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 PostPosted: 19 Aug, 2008 
 
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Astariel wrote:
Great mod ! :)

I've noticed one bug - Aeon Acolyte can't be built anywhere. It did work in the previous version for me.


Acolyte will be completely removed in the final release of blackops v1.

the reason for this had to to with an incompatibility with the community bugfix patch which broke that unit.

which reminds me, we strongly reccomend you use the community bugfix patch along with blackops as the majority of balance was done in conjucture with it (eg. sera dread is UP without bugfix patch because of beam weapon glitch).

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 PostPosted: 19 Aug, 2008 
 
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why does everyone always ignore me -_-

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 PostPosted: 19 Aug, 2008 
 
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LD, I prefer my Version ;p

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Its a Proper Size and much more in context ;p

Mike

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 PostPosted: 19 Aug, 2008 
 
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@Caster-Lol, its my first time making an installer, i'll keep that in mind for the next release.

@Moddingman- i'll consider changing the Artemis nuke if lots of people want me to(really easy to do)

@Quelnar- the Mech was actually rather quiet at first, but i'll see into making it not so loud.

@Fury- thats prolly because of my ACU upgrades, i dont recommend using totally veterancy( i dont know what has been changed in that mod) but if the ACUs are the only that dont work properly but the rest of the mod works, then whatev.

@Hotrod- the laser weapon of the Hydra doesn't have an visible parts(as its shot from the little glowing eye slit) can you tell me what you were doing to reproduce the flamethrower bug? i haven't been able to reproduce it. and i'll be sur eot put in some more descriptions for some of the more 'difficult' units.





@LD- poor you.

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 PostPosted: 19 Aug, 2008 
 

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gdgd thx, I just think the Aeon Sattelite should have the impact look of an Aeon weapon or perhaps the Serapham big blast from their super nuke because a UEF nuke blast doesnt imo fit in

also I think the T4 Cybran bot is incredible, it reminded me of a Krogoth, love the diffrent modes, the unit was made expertly, perhaps the best Modded unit ive seen, certainly among them.


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 PostPosted: 19 Aug, 2008 
 
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yeah poor me, I'm gonna sit in my corner being emo now

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 PostPosted: 19 Aug, 2008 
 

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Lt_hawkeye wrote:
dont recommend using totally veterancy( i dont know what has been changed in that mod) but if the ACUs are the only that dont work properly but the rest of the mod works, then whatev.


I noticed the same issue with total vet, as well as a conflict with ACU-AA, I made some personal modifications to resolve the issues with ACU-AA, but I only briefly examined the resource conflict, it doesn't seem horribly complicated though.

Edit:

The roar on the Cybran T4 bot does feel really out of place, I'm fairly certain that robots can't be intimidated. Everything else about it is nice though

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 PostPosted: 19 Aug, 2008 
 
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CerusVI wrote:
I'm fairly certain that robots can't be intimidated.

What about ACU/SCU Pilots?

Eh? EH? Didn't you read Dot's story? (Now found in the second post of this thread as well as the last post of the old thread.)

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Last edited by OrangeKnight on 19 Aug, 2008, edited 1 time in total.

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 PostPosted: 19 Aug, 2008 
 

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OrangeKnight wrote:
CerusVI wrote:
I'm fairly certain that robots can't be intimidated.

What about ACU/SCU Pilots?

Eh? EH? Did you read Dot's story?

Mike


Point well made.

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 PostPosted: 19 Aug, 2008 
 
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yeah, the roar is more an intimidation factor for the player facing it.

as it is an extremely expensive, what some might call an assault game ender, and definately difficult to counter, the roar acts as a psychological tool for the person it is being sent against. a wake up call if you will, to inform that person to rally everything they have or they're fecked.

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 PostPosted: 19 Aug, 2008 
 
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Yeah I don't give a shite about the other robot troops, but if it was me in the ACU seat, I'd right about soil them pants with that thing roaring through my main lines...

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 PostPosted: 19 Aug, 2008 
 
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Dang, this sucks. I was going to use this mod but then I found out you guys did rebalancing... which I don't really like. Perhaps you guys could release a version that didn't have the rebalancing so I don't have to cut it out myself? :|

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 PostPosted: 19 Aug, 2008 
 
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the only actual re-balancing was done to the Air, that's about it.. and sorry no, i wont release a separate version with no air rebalance.

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 PostPosted: 19 Aug, 2008 
 
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the rebalancing done were just some minor tweaks to air units.

the only objective to this was to make air staging more useful, ASFs take more losses against air exps and make restorers easier to counter. ultimately there is very little change.

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 PostPosted: 19 Aug, 2008 
 

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For the flamethrower bug, I was playing the mod, and building a bunch of the bots, to see what all the weapons were like. I tried to use the Flamethrower ones, but they didn't use anything. The only other mods that I was using were the Community Bugfix and Balance patches, as well as the T3 Mobile AA that came with them.


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 PostPosted: 19 Aug, 2008 
 
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Legion Darrath wrote:
yeah poor me, I'm gonna sit in my corner being emo now
here have a butter knife.

oh can I get one for my mod?? :shock:

edit: hawk or a team member would you guys mind looking at the comments for your mod some time on supcom files some people are reporting errors and I thought you would like to see them.

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 PostPosted: 19 Aug, 2008 
 
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Hotrod wrote:
For the flamethrower bug, I was playing the mod, and building a bunch of the bots, to see what all the weapons were like. I tried to use the Flamethrower ones, but they didn't use anything. The only other mods that I was using were the Community Bugfix and Balance patches, as well as the T3 Mobile AA that came with them.

We don't recommend the use of the Community Balance Mod as we also do some re-balancing, but I don't think that should be the problem.

I've had no issues with the Flame variant Hydra yet to date.

Mike

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 PostPosted: 19 Aug, 2008 
 
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try disabling the community balance mod(i added the t3 mobile AA to this mod) the community buxfix mod shouldn't be the problem, im thinking its the Balance mod that may be irking it.

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 PostPosted: 19 Aug, 2008 
 
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Lt_hawkeye wrote:
@Moddingman- i'll consider changing the Artemis nuke if lots of people want me to(really easy to do)

Yeah, I'd like to see the different nuke styles to stay in faction.


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 PostPosted: 19 Aug, 2008 
 

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indeed and personally I dont like the UEF nuke effect in general


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 PostPosted: 19 Aug, 2008 
 
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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.

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 PostPosted: 19 Aug, 2008 
 

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Lt_hawkeye wrote:
try disabling the community balance mod(i added the t3 mobile AA to this mod) the community buxfix mod shouldn't be the problem, im thinking its the Balance mod that may be irking it.


Meh, I like the CBalM too much to disable it, I'd only drop it if rebalanced T2 static flak and massfabs/scu's somehow got incorporated into this mod, which I highly doubt will ever happen, for many reasons.

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 PostPosted: 19 Aug, 2008 
 
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Well, I'm not sure about the SCU Balance, but they are incorperated, SCUs can build T4s (ACU can too with a T4 Engy Upgrade) and QGs can build units other than SCUs, so they are seen more often.

Mike

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 PostPosted: 19 Aug, 2008 
 
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Why does the cybran t3 air transport have uber regen ? O_O

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 PostPosted: 19 Aug, 2008 
 
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great mod, enjoyed v2 and i really like the new black ops. i was wondering though., anybody that play against the AI have problems with aeon or serephim building units. specifically tech 3. once they get to tech three it seems that they only build t3 engineers. BTW i am using sorians 1.6.3 ai. is this a known bug or is it just me? i have the community bugfix turned on as well. cybran and uef have no problems so far.

thanks
SM


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