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 PostPosted: 20 Mar, 2012 
 

Joined: 22 Feb, 2007
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I'm not sure if this is a bug, but I saw this in my last log file:

warning: Error running OnImpact script in Entity /mods/blackopsunleashed/projectiles/sgunshipcannon01/sgunshipcannon01_proj.bp at 50809700: 0 damage specified.
stack traceback:
[C]: in function `Damage'
...ectiles\sgunshipcannon01\sgunshipcannon01_script.lua(17): in function <...ectiles\sgunshipcannon01\sgunshipcannon01_script.lua:13>

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 PostPosted: 20 Mar, 2012 
 
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looks like something going on with the Seraphim t3 gunship shield disruptor weapon, i've seen it happen very rarely before, thought i had managed to fix it, i'll have to check it again, thanks.

ps next time use something like pastebin.com, or at the very least use the [code] tags for neatness

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 PostPosted: 21 Mar, 2012 
 

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In every game Ive played against Aeon in blackops the T3 tac missiles wipe out my base like a strat missile without giving me any time to react.

i think they're imba, but maybe there is a way to counter more effectively?


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 PostPosted: 21 Mar, 2012 
 
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more TMD.


only takes about 3 to stop the missile.

i've already lowered the Hp of the missile a lot, any weaker and the thing is basically useless and pointless to make. it really isn't all that hard to stop...

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 PostPosted: 21 Mar, 2012 
 
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Lt_hawkeye wrote:
more TMD.


only takes about 3 to stop the missile.

i've already lowered the Hp of the missile a lot, any weaker and the thing is basically useless and pointless to make. it really isn't all that hard to stop...

Also scouting, once you know where it is it's much easier to build TMDs in the right locations.

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 PostPosted: 22 Mar, 2012 
 
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best type of practice for that is 4 v 1 cheating turtle AI's, make them all Aeon... HAVE FUN :D :twisted:

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 PostPosted: 22 Mar, 2012 
 
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Or get Sorian cheating AI and set it to Aeon Adaptive...

I heard you like Tactical Missiles? :shock:

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 PostPosted: 22 Mar, 2012 
 
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i've found the Turtle AI to use the MIRV a lot more than an Adaptive AI(along with the regular tac missiles....).

I swear the AI plans attacks, on a test game i had (4v1 cheating turtles 1 of each faction on Setons lite) the AI attack and sniped the 2 SMDs that were protecting one of my eco farms JUST as i heard the STRATEGIC LAUNCH DETECTED, as you may have guessed the missile leveled that one farm. at other points i had to contend with battleships sniping my TMDs only to get showered by the aeon AI and MIRVs, not to mention the Inquisitor that loved to attack from the water(its tall enough to stick right out).

so yea, AIs are evil..

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 PostPosted: 22 Mar, 2012 
 
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4 AIs ?! I hope those aren't sorians! My friend and I can barely manage to kill one cheating sorian. I did realize something though, the more mods you have, aka. Black Ops, 4th Dimension, etc. The better the AI gets. I have a screenshot of 7 fatboys attacking from the front, while 4 more attack from the back, and there's just tacs everywhere and soul rippers flowing in. I have noticed though, the ais never seem to build some units. I have never seen a citadel built, or an inquisitor, they prefer fatboys, goliaths, and czars...

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 PostPosted: 23 Mar, 2012 
 

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hey guys is your purifier broked? aeon bab2308 t3 tac missile launcher?

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 PostPosted: 23 Mar, 2012 
 
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Domino wrote:
hey guys is your purifier broked? aeon bab2308 t3 tac missile launcher?

Unless your seeing something different than the other people above commenting on it then its working as intended. :)


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 PostPosted: 23 Mar, 2012 
 

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nah its not broked, i just figired out why i cant fire it..
its min range is 100, i was targeting close enemies..

sorry, although that range seems a little long to me seeing as this is a manual fire weapon.

