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    BlackOpsFAF-Unleashed only for FAF v24

    Scheduled Pinned Locked Moved Modding & Tools
    133 Posts 25 Posters 16.3k Views 1 Watching
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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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              • F Offline
                fkdlao
                last edited by

                steam game no??

                BlackOps 6.0

                UEF T4 Dreadnought - Conquest Class ATTACK no <---- Bug Fix Request

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                • UvesoU Offline
                  Uveso
                  last edited by

                  @Nari ,

                  hello and thanks for your feedback!
                  Yes, its possible to change the buildtime for experimentals.

                  I am short in time, but you could write down the experimentals that need to change with
                  the new buildtime you think that will match FAF.

                  Also what drones on what unit are not working ?

                  @fkdlao

                  I am sorry, but this is a FAF only version of Black Ops.
                  No support for Steam or BlackOps 6.0

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                  • DoompantsD Offline
                    Doompants
                    last edited by

                    Hey @Uveso .. Got another one. πŸ˜„ Something has recently broken BlackOps teleporting units. Most notably the T3 Aeon transports and the T3 Harassment bots. (ACU and SACU teleport still works).

                    Not sure if this was the recent FAF UI changes because the teleport button is there, but pressing it for these units now does nothing. The T3 Transport has a 5000 energy cost requirement. If that is not met the 'insufficient energy' error message appears, but if it IS met, the transport does nothing and defaults to finding a spot to land.

                    Replay doesn't really show anything, but I can make one if you want. Easy to replicate if you just cheat in a couple of each unit. Thx Sir!

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                    • JipJ Offline
                      Jip
                      last edited by Jip

                      We added some conditions to teleportation to prevent glitches:

                      • https://github.com/FAForever/fa/pull/4262

                      Those likely broke* the mod.

                      A work of art is never finished, merely abandoned

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                      • DoompantsD Offline
                        Doompants
                        last edited by Doompants

                        Hey @Uveso . Hate me yet? lol

                        I don't know if this is under BlackOps or BlackOps ACU... But years ago there was a problem with Cybran ACU that the maser wouldn't function properly if the ACU got in a transport. That has since been fixed in Vanilla FAF (tested to make sure it wasn't reintroduced)

                        With BlackOps, that bug is still present. If the Cybran ACU teleports, it works fine. If they enter a transport, then when they land, it fires erratically, often not firing at all for long periods of time.

                        Let me know if I can provide a replay, but it's pretty easy to recreate also.

                        [edit] made a quick cheating replay with ping notations:
                        https://replay.faforever.com/19035328

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                        • UvesoU Offline
                          Uveso @Doompants
                          last edited by

                          @doompants

                          why should i hate my best reporter for bugs??? πŸ˜‰

                          As always thanks for your report, and i will write this down to my ToDo list.
                          Since this has been fixed in the FAF game, it should be easy to fix in Black Ops as well.

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                          • DoompantsD Offline
                            Doompants @Uveso
                            last edited by

                            @uveso

                            Well while you're penciling that 'to do' list.. πŸ˜‰

                            If FAF is nerfing experimental crash damage in an upcoming patch, am I right in predicting any flying experimentals that BlackOps doesn't touch (ie Soulripper, Ahwassa) will get the nerf, but ones that are modified (ie Czar) and BlackOps units (like the UEF Flying Fortress) will stay with high damage because of how mod blueprints overwrite?

                            If it helps to have a list, here's the ones I would think need to be updated when those values get patched:

                            Czar (maybe: I don't know if crash damage is in the modded BlackOps Czar blueprint)
                            Artemis Satellite (Aeon)
                            Citadel (UEF)
                            Gargantuan (Cybran)

                            πŸ‘

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                            • UvesoU Offline
                              Uveso
                              last edited by Uveso

                              Well, I calculate air crash damage using a fixed formula for all units in mods.

                              Let's see how random these FAF changes are or if they use some mathematical calculation for all units.

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                              • JipJ Offline
                                Jip
                                last edited by

                                They are blueprint changes to individual units.

