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brute51
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Posted: 22 Sep, 2009
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Joined: 08 May, 2008 Posts: 821
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Community Bug Fix Patch v4 (beta)IntroductionCurrently the 4th version of the CBFP is in the beta testing phase. I used to post beta's in the thread for v3 but I received complaints that they were hidden away, hard to find, etc. So I've chosen to open this thread with the release of the current beta. A bit prematurely perhaps, I'll update this post ofcourse when new beta versions or the final are released. If you download and play this mod please give feedback! It's important for further development. VersionsI'm working on CBFP versions for 3599 and for 3603. The one for 3599 is as good as ready (it just needs a bit more testing). The version for 3603 is a derived from the one for 3599 minus the bug fixes from patch 3603. I'll release the finals when they're ready. I do not recommend using a CBFP v4 for 3599 or v3 or earlier in combination with FA 1.5.3603. Also I don't recommend using v4 for 3603 in combination with FA 1.5.3599. A small notification will be shown when using the wrong version. note: this mod is not about changing balance, I try to avoid it where possible. I did not change the damage values for the units with beam weapons that got buffed in 3603. This mod gives all beam weapons a small buff aswell (it is a bug fix) so these units might be overpowered. I might have to make an exception to the rule of not changing balance in this case (open for discussion). DownloadI currently have SCD files only. The final will also be available in the form of a setup file and a ZIP file. Download latest beta (4) for 3599 here or here (old link) (SCD file) Download the latest beta (1b) for 3603 here (SCD and uncompressed files in 1). installation instructions1. Download the SCD file 2. Navigate to where you installed Supreme Commander: Forged Alliance. The default location is: Windows XP / Vista 32 bit: C:\Program Files\THQ\Supreme Commander Forged Alliance Windows Vista 64 bit: C:\Program Files (x86)\THQ\Supreme Commander Forged Alliance 3. Navigate to the 'Gamedata' folder. You should now be at: -> ...\Supreme Commander Forged Alliance\Gamedata 4. Copy-paste or move the SCD file to this location Done! Fixed bugsA list of bugs new in v4 (in relation to v3): - Fixed missing description 'Amphibious' on the Cybran T2 amphibious tank - The UEF T3 spyplane can now dock with the Fatboy - The Aeon experimental CZAR now correctly removes the unit it was building at the moment it's killed - The Seraphim T1 bomber no longer has it's bomb detonate to early when flying at very high altitude - Fixed some aircraft can fly at full speed when out of fuel - Fixed incorrect animations when a non-continuous beam hits a shield - The Aeon T3 absolver now takes the correct amount of transporter slots - T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage - EMP weapons can no longer stun walls - The Cybran T3 assault bot can no longer deflect missiles other than tactical missiles (this is the way it was intended according to ingame texts) - The UEF T2 shield boat has now has a second range ring that indicates it's above-water shield radius - The radar no longer goes offline when running out of mass while upgrading it - The stock AI can no longer use/upgrade to restricted units (such as T3 mass extractors when T3 is restricted) - Seraphim torpedoes are no longer vulnerable to surface splash weapons (like other factions torpedoes) - The Cybran Experimental Monkeylord now has a range ring indicator for it's microwave laser - The UEF upgraded kennel now has the correct range ring indicator (which is the same as the basic kennel) - The 'no bubbles' unit restriction no longer invalidates all unit restrictions - Bombers now drop their bombs with good accuracy. Even the first bomb, the so called 'fail bomb' now hits it's target. * Units no longer sometimes target the Seraphim ACUs foot (results in shooting into the ground, not damging anything) - Cybran Perimonitor rebuild bonus fixed - Seraphim ACU overcharge projectiles now lead their target (other factions overcharge projectiles already did) - Seraphim structures now don't flash visually when completed to players who have no direct line of sight with it. This bug potentially gives opponents 'free' intel. - The weird walking animation for the UEF T2 assault bot is now fixed - Some units now have correct animations when dropped from a transport - Several exploit fixes Additionally, the bug that sometimes caused nuke launchers to not work properly in CBFP v3 is fixed. Sorry for the short post. Once the final versions are done I'll complete this post. Have fun!
Last edited by brute51 on 22 Jul, 2011, edited 4 times in total.
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Kenquinn
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Posted: 22 Sep, 2009
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Joined: 05 Mar, 2007 Posts: 1724
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Nice now I just need to find people who have it to play with.....
This the same version as the one that was in the V3 thread?
_________________
the86th wrote: Lambda is weird, weird things happen.
Last edited by Kenquinn on 22 Sep, 2009, edited 1 time in total.
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Imeron
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Posted: 22 Sep, 2009
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Joined: 22 Sep, 2009 Posts: 1
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thanks for all the hard work 
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themak
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Posted: 22 Sep, 2009
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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Quote: - The UEF T2 shield boat has now has a second range ring that indicates it's above-water shield radius
Thank you very much for this.
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SXO
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Posted: 22 Sep, 2009
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Joined: 13 Oct, 2008 Posts: 256
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Is the bug with the Seraphim SCU getting too much HP with the Nano-Repair upgrade fixed? This bug makes the Sera SCU OP, and it's fixed in the beta patch, so was wondering if it's fixed here.
