I like your modded version.
Posts
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RE: Redesign of all HQ and support factories
@Saver
I had a quick run through of those two campaign missions you tested, and I had no problem my end. I didn't play the full missions yet, as initially, I wanted to see if they started first; which they did. Where as before, those two missions would crash while the mission was loading, before the cut away scenes started. So far, so good.... -
RE: Redesign of all HQ and support factories
Unfortunately, your latest version in the vault crashes the game in campaign mode. I only had a quick test on Black Day - twice using mod that crashed both times, and once using without mod, didn't crash. Almost there mate....
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RE: Redesign of all HQ and support factories
@Saver I noticed on your last "Savers Factory Rework" upload, that when a T1 Seraphim Naval Factory is built, you cannot upgrade it. Yet, it appears as a T2 Naval upgrade in a T1 Land Factory. I've tested it as the only mod running. A simple oversight I'm sure. Thanks for you work, good effort.
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RE: Redesign of all HQ and support factories
@Saver
Nice work mate; but you've hooked the T1 Air Factory at 4800 Health. It should be 4000. Seems odd that you go from a T1 Air factory at 4800, to upgrade to a T2 Air factory that is 4000 health. -
RE: 4DFAF Uploaded
@Resin_Smoker Hope you can sought out RL stuff mate. Glad to have you back.
@CDRMV Thanks for letting me know. Keep up the good work.
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RE: 4DFAF Uploaded
Hey @EbolaSoup. Resin was quite active in the FAF Mod community last year in 2024, but went MIA in August last year I think. He updated the 4DC Mod from 4thD Mod to be compatible with FAF. So his crazy worm is indeed available to use - as I have seen. I think all your units are there to. I particularly like the Flying Assault Walker (Kyhkyu Oss), as it is the only "transformer" unit ever created in any mod - as far as I'm aware; but I could be wrong. I for one would love to see more "transformer" units in SC FA. Maybe your could release your units in a small mod pack? Otherwise you can use his 4DFAF Mod which is downloadable in the FAF Client, to play the game.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
Thanks for the effort in doing this Saver. I'm with the other guys on #3
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RE: SUGGESTION: AEON T2 Shield Generator Fix
@Deribus said in SUGGESTION: AEON T2 Shield Generator Fix:
@ZetRoy said in SUGGESTION: AEON T2 Shield Generator Fix:
I do not see any excuses why the shield cannot be upgraded, maybe the developers did not have enough time to add this functionality or forgot.
As far as I remember the current state is "we agree to add it as long as someone makes the upgrade animation."
Nobody has made the upgrade animation.
While this is not what Hyperiox is suggesting, I will comment on this specific point people have mentioned: I have made this observation in another post almost 2 years ago; in that the BrewLan Mod by Balthazar has the option to upgrade the Aeon T2 shield to the T3, including the animation for the upgrade.
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
Yes, @Uveso has done a great job; but he has not been online on FAF since January this year. There are a few bugs that I have identified in other posts, but have not really been responded to. So fixing this bug and others would be much appreciated by the lovers of this mod.
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RE: 4DFAF Uploaded
How's the progress going? Its been a while since you were quite prolific on the forums. Looking forward to your next iteration.
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RE: 4DFAF Uploaded
@resin_smoker said in 4DFAF Uploaded:
I took a look at how or rather where the information of where the shields health info is coming from. Far as I can tell, this isn't being provided by the shield, but by the units blueprint. Being that our shield drone adds a P-shield to a unit there isn't a blueprint to be drawn from. Maybe there is some way to "hook" in a change for that. Unfortunately , UI modding is not my area of knowledge.
Well if there's one thing I've observed about you Resin, whether on your own, or with the aid of someone else, you always seem to figure things out

PS: Loving the custom Cybran cloak. I always thought that every faction should have its custom cloak. Now you can differentiate UEF and Cybran cloak. While not essential, to the aesthetic lovers amongst us, a treat. Might as well bring in what you can from DMS. Something different is always good.
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RE: 4DFAF Uploaded
@resin_smoker said in 4DFAF Uploaded:
Wait till you see bouncing and reflected projectiles.... Then there is the singularity artillery.
Now we're talkin!
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RE: 4DFAF Uploaded
To reiterate, no mods in use with yours. I only test a mod on its own.
- Regarding Sera T2 shield Drone: it does work on some units, when you first released it, it shielded every unit and building, including ACU; I see the logic in later versions only shields some; thus my confusion. Might be good to add shield health amount, as you can't tell how strong shield is.
- Regarding Aoen T2 Abolisher Beam Cannon Gunship: I assumed it was a manual toggle teleport. I see it does automatically mini teleport when attacked. Very nice I might add.
- Regarding Cybran T2 Termite Stealth Insectoid: Still moves motionless (I even deleted any old 4dc versions then installed v7) Very odd that it works for you. Are you using FAF default as I am? Just in case you are using FAF Beta, or FAF Dev as testing. Maybe someone else will have the same issue. Can't work out why it animates walking for you and not for me, despite the only mod being used for testing.
- Regarding Cybran vulcanizer: Yep, def add some detail for that.
Yep, that's why people like yourself created T4 Assault units to compensate for Fatboy weak health.
Overall, nice release. A few tweaks here and there. Love to see more "transformer" units. Fantastic idea mate.
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RE: 4DFAF Uploaded
Some minor bugs:
Seraphim:
- T2 Shield Drone no longer works.
Aeon:
- T2 Abolisher Beam Cannon Gunship seems to not have defensive teleportation option or ability (?)
- Predator Sniper Bot doesn't display any information in T2 Land Factory when hovering arrow over it.
Cybran:
- T2 Termite Stealth Insectoid doesn't move legs when walking.
- T4 Vulcanizer doesn't leave track marks. Also, if your order unit to move a second time, it takes about 15+ seconds for it to move. Also, what is the purpose of the "change rate of fire" toggle, other than to change the rate of fire?
UEF:
- T3 Harkon Assault Walker doesn't leave any footprints/track marks.
- Why does the T3 Little John Ultra Heavy Assault Tank and the T3 Harkon have more health/hit points than the T4 Exp Fatboy? Aren't T4 Experimentals always have to have the highest hit points/health?
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RE: 4DFAF Uploaded
@resin_smoker No worries Resin. I was gunna say that stealth and cloak for all but omni is good. If you have a look at the BrewLAN Mod, he has T1/T2/T3 mines that can go on land and submerse in water; and they are cloaked and stealthed to all but omni as well. If you see what he's done, It should help so you can adapt your mines the same so you see them as cloaked in FAF.
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RE: 4DFAF Uploaded
Finally, after all these years! Thanks Resin. Can confirm that all units work as intended to, with the exception of the T2 Naval mine not being able to surface or dive, as the toggle doesn't seem to work. I tested this with BlackOps and BrewLan mods. Loved the Balrog's magma canon explosion graphics. I forgot how "beautiful" it was. Great work, look forward to seeing the other units.
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RE: BlackOpsFAF-ACUs only for FAF v20
@Doompants Yeah, Overcharge was a conflict I resolved quickly, but hadn't mentioned here yet. There are a few other minor bugs apart from cloaking; but as this post has not been answered, I'm not sure if anybody is updating this and BlackOps Unleashed mods anymore. Cheers mate.