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    BlackOpsFAF-Unleashed only for FAF v24

    Scheduled Pinned Locked Moved Modding & Tools
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    • L Offline
      Levily2
      last edited by

      @Uveso Is this mod still up to date on the FAF client? I can't see a version number on there,

      And Lambda seems to be broken 😞

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      • UvesoU Offline
        Uveso
        last edited by

        @Levily2

        yes the Black Ops FAF version is the latest one.

        When you say Lambda is broken, what unit do you mean ?
        Is the lambda in the Black Ops ACU mod working ?

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        • L Offline
          Levily2
          last edited by

          @Uveso After some quick testing, it does seem to work? Sort of, an experimental lambda PD couldn't block a tech 1 Tank Hunter Mobile PD from UEF.

          And even the ACU or lambda bots don't do it consistently,

          the Lambda blocking only 1 shot out of 10 or so, and the ACU every third shot?

          But most importantly, it doesn't have any visuals, for none of them.

          I quickly tried to check in code what could be wrong, and in for example BSB0001_Script.lu, on line 8 it imports seraphimunits.lua, but that file didn't exist in my install

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          • I Offline
            iamscope
            last edited by

            Great work guys, love it!

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            • UvesoU Offline
              Uveso
              last edited by Uveso

              @Levily2

              well, i found the issue. Had to go back to october 2016.

              The Lambda defence was changed by icedreamer in 2016.
              First the Lambda was defending 100% of all projectiles.
              After the patch it only deflect 5-30% of the projectiles depending on the unit.

              This was the patch:
              https://github.com/aeoncleanse/Mods/commit/a13d536ecddbd24a697ee9d7732f634b69e9892f#diff-0e3f7a0c9511aade8883d320fb0ca2d44a6b5bb93c40afd86ead5503d6ba8546

              I checked the code for more errors, but the code itself is running as designed.
              So there is no error, it was a balance decision to reduce the reflect rate of the Lambda field.

              [edit]
              The file seraphimunits.lua can be found in:
              \Mods\BlackOpsFAF-ACUs\hook\lua\seraphimunits.lua
              and in the original game files in :
              SupCom\gamedata\lua\seraphimunits.lua
              (its packed inside the lua.scd file, rename the .SCD to .ZIP and you can unpack the archive)

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              • DDDXD Offline
                DDDX
                last edited by

                I use the Lambda field in my mod for my survival, and I can confirm that it does stop projectiles - albeit irregularly. Which would be consistent with a 5-30% chance to trigger.
                So that part works as it should i guess.

                No visuals though.

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                • L Offline
                  Levily2
                  last edited by

                  @Uveso Oh sweet, then sorry for the false report!

                  But yeah, i distinctly remember from back then that there were visuals for lambda?

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                  • UvesoU Offline
                    Uveso
                    last edited by

                    @Levily2

                    it wasn't a false report; compared to 2015, the Lambda has lost 95% effectiveness in some cases.
                    This was an absolute correct observation.

                    I'll take a look at the gfx later, although I'm not a graphics expert.

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                    • L Offline
                      Levily2
                      last edited by

                      Cool! You're the best πŸ™‚

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                      • DoompantsD Offline
                        Doompants
                        last edited by

                        I know BlackOps hasn't really been touched in a while, but we've noticed that a recent patch broke the Aeon T3 tactical missile launcher (Purifier).

                        The recent Game Update 3738 makes reference to "(#3946) Fix damage of child projectiles, such as Cybran tactical missiles after they split"

                        I'm assuming it's a related problem since the Purifiers use child projectiles too.

                        To Recreate:

                        Build Aeon Purifier in any game.
                        Fire purifier at enemy structures.
                        Purifier will strike and appear to explode, but no damage to structures.

                        Thanks in advance

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                        • JipJ Offline
                          Jip
                          last edited by

                          @Uveso to what repository can I make a pull request?

                          A work of art is never finished, merely abandoned

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                          • UvesoU Offline
                            Uveso
                            last edited by

                            you can use the git hub links from here:
                            https://forum.faforever.com/topic/364/updated-mods-for-faf-and-vanilla-steam

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                            • UvesoU Offline
                              Uveso
                              last edited by

                              v20 (21.Aug.2022)

                              • added missing translation tags in tooltip.lua
                              • added german translation (translation by John kobo)
                              • Unit bsl0310 (Lambda Equipped Assault Bot) Added StandUpright = true,
                              • Unit bsb2402 (Seraphim Quantum Rift Archway) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Experimental"
                              • Unit bab1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
                              • Unit beb4309 (Anti-Teleport Field Tower) Changed General.TechLevel from "RULEUTL_Advanced" to "RULEUTL_Secret"
                              • Unit bab2404 (Artemis Satelite Control) Changed General.TechLevel from "RULEUTL_Secret" to "RULEUTL_Experimental"
                              • Unit beb1302 (Hydrocarbon Power Plant) Changed General.TechLevel from "RULEUTL_Basic" to "RULEUTL_Secret"
                              • Unit brb5205 (Advanced Air Staging Facility) Fixed Display.Abilities.
                              • Unit bss0401 (Experimental Dreadnought) Changed Damage for weapon (Hu Strategic Missile Defense) from 30 to 30000.
                              • Unit bra0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 16,)
                              • Unit bsa0309 (Tech3 Air Transport) Added missing transport capacity variable (Class1Capacity = 32,)
                              • Unit bra0409 (Experimental Assault Transport) Added missing transport capacity variable (Class1Capacity = 20,)
                              • Unit baa0309 (T3 Air Transport) Added missing transport capacity variable (Class1Capacity = 24,)
                              • Unit bab2308 (Tactical Missile Launcher) fixed no damage on AMissileSerpentineProjectile
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                              • DoompantsD Offline
                                Doompants
                                last edited by Doompants

                                Hey, nice! Some of us still play BlackOps all the time, so thanks for the fixes. πŸ˜„

                                What do the changes to RULEUTL do anyways? Is that just UI stuff, or?

                                EDIT: NM. I found it in the wiki, thx.

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                                • UvesoU Offline
                                  Uveso
                                  last edited by

                                  @Doompants

                                  thanks a lot for your feedback and error report!

                                  I play Black Ops a lot but have never seen that the Aeon T3 Tactical Missile Launcher is doing no damage.
                                  Hopefully i fixed it right πŸ˜„

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                                  • DoompantsD Offline
                                    Doompants @Uveso
                                    last edited by

                                    @uveso OH I guarantee you you did. I blasted the hell out of our resident Aeon player who didn't expect it to be working. That'll teach them to read the forums. Lol.

                                    As a fun note, this getting fixed just in time to coincide with the TMD changes is interesting, because we always thought the Purifier was a little bit too hard to stop if you stacked multiples up and fired them together, but the TMD buff has made it a little more reasonable to stop multiple purifiers, so win/win.

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                                    • UvesoU Offline
                                      Uveso
                                      last edited by

                                      @Doompants

                                      thank you a lot for the nice and appreciated feedback πŸ˜„

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                                      • L Offline
                                        lt_hawkeye
                                        last edited by lt_hawkeye

                                        Always nice to check in once and a while and see this is still being played and somewhat maintained πŸ™‚

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                                        • K Offline
                                          Khannis
                                          last edited by

                                          Love this, about to give it a spin again! For me there's no better way of playing this game

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                                          • N Offline
                                            Nari
                                            last edited by

                                            Is it possible to modify the experimental build times to align with FAF balance? It’s a little jarring with the vastly different build times of the Black Ops exps vs FAF exps.

                                            Also attack drones on units don’t seem to be working.

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