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.
Posts made by Blackrobe
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RE: Let 's fix a bug in BlackOpsFAF-Unleashed
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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.
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RE: BlackOpsFAF-ACUs only for FAF v20
@Jip
Just wondering if @Uveso is still maintaining this and the other mods? As he has not been online for about 4 months now. All ACU's can no longer fire overcharge, and the Cybran and Seraphim ACU's cloaking still doesn't' work.
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RE: BlackOpsFAF-ACUs only for FAF v20
No worries @Uveso. Thanks for your response, just an acknowledgement is always appreciated. I'm delighted to hear that this Mod and the BlackOps Unleashed Mod will be fixed.
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RE: BlackOpsFAF-ACUs only for FAF v20
@blackrobe said in BlackOpsFAF-ACUs only for FAF v19:
@Uveso
Hey Uveso,I've noticed that the Cybran ACU doesnt't show cloak, and the Seraphim ACU doesn't show Phasic cloaking.
I've also noticed that only the UEF ACU shows the Overcharge splash damage target ring when wanting to fire. All other Faction ACU's show the original small target firing option.
Using FAF default game and not using any other Mods.
As there has been no response to this post for over a month, is there anybody else who is working on this Mod, or should I report this issue elsewhere?
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RE: BlackOpsFAF-ACUs only for FAF v20
@Uveso
Hey Uveso,I've noticed that the Cybran ACU doesnt't show cloak, and the Seraphim ACU doesn't show Phasic cloaking.
I've also noticed that only the UEF ACU shows the Overcharge splash damage target ring when wanting to fire. All other Faction ACU's show the original small target firing option.
Using FAF default game and not using any other Mods.
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RE: Add upgrade t2 shields for aeon
@Tagada
The BrewLan Mod by Balthazar has the option to upgrade the Aeon T2 shield to the T3, including the animation for the upgrade. I'd love to see the T2 upgrade to T3 integrated into FAF, provided he's ok with it. -
RE: 4z0t's ScoreBoard
Great Mod. While I see that random AI players are shown in the scoreboard in the Campaign, Is it possible to have the Default AI controlled factions in the Campaign be visible? For example, it would be great to have Rhiza, Fletcher, Order, and the Seraphim Factions be visible in the FA Mission 6 Scoreboard (as well as every other mission - whoever the default AI faction is), so you could give units to allies for example, or see allies and enemies stats like you can for ally AI a player chooses to have assist in campaign or skirmish.
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RE: Shared Units in Campaign
@jip said in Shared Units in Campaign:
Do you have a link to the mod @Blackrobe ?
Yes @jip, here's the link:
http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/This is a list of all Supreme Commander / Forged Alliance mods created during GPGnet days. I just checked, the AI Ally Control Mod is amongst them and still downloadable. And this mod DOES allow you to give units and buildings to AI in both skirmish and Campaign. I've been using it for years. You might find a lot of ideas amongst them that has been lost in time, and perhaps can be adapted.
Go nuts mate -
RE: Shared Units in Campaign
@speed2 said in Shared Units in Campaign:
You were always able to give units to other players in coop campaign, through the diplomacy menu. And it still works.
I've never been able to give units through diplomacy screen in coop campaign, unless I had the Al Ally control mod activated. Unless I'm missing something? I go into the diplomacy screen, and the only option if have is to turn resource sharing off and on. To further add, I'm referring to giving units to AI controlled players.
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Shared Units in Campaign
While it is possible to share units in Skirmish mode, it is not possible in Campaign mode. There was a mod that allowed this called "AI Ally Control" by duncane, which has been around for many years. The mod allowed you to access the diplomacy screen and give units from there. As of the last major patch, this mod no longer works. Would it be possible to allow units to be shared in Campaigns by integrating that mod, or via another way that s already a similar feature in skirmish?