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Quenlar
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Posted: 19 Aug, 2008
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Joined: 15 Apr, 2007 Posts: 114
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Lt_hawkeye wrote: @Quelnar- the Mech was actually rather quiet at first, but i'll see into making it not so loud.
Heh, between the guns and the roar it stood out for me. Z32 wrote: eg. sera dread is UP without bugfix patch because of beam weapon glitch
UP = unplayable? The patch makes global unit changes that affect the balance to this mod?
Any chance of rar'ing this into an scd zip file? Ok, so I don't really need the space, I just like to keep a low byte diet.
I'm not too thrilled about stock unit changes in a unit pack, I don't play with the community patch, but with the cloaking gen and omni transports it could be a good thing. I doubt I'll notice the changes at all anyway, still need to do more playing. Or I might just delete the files.
Edit: Air only changes or the navy/omni also included, or did that get edited already? So many posts...
Edit: Oh yea, the satellite leaves frozen units (that still look alive but aren't on radar), I've had it happen before with big explosions and think it might be a Terrain Deform bug or something else, never noticed it affect so many units before. Oi, it might be my veterancy 1.11 I'm still using. Yup, works fine with 1.17. Guess I should update mods more.
Last edited by Quenlar on 21 Aug, 2008, edited 6 times in total.
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5i1
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Posted: 19 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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Quenlar wrote: Z32 wrote: eg. sera dread is UP without bugfix patch because of beam weapon glitch
UP = unplayable? The patch makes global unit changes that affect the balance to this mod?
Under powered. Aka weak with insufficient combat abilities.
_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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meredith
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Posted: 19 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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hey I got a bug here *trys to swat it way*
ok so I was playing a game with a friend I was the seraphim he was the cybran we traded engineers cause I want the engineering stations. but later on in the game I built the quantum rift to summon lots of units but when it was done it started building them almost instantly because my engineering stations were helping out cause they were set to auto help they helped the little factorys they were building 8 T4 chicken bots and because the bots were set to a low build time they were build extremly fast like I had 8 all at once  so what I am saying is it looks like it needs to be nerfed so that engineering stations dont help very much.
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Lt_hawkeye
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Posted: 19 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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hmm, you know i never actually thought of ppl using engineer stations to assist the factory, i'll go ahead and make it un-assitable.
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Hotrod
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Posted: 19 Aug, 2008
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Joined: 06 Apr, 2007 Posts: 208 Location: Ontario, Canada
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The Cybran Hydra can't see any enemy units or buildings, unless it's accompanied by a different unit class, such as a Mantis or something like that. It's really frustrating when I try to send an army of Hydras early in the game, and they can't do anything, because all enemies are invisible to them.
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OrangeKnight
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Posted: 19 Aug, 2008
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Zako248
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Posted: 19 Aug, 2008
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Joined: 29 May, 2007 Posts: 38 Location: The Valley of the Sun
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Hi, this is a great mod. I really love the amount of effort that was put it to this. I just found several bugs, mostly graphical glitches though.
The T1 avengers treads don't scroll properly, and when it turns the tread texture skews and stretches out of shape.
The low poly model of the Goliaths left arm and back don't rotate along with the rest of the torso.
The Artimis needs a different explosion, Preferably the Aeon or Seraphim nuke effect.
One more thing, a number of structures foot print seems to be offset from most other structures by the same amount as T1 point defence. All of the T3 air staging suffer from this.
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Lt_hawkeye
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Posted: 19 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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thats for the feedback , added to the list.
also i have just seen blind Hydras, i dunno whats wrong but thanks for reporting this. i'll try and find a way to fix it.
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RanCiD_
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Posted: 20 Aug, 2008
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Joined: 26 Jan, 2008 Posts: 48
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When I used the nano repair upgrade on the UEF commander his regen didn't change at all, but its possible it was some sort of conflict with the veterancy mod, granted its worked fine pre-blackops.
