@zbc Thanks for the test. I will try the latest version from github. The blackops I use are downloaded from FAF vault, maybe that's the cause of the problem.
In addition, if you are interested in, I found that several small bug about totalmayhem posted on https://github.com/FAForever/fa-total-mayhem/issues.
Posts made by zhanghm18
@zbc Thank you very much for your work, and there is another bug about totalmayhem that I reported before, if you are interested
Re: Total Mayhem 1.37 for all game versionsReferencing a bug reported earlier in discord regarding the building animation of two aeon units (BROT3BT and BROT3BT2,) :
https://discord.com/channels/197033481883222026/1213509460207869953
@zbc 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.
@zhanghm18 said in M28AI Devlog (v120):
@maudlin27 I think that's the reason for the problem. The experimental shield in the MOD is larger than the normal shield SIZE. This resulted in M28 not building them.
It should be noted that I remember that the M28 built these larger experimental shields in previous versions. But the problem started with some recent version (sorry, I'm not sure which one).
@maudlin27 hi, I would like to ask if the construction of the larger experimental shield will be solved?
@maudlin27 I think that's the reason for the problem. The experimental shield in the MOD is larger than the normal shield SIZE. This resulted in M28 not building them.
It should be noted that I remember that the M28 built these larger experimental shields in previous versions. But the problem started with some recent version (sorry, I'm not sure which one).
@maudlin27 Tried it out and the new option is very good! I saw a lot of mod units that had never been built before on the M28.More AI options are a really good idea. We can restrict more of the AI's behavior based on how we like to play the game, which is fun!
But the V119 seems to break cybran's experimental shield logic. cybran doesn't seem to be building experimental shields at all now.
Maybe have the AI build an experimental shield for every five normal shields built (at high resources). Maybe this will ensure that the experimental shield doesn't go unnoticed by the AI?
But I do see AI building some experimental buildings in mods (such as experimental power Generators)
In addition, I found that the AI still seemed to build engineers repeatedly and self-destruct (in the case of high unit cap occupation, but the enemy's long-range artillery destroyed the AI's shield), it seemed that the AI wanted to build more engineers to replenish the shield on the one hand, and wanted the self-destruct engineer to save the unit cap on the other hand
@maudlin27 Thank you! I'll try the latest version later
@obituarypizza The first method: In your faf client /reply section, you can search for your own reply according to your account name.
Second way: You can find the reply folder in the options at the top left corner of the FAF client. You can look in the folder according to the time when the reply was created
Third method: Every time the game crashes, the client will pop up a window to record the game log. If you open this log file and search for "ID", you will find a text that reads "reply ID".
@jip That sounds like a depressing situation.
But if faf continues to update and improve, perhaps more new mod creators will join in, creating more compatible ui mods, or improving old ui mods to make them compatible with new games.
@zbc Great. I'm looking forward to your work
@maudlin27 I guess the problem is that AI's population has always been close to cap in the case of high resource overflow. And I find a lot of times AI is obsessed with building a lot of ASFs and gunships (high cheat multipliers). Maybe that would make it easier for him to win? But in the case of extremely high resource overflows, I still expect him to build a variety of units.
And I tried the latest version, and I felt that the AI's unit diversity was not even as good as the previous version. AI is now obsessed with building specific 1-2 mod T3 units instead of building diverse T3 units by tag like before.
It would be nice if you could set up a simpler, more random unit selection logic for high cheat multipliers (e.g., cheats over 4X)
@ZBC Thank you very much! The tail flame of a nuclear bomb is amazing. However, some effects are exaggerated (such as overly coarse and large explosion maps when buildings explode, and some overly exaggerated tml smoke effects), and some effects (such as smoke, fire) are still best used by the steam original. Are there plans to continue optimizing and updating this mod? Visual improvements are always exciting
@maudlin27 hi, I was wondering if the changes to the loud part will affect FAF's mod? Some mod units are weak, but I still want to see them in the game.
Also, when playing faf's high cheat multiplier, I found that the M28 hardly builds land T3. Basically, only a large number of ASF and experimental are built. Although I like to see a variety of experimental products, can M28 also make full use of the land factory in the case of high resource overflow? For example, if the resource overflow of M28 is high, can all these idle LAND factories build a large number of diversified T3 land, and directly set the production assembly point at the enemy base?
@jip I didn't change the Settings. This problem cropped up some time ago (a few months ago). It's just that when I ran into this problem before, I could have successfully built a game if I had tried a few more times. But recently the problem has become more frequent. I'll check the driver, see if there's an update
@mostlostnoob I added the antivirus whitelist, but this problem still occurs. When I run the debuger, the game can be created; But when I don't run the debuger, the game still crashes at creation. This is loggame_22825688.log game_22825687.log
The following one is the log of running the debugger, which can normally create the game into the hall.game_22825681.log
When this problem occurs, even if I use the exe to enter the game directly, it will still crash.
@mostlostnoob I haven't run it in administrator mode. But I used to whitelist clients in antivirus software
@mostlostnoob said in The game crashed while creating the game:
"Get the latest version of the debugger"
Found a strange problem. If I check "Get the latest version of the debugger", the game never crashes when created. If I don't check "Get the latest version of the debugger", it's easy to crash. Does this mean something is wrong with the setup of my client? Or do I always have to check "Get the latest version of the debugger" for future games?
@mostlostnoob Thanks for your reply. I'll do what you say. But I've tried disabling all mods before and it didn't work. I will try to delete some files like you said.
I've had a lot of crashes recently when creating games with client, either DEV or release. The specific performance is: after I create the game FA will start, but before the game lobby interface is displayed, there will be a black screen, only the mouse (the system mouse, not the game mouse), and then the client will display the game crash please check the log message.
Every time this happens, I can fix it by restarting my computer. But this problem is still annoying, so here's my log.game_22792274.log game_22792241.log game_22792239.log game_22792340.log game_22792333.log game_22792330.log game_22792328.log game_22792277.log