I did, but the description scared me off (it's different for me).
Apparently this is it, now I can see build power and such.
Thanks!
Best posts made by Szasz
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RE: tooltips like shield strength and shield+hp regen value are gone
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RE: visually glitched Land Factory
Incredible. The Air Factory looks like an actual finished model in comparison.
Latest posts made by Szasz
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RE: BlackOpsFAF Balance and Patch Mod 2026
Hey Doompants,
Did you touch artilleries in any way?
The mod '1.5x T2 Artillery Range, 75% cost' conflicts with yours resulting the game getting stuck during loading.
Yet that mod is a simple script changing only a few values dynamically:LOG('[Blueprints.lua Line number 1 inside mod is line '..debug.getinfo(1).currentline..'] after hooking blueprints.lua!') -- printig the real line number after hooking local OldModBlueprints = ModBlueprints function ModBlueprints(all_blueprints) OldModBlueprints(all_blueprints) for id,bp in all_blueprints.Unit do -- build Category Array for faster access like "Categories.LAND" or "Categories.EXPERIMENTAL" local Categories = {} for _, cat in bp.Categories do Categories[cat] = true end if Categories.TECH2 and Categories.STRUCTURE and Categories.ARTILLERY then if bp.Economy.BuildCostMass then bp.Economy.BuildCostMass = bp.Economy.BuildCostMass * 0.75 end if bp.Weapon then -- Loop over all Weapons for _,weapon in bp.Weapon do if weapon.MaxRadius then weapon.MaxRadius = weapon.MaxRadius * 1.75 end if weapon.MuzzleVelocity then weapon.MuzzleVelocity = weapon.MuzzleVelocity * 1.25 end if weapon.ProjectileLifetimeUsesMultiplier then weapon.ProjectileLifetimeUsesMultiplier = weapon.ProjectileLifetimeUsesMultiplier * 2 end end end end end end -
RE: BlackOpsFAF-ACUs only for FAF v20
@doompants I'm curious why don't you use FAF teleport. It's an interactive no-nonsense system that's easy to read and feels well balanced to me. Both with BlackOps or with your balance changes I cannot even tell how much more energy would be needed exactly to port.
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RE: BlackOpsFAF-Unleashed only for FAF v26
@Doompants It's my pleasure to clarify and I'm grateful for your work.
I've noticed that you changed UEF T4 Stellar Generator which is technically not an Unleashed unit.
If you plan to fix EXUnits, you might want to take a look at Seawolves. It seems the explosions of their torpedoes introduce lags, does not damage land or hovering units which they supposed to and can crash the sim.Crash logs revealed even more:
warning: Error running lua script: 0 damage specified.
[C]: in function `DamageArea'
.../exctorpeffectcontroller01_script.luaTorpedo script loops and leads to heap overcommit:
Heap: 448.0M / 428.2MHeap growth coincides exactly with this loop:
Error running lua script: 0 damage specified.
DamageArea()
exctorpeffectcontroller01_script.luaStill gotta check what unit exactly is
"FORMATION DEBUG: Unit ees0302 does not match any Naval categories."
but I'm gonna bet my ass it's the Seawolf. -
RE: BlackOpsFAF-Unleashed only for FAF v26
- FAF moved air staging platform (static building) from tier 2 to tier 1, but this structure is overshadowed by BlackOps' own T1 Air Staging Facility even at half capacity by being much much cheaper and smaller.
- false build UI stats for ED5 (only for engineers or commanders): 14000 shield value (resets to 16500 when built), 2000 structure hp (will be 500), empty description (every tier in vanilla uses an identical generic description)
- I had a hunch that the track marks texture bug is tied to vanilla and it just rears its head easier while modded. I have only weak observations here. For example it does not happen on White Fire and Winter Duel (maybe frozen maps in general?).
Do you plan to extend your fixes to BlackOps ACUs?
- team chat notifications are off for upgrades (e.g. starting T3 Engineering Upgrade displays T2 notification, starting Apocalyptic Engineering Upgrade displays T3 notification, weapon upgrades are silent)
- - one of the first Seraphim ACU engineering upgrades has a much lower build time (probably due to a typo)this I remembered wrong (LOUD related) - assisting a T2+ Mass Extractor with BlackOps ACUs do not place Storages around it but the UI suggests it will (there's a similar issue with field engineers so I'm aware that ideally it would be best if the engine handled the behaviour correctly)
- balance issue on combat engineering upgrades: On average, I think the combat engineering route could be the better choice only about 1 out of 100 times, but I always regret it. Resource route is too useful and gives enough hp regen as it is. They need to be more distinct. Aeon has a slight upper hand here by being unique. Sera combat engi effect is reproducable by a T2 restoration structure on land or by reworked SACUs anywhere. For the rest it's meaningless extra DPS that's detrimental to the health of own units.
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RE: visually glitched Land Factory
Okay, that makes sense. Thanks for the perspective.
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RE: visually glitched Land Factory
I understand that the platform is designed so vehicles can roll off easily.
What I meant is that there is no real platform but a flat, 2D ground texture and six grey cylinders resembling foundations. Those foundations should support the structure from below rather than sit on top, which suggests a rendering error. -
RE: visually glitched Land Factory
Incredible. The Air Factory looks like an actual finished model in comparison.
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visually glitched Land Factory
Why Aeon Land Factories (HQs too) look like a road-killed pancake with no respectable volume?

I thought some mod is causing this so I uninstalled all of them - but nothing changed.
Based on lighting conditions it can become much much worse and I find it very annoying.
Is it supposed to look like this? -
RE: BlackOpsFAF-Unleashed only for FAF v26
Hi all,
If the issues could be solved in this mod pack then it would be the best around overall.
Some I was able to solve, some are still causing trouble:
Broken Tempest, redundant air staging platforms - removing these entirely from the mod is as easy as it gets
Incorrect naming for T3 Air Transports - deleting "T3" or "Tech3" respectively from their descriptions corrects this
False stats shown on the UI for ED5 Shield Generator at the build menu - fixed an entry to no avail, must've missed something still
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Excessive amount of stretched mass point icons or hydrocarbon icons make up the skidmarks of the Fatboy and the Viper - I have no idea what's causing this
Any advice?