Other than that kudos to an awsome mod, I don't imagine I'll ever not use this.
_________________ War doesn't prove who is right, only who is left.
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danza
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Posted: 20 Aug, 2008
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Joined: 07 Apr, 2007 Posts: 2355 Location: Nottingham, England, UK, The World, Milky Way Galaxy
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danza wrote: Why does the cybran t3 air transport have uber regen ? O_O
no one wants to answer this ? xD
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Legion Darrath
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Posted: 20 Aug, 2008
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Joined: 23 Feb, 2007 Posts: 8745 Location: Belgium
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danza wrote: danza wrote: Why does the cybran t3 air transport have uber regen ? O_O no one wants to answer this ? xD
It has uber regen because it can
_________________
 Global Moderator and creator of LabWars
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Buggi
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Posted: 20 Aug, 2008
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Joined: 13 Jul, 2008 Posts: 344
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Just some quick feedback. First off though I love the added units. They do so much for the game as a whole, especially the uber navy ships. mmmm....
Now for some feedback.
Messing with who can build exp units really messes the AI up now. Please retract that change. I play mostly offline, and this really shows through.
Why didn't you give the UEF a similar-in-power exp bot that can compete with either other races added exp? I tested this and it really shows as unbalanced.
All other races but UEF got a really nice advanced point defence, why? Check my sketches for ideas
Can someone, anyone, please create a exp omni sensor? This would be so helpful on big maps.
And why does the Duke not have the range the other T3 arty's have? Is this an oversight or on purpose? This might not be mod-based, but it's still an open question.
Thanks for all your hard work, and the PHENOMINAL models. The detail is breathtaking! (Now that I can actually see it).
_________________ My system:
Quad Q9450, GTX 280 video, 4 gig ram, nForce 780i board.
My Unit Idea Sketches:
http://forums.gaspowered.com/viewtopic.php?t=30779
My map:
http://forums.gaspowered.com/viewtopic.php?p=480304
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AngelFA
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Posted: 20 Aug, 2008
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Joined: 02 Jul, 2008 Posts: 23 Location: London UK
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I've not had many hours on SupComFA+Blackops yet sadly (dam uni work ='[) but its definately a great relief to see this released and YES IT IS AWESOME 'SO DOWNLOAD IT NOW :p'
Building on Buggi's points;
Its easy to see where hes coming from on the AI front, predominantly playing as Aeon I found it somewhat amusing that 1 GC was enough to wipe out most of a cybran army (sorian 1.6.3) since he was totally without the heavy exp army I was used to repelling. It was nice to be able to go light on defences for a while, but yeah it does become a missed element when that sneaky exp doesnt crawl into your power base anymore.
UEF wise I always felt they were a little neglected on the unit front. I am no balance expert and the initial exp line ups give you some idea of how the factions were intended to be played (hence the difficulty in uef exp addition) however they certainly lack the awe of the other factions.
I definately am fed up of saying 'oh shock another fatboy' *dispatches gunships* =dead, and other well known UEF routines.
The cybran and aeon additions are awesome, and since those are the ones I mostly play =YAY. Cant wait to see where this mod goes next.
Big hugs and kisses Blackops team =]
xxx YAY!
_________________ Life lasts for just a moment, A dream lives forever.
Un-officially im Hawkeye's Biggest Fan!
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meredith
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Posted: 20 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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Legion Darrath wrote: danza wrote: danza wrote: Why does the cybran t3 air transport have uber regen ? O_O no one wants to answer this ? xD It has uber regen because it can
thats helpful LD
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Lt_hawkeye
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Posted: 20 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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@ Danza- are you sure its the Cybran T3 transport? i just checked the blueprint and it has a a regen rate of 0, so it shouldn't regen at all.
@Buggi- Honeslty i too miss the experimental Crawl, but i personally love the change that i made for experimentals, forces you to use t3 more. i'll Pm sorian and ask that if he can make SCUs built more often and have them mainly used to build experimentals, cause everytime i play with the AI they build the SCUs but they then send them to attack me and die.
