|
 |
| Author |
Message |
|
Manimal
|
Posted: 30 Aug, 2009
|
|
Joined: 11 Apr, 2007 Posts: 1915
|
BulletMagnet wrote: Manimal wrote: I have a question : Do you think a better console could be a part of the next CBFP ? I'm talking about my Console Plus without my customized commands, but still with the editor and probably a new checkbox for the autorun of a command batch. lol! stop pimping your mod, and close the door on your way out. XP it's a bug fix; not a feature adding mod. as much as i'd like to see all of the useful feature-adding mods compiled together, this isn't the place for it.
d'oh I confused the CBFP and CEP topics... my bad ...sorry.
(/me fixes his links)
_________________ Console Plus - Solo A.C.U. - Experimental Wars
|
|
| Top |
|
 |
|
brute51
|
Posted: 01 Sep, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
New version available; beta 2. It's still for 3599. I'll work on a CBFP for 3603 after the one for 3599 is done. Download here.
I've done a big review of all code and improved it where necessary. This might cause some unexpected behaviour. It did work fine during a long 4 AI free-for-all game but I haven't thoroughly tested everything yet. Please report all issues you encounter, thanks.
Notes:
- disabled bug fix 124 which takes care of aircraft docking stations can't be damaged by Interceptors and ASFs (reason posted a few posts up). This one might be removed.
- added fix for Seraphim T1 bomber bomb detonates to early in some cases
- restored the fixes for the Harbinger and Continental shield bug (107 and 122)
- removed shield behaviour changes that were supposed to fix the Harbinger and Continental bugs. The code didn't perform as I expected
- numerous small changes and improvements (see earlier note)
|
|
| Top |
|
 |
|
FuryoftheStars
|
Posted: 02 Sep, 2009
|
|
Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
|
brute51 wrote: Notes: - disabled bug fix 124 which takes care of aircraft docking stations can't be damaged by Interceptors and ASFs (reason posted a few posts up). This one might be removed.
Air and ground are balanced quite differently, so it's hard to say what the exact fix should be. Personally, the best fix that I can think of would actually be a balance fix, one that left air to air the same, but only affected where air and ground unintentionally meet.
_________________ Nuke/Shield Collide Mod topic thread My Mods
|
|
| Top |
|
 |
|
DeadMG
|
Posted: 02 Sep, 2009
|
|
Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
|
brute51 wrote: Go ahead. And no, the default is 4.75. I came up with that number myself after a trial-and-error session.
But I still don't have anyone's view about the issue I mentioned earlier. So.. anyone?
If the ASF is firing at a legitimate target and hits something, then that's not a bug, it's the result of the game's physics, and as such the projectile should do full damage to anything it hits, whether aircraft, docking station, fatboy, anything. However, when we ask the question: Should ASFs fire at landed aircraft? The only answer the developers have given us is the one we see in the latest build. So fire up 3603 and leave it how it is in that build. Yes, the behaviour is undesirable, and I certainly would say that they should not; but it's not a bug and we should not fix it. It's specifically coded in that they can fire on landed aircraft.
_________________ I'm watchin you!
|
|
| Top |
|
 |
|
Zenkat
|
Posted: 02 Sep, 2009
|
|
Joined: 09 Jun, 2009 Posts: 25 Location: Phoenix, AZ
|
Injuis wrote: conKORD wrote: Known issues with this mod: - Aeon Tactical Missile Defense build preview now shows correct range Missile strikes volcano before it launches a flare. Are u forget about volcano's "open" animation? Need another fix. I'm seeing the same problem. I would expect Aeon TMD to at least counter a single missile? I had to crowd 9 tmd's to see a counter. Even then the missile was pretty much right over the TMD. What's everyone else seeing?
EDIT EDIT -
I'm guessing TMD is fixed in the beta v4. You should add the new beta versions to the first page as they come out, replacing previous links as you go. I didnt realize some of things had been fixed until i read the entire thread.
|
|
| Top |
|
 |
|
brute51
|
Posted: 05 Sep, 2009
|
|
Joined: 08 May, 2008 Posts: 821
|
New beta version available, download here (SCD file) or here (setup file). This is still for FA version 3599. Also, this is probably the last test version. If no errors / bugs are found in this version of the CBFP then this will be the final version for 3599 (although I still need to update some of the text files).
Changed in this version:
- fixed bugs in CBFP that prevented ACU enhancing
- fixed fix for Aeon T3 artillery FX not playing properly
- improved bug fix for radar + out of mass / energy
- removed fix for Interceptors and ASFs can damage docking stations ]124]
- other stuff (don't remember the rest  )
Next item on the list: a beta version for 3603.
@Zenkat: Done!
|
|
| Top |
|
 |
|
Paolo
|
Posted: 09 Oct, 2009
|
|
Joined: 20 Jun, 2007 Posts: 59 Location: Europe, Czech Republic
|
readme.txt wrote: Seraphim: - Yenzine: 190 mass instead of 220 (-15% mass)
Correct name of Seraphim's Hover Tank is Yenz yne.
|
|
| Top |
|
 |
|
sanman
|
Posted: 07 Aug, 2010
|
|
Joined: 22 Feb, 2009 Posts: 1760
|
|
Sorry for the necro, but this is basically a mod version of the CBFP? That way you can easily turn it off and play with those who don't have the CMFP correct? :S
_________________
|
|
| Top |
|
 |
|
Legion Darrath
|
Posted: 07 Aug, 2010
|
|
| Forum Scout |
 |
 |
Joined: 23 Feb, 2007 Posts: 8748 Location: Belgium
|
sanman wrote: Sorry for the necro, but this is basically a mod version of the CBFP? That way you can easily turn it off and play with those who don't have the CMFP correct? :S The community bug fix patch has always been a mod. You're thinking of the 3603 patch/mod which includes various fixes of this mod.
_________________
 Global Moderator and creator of LabWars
|
|
| Top |
|
 |
|
Manimal
|
Posted: 22 Jul, 2011
|
|
Joined: 11 Apr, 2007 Posts: 1915
|
|
| Top |
|
 |
|
brute51
|
Posted: 22 Jul, 2011
|
|
Joined: 08 May, 2008 Posts: 821
|
|
| Top |
|
 |
|
Manimal
|
Posted: 25 Jul, 2011
|
|
Joined: 11 Apr, 2007 Posts: 1915
|
|
| Top |
|
 |
|
Wintermist
|
Posted: 10 Mar, 2013
|
|
Joined: 13 Jun, 2009 Posts: 134
|
|
Sorry if this is not the right thread to post in, but here goes:
I am using the STEAM version of FA, and my version sais 1.6.6.
Can I, or should I, use this mod?
I am also using BO:ACU.
|
|
| Top |
|
 |
 |
 |
|