Updated Mods for FAF and Vanilla Steam

Updated Mods for FAF:

AI-Uveso <only for FAF> v112
Author: Uveso
Features: Adds 5 new sub AI's to the game. (Adaptive, Overwhelm, Rush, Experimentals and Easy.)
Compatible with Gameversion: (FAF)1.5.3652+, Nomads
This mod supports Nomads.
Downloadlink: AI-Uveso-Mod-v112.zip
More info: https://forum.faforever.com/topic/350
Github: https://github.com/Uveso/AI-Uveso
Downloadable from Vault: Yes.

AllFactions_FAF_BO_Nomads v4
Author: Uveso
Features: Spawns the ACUs of all factions.
Compatible with Gameversion: (FAF)1.5.3708+, Nomads
This mod supports Nomads.
Downloadlink: AllFactions_FAF_BO_Nomads_v4.zip
More info: https://forum.faforever.com/topic/351/all-faction-acu-support-for-black-ops-acu-and-nomads-v4
Downloadable from Vault: Yes.

BlackOpsFAF-ACUs <only for FAF> v19
Based on original version: BlackOps-ACUs v3.5
Author: Exavier Macbeth, Lt_hawkeye, orangeknight
Features: Adds 4 ACUs to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (FAF)1.5.3652+
Downloadlink: BlackOpsFAF-ACUs-v19.zip
More info: https://forum.faforever.com/topic/352
Github: https://github.com/Uveso/BlackOpsFAF-ACUs
Downloadable from Vault: Yes.

BlackOpsFAF-Unleashed <only for FAF> v24
Based on original version: BlackOps Unleashed v6
Author: Exavier Macbeth, Lt_hawkeye, orangeknight
Features: Adds 52 buildings and 128 Units and 23 Experimental to the game.
AI Support: Full AI Support + real AI platoon builder.
Compatible with Gameversion: (FAF)1.5.3652+
Downloadlink: BlackOpsFAF-Unleashed-v24.zip
More info: https://forum.faforever.com/topic/353
Github: https://github.com/Uveso/BlackOpsFAF-Unleashed
Downloadable from Vault: Yes.

BlackOpsFAF-EXUnits <only for FAF> v21
Based on original version: BlackOps Special Weapons v4
Author: Exavier Macbeth, Lt_hawkeye, orangeknight
Features: Adds 1 buildings and 6 Units and 1 Experimental to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (FAF)1.5.3652+
Downloadlink: BlackOpsFAF-EXUnits-v21.zip
More info: https://forum.faforever.com/topic/354
Github: https://github.com/Uveso/BlackOpsFAF-EXUnits
Downloadable from Vault: Yes.

Experimentals Wars <only gameversion 3652+> v1.87
Based on original version: Experimentals Wars V1.8
Author: asdrubaelvect
Features: Modifies or adds 14 buildings, 25 Units and 7 Experimentals to the game, and veterancy upgrades to all tech 1 land units.
AI Support: Full AI Support.
Compatible with Gameversion: (FAF)1.5.3652+
Not compatible with Mod: XtremeWars!
Downloadlink: ExperimentalWars(3652)-v1.87.rar
More info: https://forum.faforever.com/topic/355/experimentals-wars-1-87-for-gameversion-3652-faf
Downloadable from Vault: Yes.

Ninja Reclaim Drones <for all gameversions> v18
Author: Uveso
Features: Adds 6 units and 5 buildings to the game.
AI Support: No. - AI is not allowed to build ninja drones.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
This mod supports Nomads.
Downloadlink: NinjaReclaimDrones(AllGameVersions)-V18.zip
More info: https://forum.faforever.com/topic/356/ninja-reclaim-drones-v18-for-all-game-versions
Downloadable from Vault: Yes.

Nuclear Repulsor Shields <for all gameversions> v23
Based on the idea from the mod: Nuke collide (2007)
Author: Uveso
Features: Adds 12 buildings to the game. And Nukes collide with shields
AI Support: Full AI Support.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
This mod supports Nomads.
Downloadlink: NuclearRepulsorShields(AllGameVersions)-V23.zip
More info: https://forum.faforever.com/topic/357
Downloadable from Vault: Yes.