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 PostPosted: 23 Mar, 2012 
 
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huh, not really sure why i added such a large min range to it, spose i could lower it down a bit if need be.

I never really considered that it might be used for some close range defense lol, considering the large AOE that it has it might turn out to be very good at defending bases from clumps of units(although with proper aiming you can decimate an army with it from far away so dunno)

let me know what people think about lowering the minimum range on the T3 Aeon TML

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 PostPosted: 23 Mar, 2012 
 
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Something THAT powerful ought to have some weaknesses.
-I honestly thought the big minimum range was deliberate, to make it great offensively but no use if the other guy already has an army knocking on the gates.

... So... Nah, keep it as is; great siege unit, lacking it close-in.

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 PostPosted: 24 Mar, 2012 
 

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Hi guys, this is the best mod for FA (it got a few of my friends back playing it) have spent many many many hours playing.

Just a question though, everyone has gravitated to playing uef because the sky fortress is basically unstoppable, it will take out donuts and experimental transports and then junk bomb and take out your frontline defense, is there anything in the game to combat it or is it THE game ender that is seems to be.

Keep up the great work though, and i hope to see more updates (and compatability with wyvern pack would be awesome)


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 PostPosted: 24 Mar, 2012 
 
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kiralon wrote:
Just a question though, everyone has gravitated to playing uef because the sky fortress is basically unstoppable, it will take out donuts and experimental transports and then junk bomb and take out your frontline defense, is there anything in the game to combat it or is it THE game ender that is seems to be.

Mass ASF, and by Mass, I mean over 100, all attacking at the same time, I know Hawk did some testing in reagards to killing the Citadel with ASFs, and while I forget the exact number, fact is that enough ASFs will Kill a citadel, you can also try mixing in things like T3 Mobile AA as well to help out. Much like the Basilisk, you can't just send in small groups, gotta hit hard and fast.

kiralon wrote:
Keep up the great work though, and i hope to see more updates (and compatability with wyvern pack would be awesome)

Won't be too much left for Updates for Unleashed, it's pretty much complete as is, and we'll just be updating some older units and such, but we are getting some new stuff into Special Weapons and hopefully we'll spend some time working on SCUs for Advanced Command Units as well(no promises)

As far as compatibility goes, we are likely to be the most compatible Unit pack out there, With Exavier on the BlackOps team we were always able to nip any issues either before they got released or soon after.

What kind of issues are you encountering? Chances are they stem from the WBP to be honest.

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 PostPosted: 24 Mar, 2012 
 
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That and no offense to Brandon but he has killed and restarted his projects so often that we never know what he has as an "active" project. Makes it hard to determine what to test against lol

Either way like Knight asked, what issue are you having? We haven't had any compatability issues reported from that direction in a long time.


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 PostPosted: 25 Mar, 2012 
 

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I find that the sky fortress is easily killable if you spam T3 aircraft at it. Although the best way to kill it is to ensure the enemy don't build one. I do agree that it is just a lil bit too overpowered. But it's not invincible, and that OP can be overcome when dealing with one.


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 PostPosted: 25 Mar, 2012 
 

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aha, we have most given up on asf's because we tend to fly the citadels around in groups and then you need generally over the games limit to shoot em down, i can stop 3-4 of pretty much everything else gc's balrogs etc and given that we just thought the citadels a bit op cause 3-4 will break into anyones base normally. However we are having a bit better succes with tac missiles. I did try asf's but 5 sky fortresses will kill 400 aeon asf's and have enough for leftovers, and asf build time is 1:15 and the sky fortress is 5:00, its hard to build enough in time. We find that 1 citadel is ok 50 asf's will kill it, but if you have 5 citadels in one place 400 asf's wont kill them, (but we get the citadels up before someone has a chance to build 400 asf's anyway) so the tactic is to build 4 or 5 citadels and 30 bombers send in the citadels to kill the fighters and absorb the air defense and sniper bomb the commander, the air fortress will usually fall out of the sky on your shields air defense and power and the the commander gets bombed. Would it be possible to get instructions on how to change the citadels hp back down to say 30k and its build time to 10min. filename to edit would be good, i have quickly googled it but methinks it will be quicker to ask the source :).

