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.
Posts made by Blackrobe
@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?
Thanks
@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.
@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.
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.
@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
@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.
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?
@macdeffy said in Redux Strategic Icons:
which size were you using? i thought i had made them all gold for non selected, and white for selected, but perhaps i only did that on the 1440 size. But let me know which size regular, 1080, or 1440 and clarify if you wanted the selected to be red, or the non selected icon to show red, or both. Can't swear i'll get it to it immediately, but i'll throw up a link when i do.
To reiterate, and make it easier to understand what I mean, I'm only using the default "Redux ACU Icons" from the Vault. As far as I can tell, you only have that version in the vault, and not listed above in a link. I was hoping to change from default white selected and unselected ACU icons, to red selected and unselected. Thanks
Sorry, I should have specified which of your mods I was using. I'm only using the default "Redux ACU Icons" from the Vault, as I'm trying different creator's mod icons that incorporate different mods. So the red outline is only applicable to ACU's, whether its selected or not. When you select any unit, the blue default FA corner selectors are highlighted anyhow The mod in particular only contains ACU icons anyhow. Thanks macdeffy
Hey macdeffy. I really like how you have created original and distinct icons for the Commanders. I was wondering, if it were possible to change the colour of the surrounding Commander icon corners from white to red? As this would look similar to the highlighted red surrounding the Commander icons in campaigns. I also sometimes think that I have selected the Commander when I haven't, due to the white surrounding corners. If white is still the preferred colour, then perhaps an alternative to have the red colour, or if others want other colours? Thanks
I've noticed that the BlackOpsFAF-Unleashed Mod is no longer compatible with the most recent BrewLAN mod version. Previous to this, they were always compatible.
I've noticed that when using the BrewLan Mod, all faction ACU's hit just over 300 HP damage when using overcharge to attack buildings, etc; as opposed to normally hitting 800 HP overcharge damage when mod is not used. Works as normal in other mods such as BlackOps. Have also mentioned this on BrewLAN webpage, and the author says he doesn't touch ACU's. I'm not running any other mods.
I've noticed that when you manually deactivate Shield Generators or mobile shields of any faction or tier level, that the blue shield bar underneath the green health bar in the UI, does not go down as it previously did. This can be confusing especially if you have zoomed in and the camera is under the shield bubble, for example. Or can be deceptive if shields are regenerating. I don't recall this ever being a problem, and the blue shield health bar would always be off and no health points would show if deactivated. No mods running for test purposes. Same results in FAF Dev and general game type.
Why is it that every faction, except Aeon, can upgrade their shield buildings from T2 to T3? It is annoying that I have to destroy the Aeon T2 shield and build over it with a T3. Is this an original base game oversight from game dev's? Or is it on purpose? Has a FAF patch been considered to change this? I know the BrewLan mod addresses the issue. What do other's think, leave it as is, or change?
No worries. Better late than never Jip. I've posted the issue in github. Thanks for following this up, I appreciate that.
Mate, I wasn't aware of the process, so I'm not sure how to do that; however, If you give me an idea how to, and where to, I will give it a go.
That's good to know regarding co-op campaigns receiving a patch when the game is patched. As currently, the the unit count/cap and player resource count are not working in the campaign scoreboard.
The unit count and player resource count are not working in the campaign scoreboard during FA and SC campaigns. The clock timer works though. The scoreboard does work in skirmish. I'm not running any mods, after a fresh install of SC, FA and FAF. Bug perhaps?