Login  Register
 



Post new topicReply to topic Go to page Previous  1 ... 12, 13, 14, 15, 16  Next
 
Author Message
 PostPosted: 23 Feb, 2012 
 

Joined: 22 Feb, 2012
Posts: 17
Offline
I´ve found a few bugs, quite major ones... i have patch 3611 through forged alliance forever and a few other blackops mods installed.

1.the seawolf is absolutely wortless. it does not so ANYTHING AT ALL, i am little sadened that it did not have torpedos, making it somewhat of a "clone" to the strategic missile submarine. and i cannot build missiles wit hit, and it do not attack (below surface, or under) and i havent chosen "do not attack".

2. the UEF escort battlecruisers AA do not work. the flak cannons work fine but not their "good" AA. it also makes annoying "red lasers" in the sky, for no apparent reason.

3.i have no idea what the harmonic wave does. i tried against different enemies but nothing happends, it points the "gun" but nothing else.


Top
 Profile  
 PostPosted: 23 Feb, 2012 
 
Forum Scout
Forum Scout
User avatar

Joined: 02 Mar, 2007
Posts: 8995
Location: Ninja Editing Your Post from a Canadian IPhone
Offline
Nascend wrote:
it also makes annoying "red lasers" in the sky, for no apparent reason.

This leads me to believe you either have a faulty install or there is some form of compatibility issue with FAF, this would also explain your other issues as well.

Mike

_________________
God of Models - Moderator
BlackOps Team Twitter

Image


Top
 Profile  
 PostPosted: 23 Feb, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Ported from Unleashed Thread...

@Nascend: The bugs you described with SpecWep are all common symptoms of a fauly install. Especially the red lines instead of bullets because it means the game could not locate the custom projectiles for that gun. Which means a file path is not lining up correctly.

Considering the Seawolf is nothing but custom weapons (including its "I can kill Hovercraft" AOE Torpedos) a fauly install would break every weapon on it. :)

UEF Escort Frigate's HVM is also a custom weapon and the red lasers is the games "I can't find it" default when a file path is broken.

Again custom weapon but when beams break they just don't fire rather than doing the red lines. The Disruptor's main weapon is an area beam cannon. Was designed based on the unit by the same name from the C&C series... Probobly one of my most favorite units from that series :)


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 

Joined: 10 Apr, 2008
Posts: 299
Location: Turkey
Offline
I never saw harmony waves, that unit doesnt shoot its been like that since day 1

_________________
Sorian, Duncane, Domino made me play SupCom !


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
CanRaps wrote:
I never saw harmony waves, that unit doesnt shoot its been like that since day 1

Which is odd because it has worked in EVERY game I have built on in :lol:


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 

Joined: 10 Apr, 2008
Posts: 299
Location: Turkey
Offline
just extracted the mod today to test

BlackOpsEXUnitsv13.zip

its placed as \mods\BlackOpsEXUnits

deleted the blackops icon line from

requires = { }

what can be the problem ?

_________________
Sorian, Duncane, Domino made me play SupCom !


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Enable and put a copy of the log in www.pastebin.com so I can see if there are any errors. Particularly when it tries to fire but I will need to see the whole log to make sure everything loaded right.


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 

Joined: 10 Apr, 2008
Posts: 299
Location: Turkey
Offline
very very odd and creeepy, now its shooting im shocked :S

btw exavier what happenned to Bolo i remember a huge unit like that ?

_________________
Sorian, Duncane, Domino made me play SupCom !


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Bolos where never in SpecWep. I believe they where an amusment hawk created at one time. I thought they where in AR but its been a very long time since i have booted that mod up.


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 
User avatar

Joined: 27 Aug, 2009
Posts: 245
Offline
'They' were in AR

- and there was only ever a UEF version. :evil:

_________________
-= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-


Top
 Profile  
 PostPosted: 24 Feb, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
Achronus wrote:
'They' were in AR

- and there was only ever a UEF version. :evil:


blame mike for never making my cybran version :(

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 

Joined: 22 Feb, 2012
Posts: 17
Offline
i fixed it :) everything works just fine now, although i do have a question. when i build a harmonic wave and move it against several ground units, it targets one unit, kills it and stops shooting, then maybe 2 sec later it shoots again, and repeats. is it supposed to do this or could you make it shoot with a "sweeping" motion?