                                A work of art is never finished, merely abandoned

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                                • DoompantsD Offline
                                  Doompants @Uveso
                                  last edited by

                                  @uveso

                                  Did some testing to see what crash values are coming up with BlackOps (plus ACUs and EXunits) all turned on. TL;DR even some units I thought would pick up the patched values are not doing so. Only the Soulripper is doing the patched value.

                                  Soulripper - 5000 dmg (correct)
                                  Ahwassa - 8000 dmg (should be 7000)
                                  Czar - Doing over 16000 dmg!! (should be 7000)

                                  BlackOps units:
                                  Citadel (UEF) - Doing 10,880 (Should probably be 7000)
                                  Gargantuan (Cybran) 8000 Dmg. (Should probably be 7000)
                                  Artemis Satellite (Aeon) - ~8000 +- 1000 (Should probably be 7000)

                                  Sorry..I'm a newb, so I'm poking through blueprints and stuff in the hook folders, but I'm not seeing anywhere where those dmg numbers are listed.

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                                  • UvesoU Offline
                                    Uveso
                                    last edited by

                                    @Doompants

                                    i don't see where black ops is changing the aircrash damage of Ahwassa or Czar.

                                    the citadel has 10880 damage based on the mass spent for building the unit. (48960 / 4.5 = 10880)
                                    my formula for the calculation is:

                                    Damage = math.round(uBP.Economy.BuildCostMass / 4.5)
                                    DamageRadius = uBP.SelectionSizeX + uBP.SelectionSizeZ) / 2
                                    

                                    Of course I can also use your numbers.
                                    (do you mind to share you formula for me so i can calculate all units with it ?)

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                                    • DoompantsD Offline
                                      Doompants @Uveso
                                      last edited by

                                      @uveso

                                      So my SUPER scientific method was to spawn a series of T3 Land HQ (16000 HP) and use ctrl-k to drop things on them. Lol.

                                      I don't know what has changed the Ahwassa either, but it very reliably reduced a 16000 hp factory to 8000 hp. Likewise, a 10000hp SACU portal would be left with 2000hp. I don't know much about blueprints, but I couldn't find anything from poking around in the hooks either, which is where I thought it would be, right? And I don't use any other Sim Mods that would touch any units, let alone the Ahwassa, so I don't know why it's doing 8000 instead of 7000.

                                      Czar is the real concern though. It was killing a 16000hp Factory dead, so it's doing more than twice the 7000 damage it's supposed to be doing. I couldn't find air crash damage for it either tho.

                                      As for what numbers to update the other BlackOps Units to -- If the balance team sees fit to reduce the Ahwassa and Czar to 7000 damage, I just figured using 7000 as the maximum for other large flying experimentals like the Citadel and the Gargantuan made sense. I don't have a fancy formula, except to bring them in line with the others.

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                                      • DoompantsD Offline
                                        Doompants @Uveso
                                        last edited by

                                        @uveso

                                        Ok, hold on... I'm testing a vanilla game and the Ahwassa is doing 8000 damage, not 7000, so maybe this isn't a BlackOps issue.

                                        @Jip ? Is it possible there's an error in the patch notes, or the damage the Ahwassa got changed to?

                                        1f238bf0-5131-4e9f-9ac5-3f9adeeb9e8b-image.png

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                                        • RoweyR Offline
                                          Rowey
                                          last edited by Rowey

                                          @Doompants all air experiments crash damage was nerfed in the latest balance patch. Of Thier is a typo in patch notes le me known and I'll check them tomorrow

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

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                                          • DoompantsD Offline
                                            Doompants @Rowey
                                            last edited by

                                            @rowey

                                            Thx, yes I know about the crash damage nerf. That's what we're trying to troubleshoot for the BlackOps mod.

                                            But patch notes say the Ahwassa is supposed to do 7000 damage, and as you can see from my screenshot it's been doing 8000 hitting that factory (also tested with Quantum portals). Maybe I'm missing something else about crash damage, but this is happening both with BlackOps on, and with Vanilla (BlackOps off).

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