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Kenquinn
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Posted: 22 Sep, 2009
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Joined: 05 Mar, 2007 Posts: 1724
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SXO wrote: Is the bug with the Seraphim SCU getting too much HP with the Nano-Repair upgrade fixed? This bug makes the Sera SCU OP, and it's fixed in the beta patch, so was wondering if it's fixed here. Code: UnitBlueprint { Merge = true, BlueprintId = "xsl0301", # SCU DelCategories = { 'RECLAIMABLE', # SCU reclaimable fix by gowerly, removed RECLAIMABLE [105] }, Enhancements = { DamageStabilization = { NewHealth = 14000, # nano repair bug fix by gowerly [104] }, }, } Looks like its fixed
I think it has been since V3
_________________
the86th wrote: Lambda is weird, weird things happen.
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MagicSoul
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Posted: 22 Sep, 2009
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Joined: 16 Jun, 2008 Posts: 337
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Thank you for your oustanding work.
Your latest efforts are really appreciated. Will D/L this and give it a whirl.
Cheers 
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themak
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Posted: 22 Sep, 2009
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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Just a heads up, you need to move/remove the Community Balance Patch v3.1a (CommunityBalancePatchV3.1a.scd) if you have it in your gamedata directory. The new version of the bugfix that brute51 has posted above will not display in the mod manager if that version of the Community Balance Patch is present.
The reason is that the Community Balance Patch v3.1a has a previous version of the bugfix patch built into the scd file.
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Stin
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Posted: 23 Sep, 2009
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Joined: 30 Oct, 2008 Posts: 2626
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This is fantastic, thank you.
We'll be using this tomorrow.
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brute51
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Posted: 23 Sep, 2009
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Joined: 08 May, 2008 Posts: 821
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To everyone, thanks! Please remember that these are beta versions, not finals. There will be updated versions so check this thread every now and then.
@Kenquinn: no this is a newer version. The old version (for 3599) is beta 3. While working on the beta for 3603 I encountered something that was broken and improved a few things here and there. Enough to justify a new beta version.
@themak: The shield boat thingy is your code.
It's weird that it the current beta doesn't run with the balance mod. I haven't looked into the problem but I don't know why it doesn't work, it should (I have no problems with both CBP 3 and this beta installed). You should be able to have both CBFP versions installed. But you can't run both at the same time.
@SXO: As Kenquinn says; yes it's been fixed, since v1.
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themak
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Posted: 23 Sep, 2009
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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@brute51
Yeah when I tried running it the first time the game just locked up as the ACU was ready to spawn when CBP v3.1a was present. This was true for both FA v3299 and v3603 beta using the respected versions of the bug fix patch.
If you are interested, I created another mod that addresses range ring circles for the ACU/SCU’s shield/restoration field. I add a dummy countermeasure weapon to accomplish this, but it is present right from the start (i.e. is not added when the actual enhancement is placed). Here is a link and includes some images. It shows the limits of the bubble shields for the UEF ACU and SCU and the limits for each level of the Seraphim ACU Restoration Field.
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X-Cubed
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Posted: 23 Sep, 2009
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Joined: 24 Dec, 2008 Posts: 3184
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themak: There was something up with your ACU range rings mod. When I tried it with the UEF ACU, the main weapon will do no damage.
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pulita
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Posted: 23 Sep, 2009
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Joined: 20 Sep, 2009 Posts: 13
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Quote: - T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage
I tested with 3603 bugfix and it's not happening what you said, the mex is getting 50% bonus when build a t1 on t3, or etc.
But this is not a bug, this is how the game works, doing that you would remove a 50% bonus that is in game (even thought its 99% stupid to do it), also doing that with extractors, you should have to do with all factories and shields, and etc.
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Lt_hawkeye
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Posted: 23 Sep, 2009
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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pulita wrote: Quote: - T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage I tested with 3603 bugfix and it's not happening what you said, the mex is getting 50% bonus when build a t1 on t3, or etc. But this is not a bug, this is how the game works, doing that you would remove a 50% bonus that is in game (even thought its 99% stupid to do it), also doing that with extractors, you should have to do with all factories and shields, and etc.
shields maybe but not factories, you cant build t3 factories(unless you use a mod) but u can build any tier mex. haven't had a chance to confirm his findings.
_________________ {◕ ◡ ◕}
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pulita
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Posted: 23 Sep, 2009
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Joined: 20 Sep, 2009 Posts: 13
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Lt_hawkeye wrote: pulita wrote: Quote: - T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage I tested with 3603 bugfix and it's not happening what you said, the mex is getting 50% bonus when build a t1 on t3, or etc. But this is not a bug, this is how the game works, doing that you would remove a 50% bonus that is in game (even thought its 99% stupid to do it), also doing that with extractors, you should have to do with all factories and shields, and etc. shields maybe but not factories, you cant build t3 factories(unless you use a mod) but u can build any tier mex. haven't had a chance to confirm his findings.
You can rebuild tech 3 factories with 50% bonus with SCUs.
The main situassion is that its not a bug, its like saying:
When your acu die your units is destroied instead of giving to your allies, so let's fix this "bug" and make the game always give all the units to your allies when you lose.
Is there any reason not to give the units? I think no.
Is there any reason to build a t1 mex in a t3 wreckage with 50% bonuts? I think no.
But its the gameplay.
Last edited by pulita on 23 Sep, 2009, edited 1 time in total.
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Lt_hawkeye
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Posted: 23 Sep, 2009
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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pulita wrote: Lt_hawkeye wrote: pulita wrote: Quote: - T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage I tested with 3603 bugfix and it's not happening what you said, the mex is getting 50% bonus when build a t1 on t3, or etc. But this is not a bug, this is how the game works, doing that you would remove a 50% bonus that is in game (even thought its 99% stupid to do it), also doing that with extractors, you should have to do with all factories and shields, and etc. shields maybe but not factories, you cant build t3 factories(unless you use a mod) but u can build any tier mex. haven't had a chance to confirm his findings. You can rebuild tech 3 factories with 50% bonus with SCUs.
ah right i forgot about that, but thats only if the SCU is assisting the factory. but hes right, if you dont have any SCUs assisting the factory and it blows up, then u gotta tell an engie to rebuild it from t1, so it should reclaim it first then start over.
_________________ {◕ ◡ ◕}
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XNZ_Sunaiac
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Posted: 24 Sep, 2009
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Joined: 27 Jul, 2009 Posts: 12
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pulita wrote: I tested with 3603 bugfix and it's not happening what you said, the mex is getting 50% bonus when build a t1 on t3, or etc.
Which means you lost mass.
50% of a T1 mex < 81% of a T3 mex.
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themak
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Posted: 24 Sep, 2009
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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X-Cubed wrote: themak: There was something up with your ACU range rings mod. When I tried it with the UEF ACU, the main weapon will do no damage.
You need to download v2. It has been on the vault and I updated yesterday the link on RTSC. I had incorrectly hooked the weapon in v1.
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DeadMG
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Posted: 25 Sep, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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pulita wrote: Lt_hawkeye wrote: pulita wrote: Quote: - T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage I tested with 3603 bugfix and it's not happening what you said, the mex is getting 50% bonus when build a t1 on t3, or etc. But this is not a bug, this is how the game works, doing that you would remove a 50% bonus that is in game (even thought its 99% stupid to do it), also doing that with extractors, you should have to do with all factories and shields, and etc. shields maybe but not factories, you cant build t3 factories(unless you use a mod) but u can build any tier mex. haven't had a chance to confirm his findings. You can rebuild tech 3 factories with 50% bonus with SCUs. The main situassion is that its not a bug, its like saying: When your acu die your units is destroied instead of giving to your allies, so let's fix this "bug" and make the game always give all the units to your allies when you lose. Is there any reason not to give the units? I think no. Is there any reason to build a t1 mex in a t3 wreckage with 50% bonuts? I think no. But its the gameplay.
There is no reason not to change it.
_________________ I'm watchin you!
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pulita
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Posted: 25 Sep, 2009
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Joined: 20 Sep, 2009 Posts: 13
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Quote: There is no reason not to change it.
It's not a bug, that's the reason.
But if we want to start fixing stupid things in the game like that, do it with other upgradable units and do that with unit sharing too.
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Lt_hawkeye
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Posted: 25 Sep, 2009
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Joined: 26 Mar, 2007 Posts: 5076 Location: California, United States
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pulita wrote: Quote: There is no reason not to change it. It's not a bug, that's the reason. But if we want to start fixing stupid things in the game like that, do it with other upgradable units and do that with unit sharing too.
i see your point but i think many people dont like to waste mass, yes building a t1 mex on a t3 mex wreak is a waste of mass. you may not think it is, but it is. so to fix this we have the engie reclaim the wreak first then build the lower tier mex, you then gain mass instead of losing it. mass that can be used for a quick upgrade to t2 mex, or a few extra bombers.
_________________ {◕ ◡ ◕}
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DeadMG
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Posted: 25 Sep, 2009
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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pulita wrote: Quote: There is no reason not to change it. It's not a bug, that's the reason. But if we want to start fixing stupid things in the game like that, do it with other upgradable units and do that with unit sharing too.
We do both of those things.
I think that we should stop calling it a bug fix patch and more like, a gameplay improvement patch. The simple fact is that this thing has no benefits or skills whatsoever.
_________________ I'm watchin you!
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FGraaf
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Posted: 01 Nov, 2009
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Joined: 30 Oct, 2009 Posts: 6
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is this the latest version of the CBFP? If so, does someone have a working link? The one in the opening post is dead... 
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brute51
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Posted: 01 Nov, 2009
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Joined: 08 May, 2008 Posts: 821
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Yes, this is the latest version of the CBFP. It fixes the bubble shield restriction you've been looking for. I've updated the download links, you should have little problem downloading the mod now.
New version coming soon (hopefully!)
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FGraaf
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Posted: 02 Nov, 2009
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Joined: 30 Oct, 2009 Posts: 6
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I have no words, only tears of happiness
Thanks, it works great! 
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