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
don't tell it to focus fire unless you want it to. this is how some beam weapons tend to act sometimes.

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 

Joined: 22 Feb, 2012
Posts: 17
Offline
what exactly do you mean by focus fire? :p


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
don't click it and click an enemy unit, and then do not shift queue attack orders on enemy units(unless you really want them dead) just let it do its thing and constantly fire as it is supposed to be a constant fire beam weapon like the GC or ML

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Actually as long as the queued enemies are in range it usually will sweep from one to the next without shutting down.

But as hawk said the way the game engine handles beams if you simply right click on a unit to tell it to attack that unit the beam tends to shut down & start its reset phase the moment that unit is dead. If you give it a move order just to keep the enemy in range the unit will fire the beam at full duration until there is nothing in range (or until the beam duration is met and it goes into recharge naturally).


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 

Joined: 22 Feb, 2012
Posts: 17
Offline
ok... sorry about that :/ yesterday when i played a game it acted like i described, but now when i try it acts just fine. i must have right clicked them as you said but i dont recall doing that... :(

now when we are into beam weapons, when i have a novax and set it to patrol an area, it kills one, stops and so on. although when i just move it somewhere it "sweeps". do you know a way to fix this?


Top
 Profile  
 PostPosted: 26 Feb, 2012 
 
Forum Scout
Forum Scout

Joined: 16 Feb, 2007
Posts: 2839
Location: Phoenix, Arizona, USA
Offline
Nascend wrote:
now when we are into beam weapons, when i have a novax and set it to patrol an area, it kills one, stops and so on. although when i just move it somewhere it "sweeps". do you know a way to fix this?

engine targeting limitation... Not much can be done about it. Its the same thing that affects other beam equipped units just more pronounced because of how the beam sat works.

The redesign that I was working on before things got hectic (Hawk has the code but I don't think he has had time either) had an adjustment for the beam sat that made its beam more sniper style... Shorter duration but higher damage. Basically same damage overall its just better at dealing with single targets while letting a different sat handle the anti-army AoE ability.


Top
 Profile  
 PostPosted: 29 Feb, 2012 
 

Joined: 13 Jul, 2009
Posts: 41
Offline
Greetings.

I would like to ask something and make a request...

Normally in the game (unfortunately I don't remember if it is only in SupCom, or in Forged Alliance too), there is a unit with characteristics like, apart from having the experimental strategic icon, it also has a yellow ring like icon, and it was not possible to target it with anything.
But there is nothing like that using the BO mods, even the satellites can be shot down by anti-nuke defenses (which by the way I think it's a good thing).

So my request is: to have one (or two?- but I would be happy having at least one) unit for all four factions, which would have that "orbital"/space characteristic.

For example: this unit would have very long ranged, anti-ground and anti-naval (underwater) weapons (and perhaps anti-air too - directly or indirectly using T3 level anti-air drones) with very high damage or very high rate of fire and moderate damage, and also it would have some other weapons which would be used to target other units of the same kind as itself. It would be either untargetable by anti-nuke systems, or it would be targetable by anti-nuke systems but it would easily out range them. They would have intelligence systems fitting to them -radar is a minimum and its range would be at least as big as the T3 intelligence building's radar range (then if it can target naval stuff then it would also have sonar -again with a minimum range of the T3 intelligence building's sonar range; maybe omni sensors would also be fitting for units of this caliber? -if yes then its range would be the double of the T3 intelligence building's omni range). Although they would be so called orbital units, and they would be higher than where satellites are, and units of this same kind would be able to target each other, but they still would not be able to target satellites (as satellites can already be easily taken out with anti-nuke systems anyway). So, yes, they could be called spaceships.
It would be T4 Experimental, buildable only by ACUs, very expensive, with long build time, but no limit on how many can be built.
It would be a unit for those rare times where no one can push back the other for hours, so these (possible) game enders might be needed.