As for the UEF, i noticed that they are the only faction that doesn't have an Air experimental cept the Novax(has anyone even tried building a Novax center  ?)
anyway, i was thinking of giving them some sort of Experimental Bomber, similar to the Seraphim one, but still different.
also the Goliath will most lkely get a nice buff so its worth the cost in the next release,which will be once we have enough bug reports and such(and hopefully Icons too)
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Z32
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Posted: 20 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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Buggi wrote: Why didn't you give the UEF a similar-in-power exp bot that can compete with either other races added exp? I tested this and it really shows as unbalanced.
1v1 the Goliath loses to other exps. that is granted.
it is not really meant for exp on exp combat. try a goliath vs its own mass in t3 units. the massive splash area of its flame launchers make it utter rapeage against non exp ground units. this is the main reason for its high expense.
also, how were u testing when a Goliath lost to a GC? did u start them outside each others range or right next to each other?
to answer some other concerns; the duke was not intentionally changed in blackops. if it has less range now, it must be a mod confliction.
as for the UEF t3 pd, they already have 1 >.>. the Ravager is an amazing anti-exp weapon, the Nova is an anti-t3 rush weapon and the Aria is an Oblivion support weapon. all t3 PDs have unique roles.
the omni redux was designed so that cybrans with stealth and whatnot would have more breathing room to use their counter intel tech at t3. if you need to expand our omni range to cover a fleet or expansion bases, we reccomend spy plane patrols. this change may be revoked based on feedback, however.
the avengers treads are being looked into, but atm we have no idea how to fix this.
once again, all feedback is greatly appreciated, and we will be applying it to9 finish this mod as soon as possible. thank you.
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moddingman
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Posted: 20 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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Has anyone thought of an upgrade for the Colossus? not sure why but when I see it I dont feel its as impressive as it used to be amongst things like the Cybran Ultra heavy bot and the Aeon Overlord (I know overlord is not in this mod but anyway you understand  ) because of how many multi weapon systems some of these things have, ime just wondering could you make the Galactic colossus have diffrent modes or perhaps add an upgrade to give it one (or perhaps simply new weapons) since it seems very plain in my eyes.
idea for the colossus upgrades could be:
Personal shielding, torpedoes , a back mounted T3 sam, these could be chosen by the player so that they can customise the colossus
Transformation idea- The colossus shoulders seem a little underused, it has these massive shoulders but the space on them is not really used, when I look at the awsome Ultra hvy bot for the Cybrans it gives me ideas on those shoulders opening or mounting long range AOE blasts of some kind, the same thing could happen to the Colossus eye, a special glow effect could emit from it and it coudl then in this mode shoot long range large AOE orbs, ofcourse the transformation would have changes to the unit, for example in this mode it would ofcourse lose its phason laser for high sweeping damage and lose its gravity claws, this mode could also lose its personal shield (from above upgrade idea).
OR I had another idea which is the same as the last but instead of losing the Phason laser it could turn into a super resource drain beam much like reclamation beams and the long range high AOE plasma explotions I mentioned replacing the Phason laser before could be fired if possible form his stomach (iron giant style  )
Just an idea/request for the mod which i think would be cool but some prob think its a silly idea but I thought id throw it out since it would be nice amongst the new units to give the possiblity to upgrade older ones (lol prob a bit of a random idea).
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Buggi
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Posted: 20 Aug, 2008
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Joined: 13 Jul, 2008 Posts: 344
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Crash Bug when playing with BlackOps:
I played as UEF, versus two AI Sorians, one adaptive, and one balanced. I managed to capture a builder from each of the other teams, giving me access to both cybran and aeon tech trees.
Well into the game I was fighting back the AI finally, and I built a Basilisk (which, is supposed to be a snake...) anyway.
