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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Updated Mods for FAF and Vanilla Steam

    Scheduled Pinned Locked Moved Modding & Tools
    51 Posts 17 Posters 14.9k Views 1 Watching
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    • Z Offline
      zhanghm18
      last edited by

      @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 Offline
        Morgul
        last edited by

        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
        • UvesoU Offline
          Uveso
          last edited by

          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
          • DoompantsD Offline
            Doompants
            last edited by

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

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            • JipJ Offline
              Jip
              last edited by

              @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
              • UvesoU Offline
                Uveso
                last edited by

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

                1 Reply Last reply Reply Quote 1
                • DoompantsD Offline
                  Doompants
                  last edited by

                  Perfect. Thanks Jip!

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                  • UvesoU Offline
                    Uveso
                    last edited by

                    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
                    • UvesoU Offline
                      Uveso
                      last edited by

                      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
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                      • UvesoU Offline
                        Uveso
                        last edited by

                        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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