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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Blackops Research & Development PresentsSpecial Weapons ModNaval Rebalance ModCurrent Version: 1.3 Released Date: 6/12/2010 Game Compatability: FA 3599 (Vanilla Not Supported) Tested Mod Compatability:-----Blackops: Global Icon Support -----Blackops: Unleased -----Blackops: Balance Changes Known Conflicts:-----4th Dimension (Descriptions & Balance Specifically) Blackops: Global Icon Support Mod (Required):----- http://forums.gaspowered.com/viewtopic.php?t=36996Blackops: Unleased Download Link:----- http://forums.gaspowered.com/viewtopic.php?t=31172Blackops: Adv Command Units Link:----- http://forums.gaspowered.com/viewtopic.php?t=35265Blackops: Special Weapons Download Link:-----GPGnet Vault: Name Search - Blackops----- v1.3 Zip Install Download----- v1.3 SCD Install DownloadBlackops: Naval Rebalance Download Link:-----GPGnet Vault: Name Search - Blackops----- v1.1 Zip Install Download----- v1.1 SCD Install DownloadMirror Sites:Install Instructions:Remove Old Versions First - Simply delete the old SCD or /mods/BlackOpsEXUnits folder for the old version before installing the new one. Vault Package - Avalible For v1.2 - Already downloads into proper place. Can be found in /My Documents/My Games/Gass Powered/ect if you need to. SCD Package - Unzip and drop .scd file in your <FA Install Directory>/gamedata/ folder. Zip Package - Unzip and drop the containing folder into your <FA Install Directory>/mods/ folder. Make sure folder structure is /mods/BlackOpsEXUnits/mod_info.lua. If there is an extra folder the mod will not work correctly. Zip Package Alternate - Unzip and drop the containing folder into /My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods/ folder. Make sure folder structure is /mods/BlackOpsEXUnits/mod_info.lua. If there is an extra folder the mod will not work correctly. Activation Instructions:-Activation of the mod is to simply turn it on in the Mod Manager. Please note that the "Blackops Global Icon Support Mod" must be installed and activated as well. The Mod Manager will prompt you if its not. Primary Features: Special Weapons ModThe Special Weapons mod contains several units from my old Vanilla projects that never got converted for FA. All have new models and have been completely revamped. Yes I know currently its very UEF heavy but thats because I excluded any units that someone else had already created something similar for in FA. I still have a few more on the books to get done (like an equivilent of the Knox for each faction) so there will be more. Primary Features: Naval Rebalance ModThe Naval Rebalance is a massive readjustment of how the Naval Balance in the game works. I also fixed alot of the missile targetting (so it goes after static targets first) and the crappy AA guns now do real damage and are a threat to air units. I will update a list of changes in the 2nd post later. UNIT LIST:UEF: UEF T3 Escort Frigate - KnoxName: Knox Faction: UEF Tech: T3 Armament: -4x Guided Cruise Missile Pods -1x Anti-Air Hyper Velocity Missile Launcher -2x Tri-Barreled Combination TMD/Flak Cannons -6x Torpedo Countermeasure System Subsystems: -Omni Radar -Weapons Toggle for Combination Weapon UEF T3 Missile Submarine - SeawolfName: Seawolf Faction: UEF Tech: T3 Armament: -6x Long Range Guided Cruise Missiles -1x Concussion Torpedo w/ Anti-Hover Capabilities -1x Manual Launched Tactical Missile Tube (Surface launch only) -1x Rotory Gatling Cannon (When Surfaced) -1x SAM Launcher (When Surfaced) Subsystems: -Submersible UEF T4 Harmonic Wave Array Platform - DisruptorName: Disruptor Faction: UEF Tech: Experimental Armament: -1x Harmonic Wave Array -1x Hyper Velocity Anti-Air Missile Subsystems: -Shield Bubble -Floats on Water UEF T4 Experimental Resource engine - Stellar GeneratorName: Stellar Generator Faction: UEF Tech: Experimental Armament: -None Subsystems: -Mass Production : 50 -Energy Production: 5000 -Extremely Volitile -Core can be shot to temporarily shut it down (WIP) UEF Orbital Weapons;(WIP)Spy Satelite (WIP)Novax Beam Satelite (WIP)Thor EMP Satelite (WIP)Hellfire Missile Satelite Cybran: Cybran T3 Cloak Bot - Shadowsplitter Cybran T3 Escort Frigate - AriesAeon: Aeon T3 Teleport Bot - FaithbreakerArmed with a Pair of Medium Energy Cannons, it excels at Hit and run Attacks using its built-in teleporter. Aeon T3 Escort Frigate - MessiahSeraphim:(WIP) SeraphimT2 Lambda Boat(WIP) Seraphim T3 Blitz Tank
Last edited by Exavier Macbeth on 12 Jun, 2010, edited 12 times in total.
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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----------------------------------------------
Weapon Development Labs
Weapons Designs to be released in future versions
-????? Lambda Boat (Seraphim T2)
-Aries Attack Frigate (Cybran T3)
-Shadow Splitter Stealth/Cloak Bot (Cybran T3)
-Messiah Escort Frigate (Aeon T3)
-Teleport Interdiction Weapons (All Factions T3)
-Novak Rewrite/Replacment (UEF T4)
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Naval Rebalance Changes
Changes:
--== Aeon ==--
-Frigate : Weapon Range Increase
-Destroyer : Torpedo Damage Reduction
-Cruiser : Main Gun Range Increase, Main Gun Damage Increase
-Sub Hunter : Torpedo Damage Increased, Costs Increased
-Battleship : Damage Increased, Range Increased
-X Battleship : Range Increased
--== UEF ==--
-Frigate : Weapon Range Increase, AA Damage Increase
-Destroyer : Torpedo Damage Increase, AA Damage Increase
-Cruiser : Main Gun Range Increase, Main Gun Damage Increase, Tactical Damage & Targetting Adjustments
-Sub Hunter : Torpedo Damage Increased, Costs Increased
-Battleship : Damage Increased, Weapon RoF Increased, Range Increased, AA Damage Increase
-Battlecruiser : Beam Damage Reduced, Torpedo RoF Increased, Torpedo Damage Increased
--== Cybran ==--
-Frigate : Weapon Range Increase, AA Damage Increase
-Destroyer : AA Damage Increase
-Cruiser : Main Gun Range Increase
-Sub Hunter : Torpedo Damage Increased, Costs Increased
-Battleship : Damage Increased, Weapon RoF Increased, Range Increased, AA Damage Increase
--== Seraphim ==--
-Frigate : Weapon Range Increase, AA Damage Increase
-Destroyer : AA Damage Increase
-Cruiser : Main Gun Range Increase, Main Gun Damage Increase, Tactical Damage & Targetting Adjustments
-Battleship : Damage Increased, Range Increased, AA Damage Increase
Little Bland I know I will enhance it later
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Known Issues
-Build Icons Show As Placeholder - This is intentional as I have not yet gotten Kirves to create proper icons for these units yet. I hope to have them for the next version.
-Star Gen Zoomout Not showing up correctly
-Star Gen Strat Icon Is Incorrect.
Last edited by Exavier Macbeth on 17 Dec, 2009, edited 4 times in total.
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Mooilo
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Posted: 05 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Awesome! I normally complain about non-optional balance changes but no one ever really uses naval all that much anyways, so the changes might not be a bad thing.
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Mooilo wrote: Awesome! I normally complain about non-optional balance changes but no one ever really uses naval all that much anyways, so the changes might not be a bad thing.
Lmao if you look at the download links you would see that its actually a seperate mod.
Because the Naval Rebalance is unlikely to change to much from what it is I decided just to host both the mods from the same thread. Makes it easier to manage it 
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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SCD & Zip Formats are now active. Keep in mind that this thread is hosting 2 mods so make surey ou try them both 
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Mooilo
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Posted: 05 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Exavier Macbeth wrote: Mooilo wrote: Awesome! I normally complain about non-optional balance changes but no one ever really uses naval all that much anyways, so the changes might not be a bad thing. Lmao if you look at the download links you would see that its actually a seperate mod. Because the Naval Rebalance is unlikely to change to much from what it is I decided just to host both the mods from the same thread. Makes it easier to manage it 
Well then, I'm pretty happy. Gonna go play with these new units.
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aeoncleanse
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Posted: 05 Dec, 2009
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Joined: 30 Aug, 2008 Posts: 438 Location: Cambridgeshire, UK
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Great! Here we go again, the great anti-BP merge conspiracy. Look at you guys! Every time I finish massing with you balance, you give me MORE STUFF to do  Typical... Just typical  Jks, Downloading now. Can't wait to use the new EXP 
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OrangeKnight
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Posted: 05 Dec, 2009
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Raiden2
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Posted: 05 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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It should also be noted that he was coding these while helping viking and me with mods.
Anyways good work I have new toys to try.
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Oh yea I should note as it may come up eventually. While this mod is stand alone it only contains the unit files. It contains none of the supporting scripts found in Blackops Unleashed or Blackops ACUs... That being said the Faithbreaker could probobly be considered OPed without the teleport script changes provided in either of those two mods 
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AlteredFreak
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Posted: 05 Dec, 2009
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Joined: 22 Dec, 2007 Posts: 218
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Exavier Macbeth wrote: Naval Rebalance Changes Changes: --== Aeon ==--
-Battleship : Damage Increased, Range Increased, AA Damage Increase
This worries me
also what does the stellar thingie do?
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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AlteredFreak wrote: Exavier Macbeth wrote: Naval Rebalance Changes Changes: --== Aeon ==--
-Battleship : Damage Increased, Range Increased, AA Damage Increase
This worries me also what does the stellar thingie do?
Lmao see what happens when I type at a rush. I duplicate uneeded things
As for what the Star Gen does... The original design of it was to be an end game resorce production system, remember it was designed before FA cameo ut. Unfortunatly the paragon took that role so instead I adjusted it to simply be a replacment for your simple T3 energy/mass matrixes.
Basically it produces 50 mass & 5000 energy as long as its operational (the core hasn't been blown out or building isn't blowing up). The side effect is that it is rather volitile as both the core or building being destroyed produces a significant explosion... The building going critial is about 10x the damage of a core blowout though.
Yes if the core is blown out the building will restart after about a 10-15 second delay then the shields & production will come back up at full strength.
Basically think of it as a Mass/Energy Matrix for island maps or other maps with very restricted avalible land.
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Raiden2
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Posted: 05 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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AlteredFreak wrote: Exavier Macbeth wrote: Naval Rebalance Changes Changes: --== Aeon ==--
-Battleship : Damage Increased, Range Increased, AA Damage Increase
This worries me also what does the stellar thingie do? It appears to be a economy suppliment device.
Also the disruptor I remember that unit well from C&C tiberium sun three of them could destory anything short of the core defender, five unleashed in a nod base could obliterate an obelisk better that any orca bomber or fighter.
It does very well against EXPs by the way. monkeylords better watch out, even the mighty basilisk had better fear the power of the disruptor.
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Hehe Raiden... My absolute favorite C&C Unit. Just be glad I didn't set the stats on this one like the exceedingly unbalanced modded version I snuck onto a friends computer before we played... Regen, Tiberium Regen, Cloaking, SAM, and Hover... he didn't know what hit him
Anyway the Disruptor is very powerful but its also very weak and has delays caused by the unpack sequence. Shouldn't be too hard to take out if you know its comming.
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Raiden2
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Posted: 05 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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Exavier Macbeth wrote: Hehe Raiden... My absolute favorite C&C Unit. Just be glad I didn't set the stats on this one like the exceedingly unbalanced modded version I snuck onto a friends computer before we played... Regen, Tiberium Regen, Cloaking, SAM, and Hover... he didn't know what hit him  Anyway the Disruptor is very powerful but its also very weak and has delays caused by the unpack sequence. Shouldn't be too hard to take out if you know its comming. Was that in C&C or FA?
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Raiden2 wrote: Exavier Macbeth wrote: Hehe Raiden... My absolute favorite C&C Unit. Just be glad I didn't set the stats on this one like the exceedingly unbalanced modded version I snuck onto a friends computer before we played... Regen, Tiberium Regen, Cloaking, SAM, and Hover... he didn't know what hit him  Anyway the Disruptor is very powerful but its also very weak and has delays caused by the unpack sequence. Shouldn't be too hard to take out if you know its comming. Was that in C&C or FA?
C&C... There is no such thing as tiberium regen in FA 
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Raiden2
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Posted: 05 Dec, 2009
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Joined: 27 Aug, 2008 Posts: 6408
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Exavier Macbeth wrote: Raiden2 wrote: Exavier Macbeth wrote: Hehe Raiden... My absolute favorite C&C Unit. Just be glad I didn't set the stats on this one like the exceedingly unbalanced modded version I snuck onto a friends computer before we played... Regen, Tiberium Regen, Cloaking, SAM, and Hover... he didn't know what hit him  Anyway the Disruptor is very powerful but its also very weak and has delays caused by the unpack sequence. Shouldn't be too hard to take out if you know its comming. Was that in C&C or FA? C&C... There is no such thing as tiberium regen in FA  Just making sure.
Anyways the stellar engine is pretty cool I used one in a survival game just for a test I probably should have had two.
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Mooilo
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Posted: 05 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Exavier Macbeth wrote: Oh yea I should note as it may come up eventually. While this mod is stand alone it only contains the unit files. It contains none of the supporting scripts found in Blackops Unleashed or Blackops ACUs... That being said the Faithbreaker could probobly be considered OPed without the teleport script changes provided in either of those two mods 
Would this explain why the build icons are broken?
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Ahh I need to add that to the Known Issues... The build Icons are broken because there are no build icons for the units yet. Need to ask Kirves to make them for me so the initial release doesn't have any.
I did however Put icon files in there to keep the Icon Support Mod from throwing fits but they are just duplicates of the placeholder icon named properly 
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Mooilo
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Posted: 05 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Exavier Macbeth wrote: Ahh I need to add that to the Known Issues... The build Icons are broken because there are no build icons for the units yet. Need to ask Kirves to make them for me so the initial release doesn't have any. I did however Put icon files in there to keep the Icon Support Mod from throwing fits but they are just duplicates of the placeholder icon named properly 
Oh yeah, and the Seawolf's cannon doesn't shoot. The missiles shoot, though. (This is when I just spawn it and tell it to attack ground. It aims the gun but does not shoot it. It is within the range ring)
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Mooilo wrote: Exavier Macbeth wrote: Ahh I need to add that to the Known Issues... The build Icons are broken because there are no build icons for the units yet. Need to ask Kirves to make them for me so the initial release doesn't have any. I did however Put icon files in there to keep the Icon Support Mod from throwing fits but they are just duplicates of the placeholder icon named properly  Oh yeah, and the Seawolf's cannon doesn't shoot. The missiles shoot, though. (This is when I just spawn it and tell it to attack ground. It aims the gun but does not shoot it. It is within the range ring)
Hmm worked fine last time I tried it (before release)... It does have a back facing firing arc as the gun is not allowed to rotate through the conning tower. Might be its not firing because it can't get a bead on the target from that angle.
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Mooilo
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Posted: 05 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Exavier Macbeth wrote: Mooilo wrote: Exavier Macbeth wrote: Ahh I need to add that to the Known Issues... The build Icons are broken because there are no build icons for the units yet. Need to ask Kirves to make them for me so the initial release doesn't have any. I did however Put icon files in there to keep the Icon Support Mod from throwing fits but they are just duplicates of the placeholder icon named properly  Oh yeah, and the Seawolf's cannon doesn't shoot. The missiles shoot, though. (This is when I just spawn it and tell it to attack ground. It aims the gun but does not shoot it. It is within the range ring) Hmm worked fine last time I tried it (before release)... It does have a back facing firing arc as the gun is not allowed to rotate through the conning tower. Might be its not firing because it can't get a bead on the target from that angle.
I angled the sub so that it could shoot. It aimed right at it. It didn't fire.
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Hmm its working fine for me and I am running the version out of the vault.
The max range on the cannon is 50 so its actually pretty close range. Unfortunatly because them issiles are direct fire as well the range ring from that overlaps the gatling gun's.
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Mooilo
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Posted: 05 Dec, 2009
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Joined: 08 Jul, 2007 Posts: 5394
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Exavier Macbeth wrote: Hmm its working fine for me and I am running the version out of the vault.
The max range on the cannon is 50 so its actually pretty close range. Unfortunatly because them issiles are direct fire as well the range ring from that overlaps the gatling gun's.
That would be the problem. I thought the missiles were the yellow ring and the red ring was the cannon.
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Exavier Macbeth
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Posted: 05 Dec, 2009
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Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
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Mooilo wrote: Exavier Macbeth wrote: Hmm its working fine for me and I am running the version out of the vault.
The max range on the cannon is 50 so its actually pretty close range. Unfortunatly because them issiles are direct fire as well the range ring from that overlaps the gatling gun's. That would be the problem. I thought the missiles were the yellow ring and the red ring was the cannon.
Manual Launch Tactical Nuke is the yellow ring 
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