Its a pity about wyvern, that is the issue - the mechs in it look pretty good.

anyway thanks for the responses

Kiralon


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 PostPosted: 25 Mar, 2012 
 
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kiralon wrote:
I did try asf's but 5 sky fortresses will kill 400 aeon asf's and have enough for leftovers

To be frank, I have a really hard time believing this, with 80 per citadel they should have been able to shoot them down really....and....

kiralon wrote:
so the tactic is to build 4 or 5 citadels and 30 bombers send in the citadels to kill the fighters and absorb the air defense and sniper bomb the commander, the air fortress will usually fall out of the sky on your shields air defense and power and the the commander gets bombed.

Honestly, you shouldn't be letting them get that far ahead, cause really, thats not the kind of thing that just happens quickly, scout and raid, disrupt his eco, attack the Citadels under construction........actually attack.

kiralon wrote:
Its a pity about wyvern, that is the issue - the mechs in it look pretty good.

Well I wouldn't advise getting too googly eyed about them, some of the stuff wasn't his, add to that his thieving tendencies and who knows where that stuff might be originally from you know?

Even his recent UEF ACU has a bit of stolen mesh from one of my old models he already tried to use parts from before.

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 PostPosted: 25 Mar, 2012 
 
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OrangeKnight wrote:
kiralon wrote:
I did try asf's but 5 sky fortresses will kill 400 aeon asf's and have enough for leftovers

To be frank, I have a really hard time believing this, with 80 per citadel they should have been able to shoot them down really....and....

kiralon wrote:
so the tactic is to build 4 or 5 citadels and 30 bombers send in the citadels to kill the fighters and absorb the air defense and sniper bomb the commander, the air fortress will usually fall out of the sky on your shields air defense and power and the the commander gets bombed.

Honestly, you shouldn't be letting them get that far ahead, cause really, thats not the kind of thing that just happens quickly, scout and raid, disrupt his eco, attack the Citadels under construction........actually attack.

kiralon wrote:
Its a pity about wyvern, that is the issue - the mechs in it look pretty good.

Well I wouldn't advise getting too googly eyed about them, some of the stuff wasn't his, add to that his thieving tendencies and who knows where that stuff might be originally from you know?

Even his recent UEF ACU has a bit of stolen mesh from one of my old models he already tried to use parts from before.
For the last time, I never used any of your parts on my UEF ACU! NOw piss off about me being a thief! You said you would leave it alone!


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 PostPosted: 25 Mar, 2012 
 
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brandon007 wrote:
NOw piss off about me being a thief! You said you would leave it alone!

You'll have to link me to where I said that, getting hard to remember nowadays.....

brandon007 wrote:
For the last time, I never used any of your parts on my UEF ACU!

Hmm?

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Golly, that hand and forearm sure does look familiar, in fact, it's just like last time. Now it was much more blatant before you changed the textures after I first pointed it out, but the hand is a dead give away, and it's obvious you don't feel and remorse about stealing from my work.

Mike

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 PostPosted: 25 Mar, 2012 
 
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Considering your using and old picture of that model doesnt mean anything. Theres been many alterations to that model since that picture.


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 PostPosted: 25 Mar, 2012 
 
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brandon007 wrote:
Considering your using and old picture of that model doesnt mean anything. Theres been many alterations to that model since that picture.

So you've removed my Goliath parts then? I'll have to check when you release, until then.

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 PostPosted: 25 Mar, 2012 
 
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OrangeKnight wrote:
brandon007 wrote:
Considering your using and old picture of that model doesnt mean anything. Theres been many alterations to that model since that picture.

So you've removed my Goliath parts then? I'll have to check when you release, until then.

Mike

There no Goliath parts on there what so ever. The Release version will use the Hand that the SC2 UEF ACU used. It was much better, and more detailed.


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