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 PostPosted: 19 Jun, 2010 
 

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Sorry, I got married last weekend but I promise to get back to work :P

It seems that the Cybran maser is taking a ridiculous amount of time to charge up, especially when ordered to do so. I was just about to see if I could duplicate what I saw the other day and if it happens differently in vanilla FA, but I was just drug off to a friends wedding :P

I've double checked and something definitely went wonky with that last version. It doesn't seem to have anything to do with which orders are/aren't given, but for some reason the commander's (fully upgraded, didn't think to check the others) maser takes so long to charge up that it's useless. It also tends to shoot into the ground some, but it is a beam weapon and that's just part of it.

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 PostPosted: 19 Jun, 2010 
 
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LMAO the sad thing is I didn't touch the Cybran Commander in any fassion since 2.9 :P


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 PostPosted: 20 Jun, 2010 
 
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the86th wrote:
Sorry, I got married last weekend but I promise to get back to work :P


How horrible of you to put something like marriage before FA modding! :D Seriously, congratulations!

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 PostPosted: 20 Jun, 2010 
 

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To be honest, I never use the maser, the EMP weapon is more my style. So it's entirely possible that it got borked back in 2.9 and I'm only noticing now. I was playing with it yesterday because I thought this was the version you adjusted its targeting, but I guess that was 2.9.

Anyway, what I saw when I was fooling around with teleports may be the same bug I saw yesterday. But what (I think) I saw after the teleport was no weapons firing, while yesterday it was just the maser. :?

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 PostPosted: 20 Jun, 2010 
 
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the86th wrote:
Sorry, I got married last weekend but I promise to get back to work :P


Congratulations/Commiserations (delete as appropriate). :wink:

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 PostPosted: 18 Jul, 2010 
 

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Play tested it. Awesome. No bugs to report.

Oh, and I play-tested it with 4DC. and latest Sorian AI

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 PostPosted: 20 Jul, 2010 
 

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Not exactly a bug to report, but rather a suggestion:

Seraphim ACU's Lambda Shield Generators getting in the way of engineering ques:

The Seraphim ACU's Lambda shield generators gets in the way of engineer's building function plenty of times. Usually, a unit in the way of an engineer about to build something will get out of the way if it can, but as for the Seraphim ACU's Lambda shield generators (since they go around the ACU and nowhere else), doesn't make the Seraphim ACU move away so it could build.

Hope I made sense describing that.

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 PostPosted: 21 Jul, 2010 
 
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Thats actually a known issue because for some reason reguardless of what I try to do to change it the dummy units that lambda emitters are comming from are being treated as structures. This issue actually effects EVERY lambda equipped unit in all the blackops projects (noticable by the little square footprint when trying to place a building)

I may take another crack and rewriting the thing again but for the most part last 3 times I tried I gave up in frustration.


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 PostPosted: 21 Jul, 2010 
 

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Exavier Macbeth wrote:
Thats actually a known issue because for some reason reguardless of what I try to do to change it the dummy units that lambda emitters are comming from are being treated as structures. This issue actually effects EVERY lambda equipped unit in all the blackops projects (noticable by the little square footprint when trying to place a building)

I may take another crack and rewriting the thing again but for the most part last 3 times I tried I gave up in frustration.


Ah well. Don't get high blood pressure on account of this. We just have to manually control lambda equipped things then. That is a sure fire way to make it work. ^_^

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 PostPosted: 21 Jul, 2010 
 

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I have a suggestion. Seeing that SC2 has different ACUs now, which all looks kinda cool. Why not have the player be able to choose what kind of ACU he will use within his/her faction?

Sort of like Command and Conquer 4. For each SCFA faction, we could have say...3 kinds of ACUs with a different focus (the 1st is offense, the 2nd is offense, etc). And each kind of ACU has a different set of upgrades.

...sounds like a nightmare thing to mod.

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 PostPosted: 22 Jul, 2010 
 

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Or maybe just have different types of ACUs per each function; each ACU having a different set of stats. One could be a hulking bipedal walker, slow but heavy armored, another a bipedal chicken walker/runner, fast but weak, etc?