When it was finished it was blue, roared, and the game crashed.
in the log, I have the following last two lines:
info: Can't find texture "/mods/blackops/units/xrl0308/xrl0308_SpecTeam.dds" -- Trying fallback.
Warning: c:\work\rts\main\code\src\libs\gpggal\DeviceD3D9.cpp(830) Ran out of memory
Check my specs in my sig for my computer, it should not have done this. Simply put. But the unit had no texture, that's for sure.
_________________ My system:
Quad Q9450, GTX 280 video, 4 gig ram, nForce 780i board.
My Unit Idea Sketches:
http://forums.gaspowered.com/viewtopic.php?t=30779
My map:
http://forums.gaspowered.com/viewtopic.php?p=480304
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Lt_hawkeye
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Posted: 20 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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try to reproduce the bug for me, and i will try and reproduce it as well, though even though you have a good computer, the last line in the log seems to be what caused the crash
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5i1
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Posted: 20 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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5i1 wrote: It seems as if the UEF Goliath is under powered. It is more expensive then an GC but it will lose to an GC in combat.
You didn't respond to my post. 
_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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Z32
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Posted: 20 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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5i1 wrote: 5i1 wrote: It seems as if the UEF Goliath is under powered. It is more expensive then an GC but it will lose to an GC in combat. You didn't respond to my post.  Z32 wrote: 1v1 the Goliath loses to other exps. that is granted.
it is not really meant for exp on exp combat. try a goliath vs its own mass in t3 units. the massive splash area of its flame launchers make it utter rapeage against non exp ground units. this is the main reason for its high expense.
Yes i did.
EDIT: hydra vision has been fixed. it will be included in the next release
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St.Morpheus
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Posted: 20 Aug, 2008
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Joined: 13 Aug, 2008 Posts: 57
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sorry but it seems the post i made got lost on page three. i was wondering that if, for anyone that plays against the AI(sorian 1.6.3) are they seeing a problem with them making aeon and serephim T3 units? they make mainly engineers, but VERY few tech 3 offensive units. this is true for land facs, not sure about air or water. i tested a game of 4 ai's battling each other with me observing. i tested it on a couple of 4 player 10x10 maps, with the ai set to AIX 3 build and 3 cheat. serephim and aeon were destroyed by cybran and UEF. i only use the community bugfix version 3 with the mod.
It seems also that the bombers(excluding the tech 2 cybran) are having difficulty dropping their bombs on the first and sometimes second pass. i think this is especially true of tech 1 aeon bombers.
now this could be me seeing as that no one else has reported this yet. any thoughts? suggestions?
SM
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5i1
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Posted: 20 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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Z32 wrote: 5i1 wrote: 5i1 wrote: It seems as if the UEF Goliath is under powered. It is more expensive then an GC but it will lose to an GC in combat. You didn't respond to my post.  Z32 wrote: 1v1 the Goliath loses to other exps. that is granted.
it is not really meant for exp on exp combat. try a goliath vs its own mass in t3 units. the massive splash area of its flame launchers make it utter rapeage against non exp ground units. this is the main reason for its high expense. Yes i did. 
I guess I do need glasses. 
_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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Merak
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Posted: 20 Aug, 2008
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Joined: 11 Apr, 2007 Posts: 247 Location: Rio de Janeiro - Brazil
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FileFront wrote: "There was an error processing your request. Please wait while your request is retried in 10 seconds..."
Is there no other server to the pack?
_________________ You will suffer! You will ALL suffer!
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DeadMG
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Posted: 20 Aug, 2008
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Buggi wrote: Warning: C:\work\rts\main\code\src\libs\gpggal\DeviceD3D9.cpp(830) Ran out of memory
2GB limit. Didn't see any reference to running a 64bit OS in your sig, but if you are, you could still hit a 4GB limit. Basically, when you see a D3D9 error, you know it's not the mod's fault, and the texture loading failure was caused by having no memory to load it into.
_________________ I'm watchin you!
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