Orbital Wars <for all gameversions> v1.37
Based on original version: Orbital Wars 1.01
Author: asdrubaelvect
Features: Adds 16 buildings and 16 Units to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
Downloadlink: OrbitalWars(AllGameVersions)-v1.37.zip
More info: https://forum.faforever.com/topic/358/orbital-wars-1-37-for-all-game-versions
Downloadable from Vault: Yes.

Quantum Resource Generators <for all gameversions> v18
Author: Uveso
Features: Adds 5 buildings to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
This mod supports Nomads.
Downloadlink: QuantumResourceGenerators(AllGameVersions)-V18.zip
More info: https://forum.faforever.com/topic/359
Downloadable from Vault: Yes.

Smart Tactical Missiles <for all gameversions> v21
Author: Uveso
Features: Modifies 5 buildings in game.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+, Nomads
This mod supports Nomads.
Downloadlink: SmartTacticalMissiles(AllGameVersions)-V21.zip
More info: https://forum.faforever.com/topic/360/smart-tactical-missiles-v21-for-all-game-versions
Downloadable from Vault: Yes.

Total Mayhem <for all gameversions> v1.37
Based on original version: Total Mayhem v1.21
Author: Burnie222
Features: Adds 52 buildings and 129 Units and 23 Experimental to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
Downloadlink: TotalMayhem(AllGameVersions)-v1.37.rar
More info: https://forum.faforever.com/topic/361/total-mayhem-1-37-for-all-game-versions
Downloadable from Vault: Yes.

Wyvern Battle Pack <for all gameversions> v5
Based on original version: Wyvern Battle Pack v2
Author: Brandon Potter
Features: Adds 23 buildings and 36 Units and 15 Experimental to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
Downloadlink: WyvernBattlePack(AllGameVersions)-v5.zip
More info: https://forum.faforever.com/topic/362
Downloadable from Vault: No.

XtremWars <for all gameversions> v1.6
Based on original version: XtremWars 1.0 FAF featured.
Author: asdrubaelvect
Features: Modifies or adds 54 buildings, 113 Units and 25 Experimentals to the game.
AI Support: Full AI Support.
Compatible with Gameversion: (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+
Not compatible with Mod: Experimentals Wars!
Downloadlink: XtremWars(AllGameVersions)-v1.6.rar
More info: https://forum.faforever.com/topic/363/
Downloadable from Vault: Yes.

greetings Uveso.

(Last Update: 23.Aug.2023)

Update: 22.Dec.2020

BlackOpsFAF-Unleashed (v19)

  • Unit UAA0310 Added VeteranMassMult = 0.5, to blueprint for propper veterancy calculation
  • Unit UAS0401 Added VeteranMassMult = 0.5, to blueprint for propper veterancy calculation
  • Unit BAA0309 Added TeleportDelay = 10, to blueprint to match FAF patch
  • Unit BSB4209 Added TeleportDelay = 10, to blueprint to match FAF patch

BlackOpsFAF-EXUnits (v19)

  • Unit EAL0301 Added TeleportDelay = 10, to blueprint to match FAF patch

Hi
links for Orbital Wars and XtremWars are broken.

Hello Krapougnak ,

links are validated, looks like the webhoster has some problems.
Just wait a day or two, or download the mods from the FAF client vault.

Update: 19.Jan.2021

XtremWars <for all gameversions> v1.4
Nuclear Repulsor Shields <for all gameversions> v21

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'.

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? 😃

@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

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.

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

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.

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.

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.

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.

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.rar

BlackOpsUnleashed V10
http://faforever.uveso.de/forum/BlackOpsUnleashed.rar

BlackOpsEXUnits V4.1 (BlackOps Special Weapons)
http://faforever.uveso.de/forum/BlackOpsEXUnits.rar

BlackopsSupport V6.2 (Global icon support mod)
http://faforever.uveso.de/forum/BlackopsSupport.rar

greetings, Uveso.

@Grimshad

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.

@uveso This worked great thanks!

Do you also have the black ops compatibility sub mod for gilbot that goes with this?

@Grimshad

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.

@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.

@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!