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 PostPosted: 22 Jul, 2010 
 
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Is possible to do but not going to happen...\

Each ACU in this mod is a combination of about 5000 lines of code with about 40-80hrs combined (and I am talking hours involved spread over months & versions) work in debugging not to mention the time involved in the models. To make 2 more for each faction is an insane amount of work for a game that while still fun to play is essentually dead from a general perspective.

There just isn't enough demand for the work involved. Heck its been a month since the last version and still noone has given me any in depth feedback about the new intel trees that where "demanded" because stealth/teleport combo was finally brought up as OP (even after it being there since v1.0).

I can't even seem to maintain the drive to work on SCUs at this point in time though I do poke at the UEF one who I actually have a model for from time to time.


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 PostPosted: 22 Jul, 2010 
 

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Well, wanted to let you know that from my perspective, the game is not 'dead'. My group of friends and I still play this game almost every weekend, and this weekend we are having a LAN party where FA will be the predominant game. And the BlackOps ACUs mod is one we always use!

Thanks for all the hard work. Would love to see the SCUs brought into this mod, or a similiar one! :)


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 PostPosted: 22 Jul, 2010 
 
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Lmao my "dead" comment was more from a general perspective rather than from the point of view of a hard core group. Heck I still play it & get bug reports first hand from RL ppl I know who still play it. But the community either in GPGnet or here on the forums (especially in the Mod forms) has dropped to about 10% of what it use to be. As much as I hate to admit it the game is dwindling...

Who knows whats going to happen after next week... I know I am probobly going to be "occupied" with a new toy on the 27th. We will see how long it holds my attention though :lol:

Anyway since you do play it that often whats your take on the new intel upgrades compared to what it use to have? Any bugs or improvment suggestions I should adjust since I am going to be releasing another version soon to increase compatability with Resin's 4DC? I been hopping for a list of tweaks that most new features need and still haven't heard any yet :P


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 PostPosted: 22 Jul, 2010 
 

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I guess the reason I haven't posted any suggestions for improvements, is that my group really likes what you've done compared to what it used to be, and really hasn't found any 'gripes' or areas that could be improved. I'll check again this weekend at the LAN party, and let you know if anything gets mentioned.

The only real comment that has come up in the past is 'Wouldn't it be nice if the SCU's had these kind of options also'


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 PostPosted: 22 Jul, 2010 
 
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Actually the kinda things I was looking for are mostly balance related. I think I am going to give a slight buff to the UEF spysat's visual range & speed as when I played with it last it wasn't as useful as I had planned for it to be. I was curious how the others stood up.

Technically I still have plans for the SCUs but I only have the UEF Model atm and somewhat at a loss for what to do with the other 3 factions. I think I will just finish the code for the UEF one and set up up for public beta so ppl have a better understanding of what I did to it and can give me some better ideas for similar systems on other SCUs.

Guess that will be my project this weekend.


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 PostPosted: 31 Jul, 2010 
 
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After much digging through the files included in this mod. My group and I have figured out how to get TV working with this mod. However, I realize that Macbeth and Ghaleon are in some sort of disagreement so I am asking Macbeth's permission before I post the solution rather than be a punk and undermine his wonderful work. We only use the old 1.17 version of TV so we have no idea if it works with all the new stuff that Ghaleon integrated. Macbeth, if it's ok, let me know, if not, then I won't post it. That said I would assume that you already know the fix since you made the change in the first place. Anyways, great work with all the blackops stuff, it's great fun, we've been using it for a long time.

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 PostPosted: 31 Jul, 2010 
 
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The spy sat upgrade for the UEF has been pretty useful in many battles. It helps to see if the AI is building Nukes, or Experimentals. With Help from the Spy Sat, I have been able to coordinate my attacks more efficiently.

As for the SCUs, I cant wait to see what you could do with them ^^

PS: If you need SCU Models, I can help =p But I dont do texturing, or animations =p


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 PostPosted: 31 Jul, 2010 
 
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@zinetwin: "TV 1.17" and "TVg By Ghaleon" are 2 different mods and I treat them as such.

TV 1.17 I believe was made by Eni and used as a basis for Ghaleon's work. The only compatability issue I have with it that I am aware of is the RAS upgrades get messed up because I use GPG's overright rather than Eni's custom script.

As for Ghaleon's TVg... I am no longer supporting compatability in any form and whenever I get around to the next release will actually be adding TVg's UIDs to the "Conflict" section of the mod_info so the Mod Manage can't turn them on together.

If you have a fix for the original TV then I am more than willing to take a look and probobly incorporate it. :)

@brandon007: Project has been temporarily put on hold... I am currently working my way through the Starcraft 2 Campaign and its causing time managment issues :P


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 PostPosted: 01 Aug, 2010 
 
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Ok, well. The issue with TV 1.17 that we have been running into was that ACU's would level incredibly fast, making the game virtually unplayable. So, after some digging in each acu's blueprint file. There's two lines of code that if removed, solves the issue.
So for instance, with the Aeon ACU.
\BlackopsACUs\units\EAL0001\eal0001_unit.bp
Line 296 and 297:
# xpBaseValue = 1,
# BuildxpLevelpSecond = 0,
We just commented it out and it seems to allow the TV1.17 veterancy system to work properly without gimping all the acu upgrades. So when the acu levels up it increases it's resource output, damage on all weapons it seems also increases, relative to level.
So, those same two lines of code are there for each factions ACU, if removed, or commented out, TV 1.17 works just fine.
The way we figured this out is that we had been using v2.8 of the ACU mod and everything after that had the exponential ACU leveling issue. So, we did a compare between the files and found those two lines are there in the newer versions of the ACU mod and not in 2.8.

Also, since it seems that TVG is TV and that the modder who made TV 1.17 gave his blessing to Ghaleon I figured it was better to ask than to step on toes. Though, with that distinction clear, I hope that this tidbit of information will allow other players to use the real TV with the BO ACU mod.

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 PostPosted: 01 Aug, 2010 
 
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xpBaseValue = 1 was the cause of the super fast leveling. I have told him about it before and recall Exavier saying he would remove it in one of the next version of the mod.

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 PostPosted: 01 Aug, 2010 
 
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Yea that would do it. When I dropped it to 1 during a test I had forgotten it existed as a control in both mods. v2.9 was the version that had a proper value set there so that the ACUs still leveld reasonably but where slowed down to compensate for the power of the upgrades themselves.

When I took a break for a cpl months and came back to finish coding 3.0+ I grabbed the wrong version of my base code, lost about a weeks worth of changes I had to rewrite, and never did double check this value which shoulda been removed.

Since I am just going to add Ghaleon's project to the conflict list I think I will reset these values back to their 2.9 value so that people can still use it with TV 1.17. Whenever I get around to a new version anyway. Have it planned but been busy.


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 PostPosted: 02 Aug, 2010 
 
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Also, we noticed that the basillisk doesn't level up at all, it seems like it gets right around where it should level up to 1, then resets. It may be a result of the mech/siege mode change since it looks like it has to transform then shows back up as a new unit. That assumption is based on the fact that you can't select the basilisk during that time. Since you were asking for suggestions a while back, figured I'd post. One more, the old description for the bassilisk was more fun. Should totally bring back the "the badassery of this unit" line.

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 PostPosted: 02 Aug, 2010 
 
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Doh, wrong thread, I'll move that comment to the unleashed thread.

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 PostPosted: 07 Aug, 2010 
 

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I'm not sure if this is known or not, but I was mucking around with the advanced commanders and when I was using the cybran one and testing out its damage against the T4 lamda generator, I found a problem.

The T4 seraphim PD negates any incoming fire from a certain range, correct? Well everything was fine, I was running the com in and out of that range to see how much each upgrade did to the damage output. I put on the emp upgrade and when it shot off its first shot with the emp into the disappearing field of the lamda generator, the game froze and crashed.

I didn't try it again yet to see if I could replicate it, just thought I'd share.

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