FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    BlackOpsFAF-Unleashed only for FAF v24

    Scheduled Pinned Locked Moved Modding & Tools
    133 Posts 25 Posters 16.3k Views 1 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • UvesoU Offline
      Uveso
      last edited by Uveso

      @MrPhalanx

      i checked unit EES0301 Seawolf (UEF Advanced Tactical Submarine)
      and it looks to me normal.

      Can you do me a favor and check the unit with only BlackOpsFAF-EXUnits enabled?
      Maybe another mod is interfering here.

      In case of the BrewLAN unit you need to ask Balthazar.


      @MostLostNoob
      lol, i wish i read your post first 😄
      Perfect answer, thanks !

      M 1 Reply Last reply Reply Quote 0
      • M Offline
        MrPhalanx @Uveso
        last edited by

        @uveso Thank you Uveso for your quick answer, well the problem was in my side, because just ONE (actually totally useless) MOD messed up the whole stuff ,but thankfully I found it and removed, now everything works properly. Actually i like to tinker a bit inside the Lua files, but I'm even worse than a rookie, so i only doing it for myself X)

        Anyway regards: Mr. P.

        1 Reply Last reply Reply Quote 0
        • M Offline
          MrPhalanx
          last edited by

          And also just one question. Who manage the Extreme/Xtreme Wars MOD? Because for me that's also a staple MOD, but now it seems a little broken, as I noticed, a few units not working well, I think mostly Cybran ones (I always play with UEF, but the CPU Cybrans still using a few units what not working properly...). Even a few other users wrote down the same problem in the MODS review tab...

          MostLostNoobM 1 Reply Last reply Reply Quote 0
          • MostLostNoobM Offline
            MostLostNoob @MrPhalanx
            last edited by

            @mrphalanx said in BlackOpsFAF-Unleashed only for FAF v24:

            And also just one question. Who manage the Extreme/Xtreme Wars MOD? Because for me that's also a staple MOD, but now it seems a little broken, as I noticed, a few units not working well, I think mostly Cybran ones (I always play with UEF, but the CPU Cybrans still using a few units what not working properly...). Even a few other users wrote down the same problem in the MODS review tab...

            These are the Mods that Uveso is so graciously maintaining to keep working with the updates to FAF:

            https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

            A link to the appropriate forum thread for each mod is included in the first post.

            For any other mods, please use the search feature to find the appropriate thread.

            1 Reply Last reply Reply Quote 1
            • DoompantsD Offline
              Doompants
              last edited by

              Hello friends!

              We've been back playing Blackops after some time, and while it appears the last few patches have been kind to it, we have found one thing that has broken at some point -- Torpedoes do not seem to be hitting several UEF oceanic BlackOps-only units.

              The two we've found are:

              BES 0402 - UEF Dreadnought
              EEB 0402 - UEF Philadelphia Stellar Generator (when built on water, obv.)

              As you can see in the attach, torpedos from all manner of naval ships do not seem to hit either of these units, and just circle around. VERY rarely, a torpedo will land, but we're talking 8 minutes of heavy concentrated fire to finally take down the dreadnought.

              I'm not sure which patch may have broken it, but it will be one of the more recent ones. This was not a problem the last time we were actively playing BlackOps.

              Also food for thought -- The other UEF BlackOps boats are not affected (EES0302 - Knox Escort boat) and neither is the other BlackOps wter-buildable structure (BEB5205 T3 advanced Air Staging).

              Thanks in advance, as always.
              @Uveso, @Jip

              dc7a711c-511e-4a7a-86ff-6a93b4696542-image.png

              1 Reply Last reply Reply Quote 0
              • DoompantsD Offline
                Doompants
                last edited by

                I should have also added, the Cybran and Seraphim BlackOps Dreadnought experimentals (and the BlackOps rework of the Aeon Tempest) all take torpedo fire normally (which is to say they have some torpedo defense but get easily overwhelmed with heavy fire, whereas the UEF Dreadnought has no torp defense.)

                1 Reply Last reply Reply Quote 0
                • DoompantsD Offline
                  Doompants
                  last edited by

                  Just a bump a month later to see if anyone knows if this is something that can be fixed.. If Uveso is not active, even if you can give me an idea if there is something that can be added to the BlackOps blueprints.. We already play with a balance patch for BlackOps Teleports that I cobbled together by changing values, I'm sure I could add the fix to that patch if I knew what to add.

                  Sorry. I'm an ADHD monkey with absolute zero brain for programming. 😄

                  RoweyR 1 Reply Last reply Reply Quote 0
                  • RoweyR Offline
                    Rowey @Doompants
                    last edited by

                    @doompants only people with the rights can update mods unless the mod has the a license that allows it to be modified which black ops dose not have

                    "The needs of the many outweigh the needs of the few" - Spock

                    DoompantsD 1 Reply Last reply Reply Quote 0
                    • DoompantsD Offline
                      Doompants @Rowey
                      last edited by

                      @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

                      I'm asking as someone who has just enough knowledge of how these files work to be dangerous. lol.

                      JipJ 1 Reply Last reply Reply Quote 0
                      • JipJ Offline
                        Jip @Doompants
                        last edited by

                        @doompants said in BlackOpsFAF-Unleashed only for FAF v24:

                        @rowey Oh yeah I wouldn't touch the BlackOps mods themselves but couldn't you have an additional 'patch/balance' mod that also runs just to fix the problem if it's something in the blueprint? Or is that also no bueno?

                        That's fine.

                        A work of art is never finished, merely abandoned

                        1 Reply Last reply Reply Quote 0
                        • First post
                          Last post