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Kenquinn
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Posted: 12 Sep, 2010
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Joined: 05 Mar, 2007 Posts: 1724
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I don't know if the mod is setup for vault release and I would try PMing Brute51 and waiting a bit, before doing anything.
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the86th wrote: Lambda is weird, weird things happen.
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FuryoftheStars
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Posted: 13 Sep, 2010
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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I can already tell you that PM'ing Brute will yield no result. I have two outstanding PMs to him still from a couple weeks before I started my Bug Fix mod. EDIT: I've just uploaded the copy of his mod I had and put a d/l link in my Bug Fix thread.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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the86th
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Posted: 21 Oct, 2010
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Joined: 01 Dec, 2008 Posts: 244
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Still no reply, so I finally got around to trying to upload myself. I extracted from the scd to a regular folder and that worked with no problems. When I put the folder on the vault and downloaded and tested that the entire map was blank, only the UI was visible.
It's been a while since I've messed with the vault, what am I doing wrong? It's not supposed to be a zip or scd is it?
_________________ Posting from Swaziland... I wish I was making that up, I miss the internet.
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dangel
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Posted: 06 Jun, 2011
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Joined: 28 Sep, 2010 Posts: 11
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has anyone got a copy of the v4 beta for 3603? Would much appreciate someone sharing it i can't find it anywhere 
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dangel
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Posted: 06 Jun, 2011
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Joined: 28 Sep, 2010 Posts: 11
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stuartpierce wrote: Massively thankful for you taking the time! Top chap!
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brute51
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Posted: 06 Jun, 2011
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Joined: 08 May, 2008 Posts: 821
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I'm here (again). I'm currently busy with Nomads but I do plan to come up with a final build of v4 some day.
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stuartpierce
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Posted: 06 Jun, 2011
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Joined: 22 Feb, 2007 Posts: 167
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Sweet! I don't play FA without it.
Stuart
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brute51
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Posted: 06 Jun, 2011
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Joined: 08 May, 2008 Posts: 821
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Me neither. The CBFP works fine with Nomads 
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dangel
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Posted: 06 Jun, 2011
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Joined: 28 Sep, 2010 Posts: 11
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Great news - i really do appreciate all the hard work that goes into these things :^)
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Moritz2
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Posted: 22 Jun, 2011
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Joined: 03 Jun, 2009 Posts: 228
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Krapougnak
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Posted: 23 Jun, 2011
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Joined: 21 May, 2008 Posts: 706
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stuartpierce wrote: Thanks a lot Stuart 
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FuryoftheStars
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Posted: 23 Jun, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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I think it was said in the 3603 beta thread, but from what i recall, the 50k death nuke was just all jacked up and wasn't working right under almost any condition.
_________________ Nuke/Shield Collide Mod topic thread My Mods
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Moritz2
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Posted: 24 Jun, 2011
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Joined: 03 Jun, 2009 Posts: 228
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The 50k damage against units works fine with beta 3603.
Bugfix v4 is making some strange behaviours with death nuke, at least against others ACUs.
Moritz
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brute51
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Posted: 25 Jun, 2011
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Joined: 08 May, 2008 Posts: 821
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I've found the problem with the 50k death nuke on Seraphim ACUs. It's fixed in the version you can download here. This one is labelled version 1B and contains no other changes compared to V4 beta 1 for 3603. I've included an scd file and the uncompressed mod files in the download file.
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Israelidomination
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Posted: 10 Jul, 2011
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Joined: 30 May, 2008 Posts: 118 Location: Under the brick and steel of a nondescript building
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The seraphim sniperbot's regular range is less than its range ring, and its snipermode range is greater than its range ring, it does not chage at all. Also, I've noticed that a patrolling Galactic Collosus will ignore all enemies in front of it if its current target gets behind it and it will not turn around until it reaches its next patrol waypoint. Same thing with Ythotha. And finaly, the coordinated attack order sometimes doesn't work, especialy if bombers are not one of your attack squads. Not sure if you could fix THAT, though, few people use it anyway. P.S. The seraphim sniper bot is faster in normal mode and does not have to deploy to fire unless in sniper mode. I've only seen coordinated attack work when bombers are used and a move waypoint is issued before the attack command.
Last edited by Israelidomination on 12 Jul, 2011, edited 1 time in total.
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brute51
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Posted: 12 Jul, 2011
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Joined: 08 May, 2008 Posts: 821
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Thanks for the feedback! I'll check it out when working on a new version.
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Israelidomination
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Posted: 12 Jul, 2011
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Joined: 30 May, 2008 Posts: 118 Location: Under the brick and steel of a nondescript building
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Heavy gunships don't fire on aircraft with their anti-air weapons when actively attacking ground units. Also, T3 artillery don't get ROF bonuses from any power generators with the exception of the Aeon rapid fire artillery when surrounded by t1 artillery. In fact, all they get is an increase to their energy per shot cost when completely surrounded. On a related note, it's kinda dissapointing to see the Aeon strategic bomber not have any defensive flares in its coding. 
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Mithy
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Posted: 12 Jul, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Coordinated attack is an engine feature and is inherently broken.
Bomber flares were a feature that got left out without the description being pulled (there are a few of those in every GPG game).
Sniper bot fix should be relatively easy (I've got code for it lying around already, actually).
I don't see anything about the T3 gunships that would specifically cause the single-target behavior. Both weapons are separately turreted and have 360 coverage, so they should be able to target independently, but they also both have AutoInitiateAttackCommand set to true, which may interfere in some way (I have no experience all with this particular flag, so I can only guess).
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Manimal
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Posted: 22 Jul, 2011
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Joined: 11 Apr, 2007 Posts: 1915
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brute51
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Posted: 22 Jul, 2011
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Joined: 08 May, 2008 Posts: 821
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Hi Manimal, when you read this the link on the main page has been updated. If not, wait 5 minutes and try again.
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