapon TDFGunShipMissile01_proj.bp
                                    • unit uea0203 (Tech 1 Gunship) Added missing transport capacity variable (Class1Capacity = 1,)
                                    • unit ueb2201 (Anti Navy Installation) fixed wrong weapon hook (wrong file)
                                    • unit uea0105 (A215F Support Rev Destructor) fixed wrong weapon hook (wrong file)
                                    • unit urb4401 (Tech 3 Experimental Anti-Nuke.) fixed wrong weapon hook (wrong file)
                                    • unit url0320 (Scorpion) fixed wrong weapon hook (wrong file)
                                    • unit urb2306 (Obelisk) fixed wrong weapon hook (wrong file)
                                    • unit xsse0001 (Experimental Tech1 Spaceship) fixed wrong weapon hook (wrong file)
                                    • unit uea0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 3,)
                                    • unit ura0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 1,)
                                    • unit dea0202 (Fighter/Bomber) fixed nil error in case the unit is dead
                                    • unit xel0306 (Mobile Missile Platform) Added Effect groups table with bone lists to blueprint
                                    • unit uas0203 (Attack Submarine) fixed missing MuzzleBone (muzzle_01)
                                    • unit dra0202 (Fighter/Bomber) fix nil error in monitor wings
                                    • unit xss0104 (Arty Frigate) fixed missing MuzzleBone Back_Turret_Muzzle01, ...02, ...03
                                    • projectile UEFTorp (Angler Torpedo) fixed physics values
                                    • projectile TDFAntiShipGauss01 (Gauss Cannon) fixed physics values
                                    • projectile Tech1UpgradeMissile01_proj.bp (Nanite Missile System) fixed physics values
                                    • projectile TDFGunShipMissile01_proj.bp (Nanite Missile System) fixed physics values
                                    1 Reply Last reply Reply Quote 0
                                    • U
                                      Uveso
                                      last edited by 19 Nov 2024, 02:39

                                      Update: 19.Nov.2024

                                      AI-Uveso (v113)

                                      • Fix: Fixed some typos in upgrade templates
                                      • Fix: Marker print to log
                                      • Fix: Naval factory template names
                                      • Fix: Land factory template names
                                      • Fix: Add safeguard for function ComHealth(cdr)
                                      • Fix: CategoriesHash indexing
                                      • Fix: Resolved bug in AddFactoryToClosestManager function due to missing LocationType.
                                      • Fix: Removed unused funktion GetMarkerGridPositionFromIndex
                                      • Fix: Added helper function for missing named indexes in MASTERCHAIN.
                                      • Opt: Scouts no longer create a path; they now fly straight to the destination.
                                      • Opt: Replaced self:GetBlueprint() with self.Blueprint for improved performance.
                                      • Opt: Cached position for GetHeatMapGridPositionFromIndex
                                      1 Reply Last reply Reply Quote 1
                                      • U
                                        Uveso
                                        last edited by 13 Dec 2024, 20:21

                                        Update: 14.Dec.2024

                                        AI-Uveso (v114)

                                        • New: Platoons will now merge if engaged in combat and nearby.
                                        • Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow.
                                        • Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality.
                                        • Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated.
                                        • Fix: The hover platoon former will now only be created if there is no land path available to the enemy.
                                        • Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod.
                                        • Fix: Fixed a bug in attack function when a platoon unit is dead.
                                        • Opt: Increased the priority of panic builders.
                                        • Opt: Units constructed by panic builders will now push aggressively into enemy lines.
                                        • Opt: Introduced a new former for managing Total Mayhem spam and panic situations.
                                        • Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed.
                                        • Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems.
                                        • Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected.
                                        • Opt: Updated formers specifically for the Total Mayhem mod.
                                        • Opt: Added builder for transport needed and transport wanted.
                                        • Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall.
                                        • Opt: Naval expansions will now build a factory first instead of defense.
                                        • Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
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