Updated Mods for FAF and Vanilla Steam
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@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?
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@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.
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People on FaF Launcher XTreme Wars page says that the mod it's half broken, is that true ?
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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
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@Uveso - can you (or someone else) explain what effect the 'DesiredShooterCap' fixes have on gameplay?
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@Doompants You can read more about it on GitHub, see also #3893 and #5518.
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Thank you, Jip, I wouldn't have been able to explain it like that.
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Perfect. Thanks Jip!
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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
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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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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.