So the question: if you some day will have time for them, would you and will you make something like these?

I know that there is a mod/unit pack which gives stuff like that, but I don't like that/those units.

Thank you.

Zsombi


Top
 Profile  
 PostPosted: 29 Feb, 2012 
 
Forum Scout
Forum Scout
User avatar

Joined: 02 Mar, 2007
Posts: 8995
Location: Ninja Editing Your Post from a Canadian IPhone
Offline
Unfortunately we don't consider super units that are good at everything and outrange their counter to be very good for gameplay. The current system for Satellites is good as it allows for multiple options in regards to taking them out, either going for the base Station or luring them to your base. The current Satellite units are rather one-dimensional as well, meaning once you know one is built, you know exactly what it will be trying to do allowing you to plan for that as well.

What you described is a unit that can attack everything, see everything and yet can't be attacked unless it mistakenly wanders into attack range of SMD or you build one of your own................the cost would have to be so obscene for such a unit that the first person to build one would auto win because it'd take so long to build one yourself.

Mike

_________________
God of Models - Moderator
BlackOps Team Twitter

Image


Top
 Profile  
 PostPosted: 29 Feb, 2012 
 

Joined: 13 Jul, 2009
Posts: 41
Offline
OrangeKnight wrote:
What you described is a unit that can attack everything, see everything and yet can't be attacked unless it mistakenly wanders into attack range of SMD or you build one of your own................the cost would have to be so obscene for such a unit that the first person to build one would auto win because it'd take so long to build one yourself.

Mike

Ah!.. :shock: yes, I see your point. Actually I was thinking about it for a long time, but I always got stuck at that "auto win" fact. I got confused so I just asked. :( But it seems the outcome is the same. Oh well...

Thank you.

Zsombi


Top
 Profile  
 PostPosted: 22 Mar, 2012 
 

Joined: 04 Jun, 2011
Posts: 145
Offline
I"m getting an error message saying the mod requires another mod. The error message is not helpful at all.

I'd really like to try out this mod. What's the usual culprit for this type of error in this mod? Incompatibilities with another mod? I only have a couple of the BlackOps and the GAZ_UI mods installed.

If you need details, please let me know. Thank you.


Top
 Profile  
 PostPosted: 23 Mar, 2012 
 
Forum Scout
Forum Scout
User avatar

Joined: 02 Mar, 2007
Posts: 8995
Location: Ninja Editing Your Post from a Canadian IPhone
Offline
I'm assuming you mean the BlackOps; Special Weapons Mod, if so I'll merge this with the appropriate thread.

Mike

_________________
God of Models - Moderator
BlackOps Team Twitter

Image


Top
 Profile  
 PostPosted: 23 Mar, 2012 
 

Joined: 04 Jun, 2011
Posts: 145
Offline
Yes, this is the BlackOps Special Weapons mod.

I tried posting it to the appropriate thread, in fact I've read the thread and tried posting it there twice but for some reason I ended up posting it here. I suspect it is because I don't use this forum frequently enough to know how to navigate my way around.

Anyway, I've installed all the other BlackOps mods I can think of including the required mod involving the global icons but I'm still getting an error enabling the Special Weapons mod. I'm using FA v1.5.3603.

Mods I've installed so far:
BO-Global Icon Support v2.0
BO Naval Rebalance 1.2
BO ACU 2.8 (later versions won't enable either)
BO Unleashed 3.2
BO Balance Change 3.2
Total Mayhem 1.14
GAZ_UI

Also installed is the Sorian(?) mod but for some reason it's not included in the Mod Manager list.

The error:
"The requested mod can not be enabled as it requires the following mod that you don't have currently installed:
9e8ea941-c306-4751
b367-f00000000005"

Thank you.


Top
 Profile  
 PostPosted: 23 Mar, 2012 
 
User avatar

Joined: 26 Mar, 2007
Posts: 5075
Location: California, United States
Offline
wow, all of your mods are out of date, you need to go and download all the current versions.

_________________
{◕ ◡ ◕}
Image


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic Go to page Previous  1 ... 12, 13, 14, 15, 16  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy