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 PostPosted: 17 Jun, 2012 
 
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Things in Unleased has BUILTBYTIER4COMMANDER because the Balance mod has scripts in it that makes only SCUs & Fully upgraded engineering commanders (even without BO:ACUs) able to build the more powerful experimentals.

SpecWep experimentals never recieved the flag simply because the Disruptor is suppost to be a light experimental & the star gen is a combact energy/mass matrix... Though the star gen probobly still should be flagged tier4 only.


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 PostPosted: 25 Jun, 2012 
 

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Is anyone else experiancing oddities using an AI with this mod?
Notably...they don't seem to like Experimentals, it leaves units just meandering around in groups, rather than attacking.

Played a match last night against a Sorian Aeon AI, over the course of two hours it sent Czars at me. That is all the experimental units it built.

It DID build a lot of T3 artillery, but never used *ANY* of them. Seriously, probably had 5 T3 Artillery built, but I never had a single shell hit any of my locations.

In a previous match against UEF, it built a few experimental's but left them all in it's base. This is using the latest Sorian and latest Black Ops, re-downloaded both yesterday to make certain.

Any thoughts?


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 PostPosted: 25 Jun, 2012 
 

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I've been using both for a long time...and I've not experienced what you're describing. Everything seems to work fine...the experiementals even attack reliably now that the latest Blackops has made a change so they don't just stand around in the base.


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 PostPosted: 25 Jun, 2012 
 

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I should mention this is with the Steam Copy of the game, so that *may* have something to do with it?


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 PostPosted: 25 Jun, 2012 
 

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Can't comment on the steam version, as I've not used it.


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 PostPosted: 26 Jun, 2012 
 
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Steam defaults to the 3603 patch that was never officially released for non-steam players. None of us on the Blackops team have the steam version and we just recently started checking things over for FAF (which uses 3603+community patches). Granted I haven't heard any AI issues from that side of things either so not really sure what would cause it.

What other non-Blackops mods are running?


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 PostPosted: 26 Jun, 2012 
 

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Well, aside from the Sorian AI mod, none.

Tried the same thing with Setans Clutch, again the AI built T3 Arty (Which it at least used!) and continually tried to build Czars. never saw another experimental unit from it, I'll try with another fraction for good measure.

(I'll add that against the AI's I like to turtle, so these are not short games where the AI doesn't have a chance. I usually give it control of the map, and then expand, so it has a LOT of resources to build with)


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 PostPosted: 26 Jun, 2012 
 

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I'm running on 3603 from Steam.

I'm running a bunch of mods at once including BU:O and I have noticed that the Aeon AI is very, very fond of Czars. Likewise the Seraphim AI is very fond of the experimental bomber. Other than Burney's Total Mayhem T1 and T2 experimental (which the AI loves to spam as well) a T4 bomber or a Czar is the first exp it builds hands down basically every game I've tried.

The AI will build GCs and whatever that Seraphim T4 bot is called, but with what appears to be much lesser frequency and much later into the game. Using an AIx seems to dramatically improve the variety of experimentals produced.

The AI often seems to favour T3 arty as well, but it always fires it in games I play. And it also heavily tapers off it's attacks if it is getting wooped badly.


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 PostPosted: 26 Jun, 2012 
 
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Well part of what your seeing may be the effects of the BO:Balance Mod's adjustments to experimental build avalibility. Basically with the exception of each factions "common/light" experimentals all the heavy stuff requires either an SCU or ACU w/ Maxed engineering in order to build. Chances are your seeing the common/light experimentals getting spammed because the AI hasn't produced many SCUs... or has been giving those SCUs assist orders instead of build orders.

You might need to give the AI a kick... blow the crap out of the spots where the AI is building its experimentals (its usually the same set of spots on every map) and make sure to kill all the T3 engineers sitting there. If you blow away whichever engineer the AI has decided is "primary" it will generally start using an SCU to start experimentals if it has one handy. Otherwise the AI likes to just assign new engineers/SCUs to assist whatever its had as its selected primary :roll:


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 PostPosted: 26 Jun, 2012 
 

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Even with other mods enabled (Total Mayhem or 4DC for eg), that have sorian AI support and don't have the T5/apocalypse requirement for all their heavy experimentals, the AI still seems to focus on the Czar and the Exp-Bomber above all else. So it's not just the extra tech level.

The AI playing as Cybran is far more likely to pop out T4 mechs, with Total Mayhem enabled it has a real affinity for Burney's Vulture and Mad Cats. Never seen it put out a BO Basilisk.

The AI as UEF seems to focus on fatboys and I've seen it put out a Goliath on rare occasions.


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 PostPosted: 26 Jun, 2012 
 
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Ai does not have the same restriction that players have when building experimentals, Ai t3 engies can make Basilisks and goliaths, etc.

Depends really on the map and the AI, the only sorian AIs that i have seen consistently build experimentals are the cheating AIs

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 PostPosted: 26 Jun, 2012 
 
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Oh i didn't realize you got the player only restriction working lol

EDIT: you know I think I need to bug Knight... I should probobly get a proper blackops banner for myself sometime this decade :P


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 PostPosted: 26 Jun, 2012 
 
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Exavier Macbeth wrote:
Oh i didn't realize you got the player only restriction working lol

EDIT: you know I think I need to bug Knight... I should probobly get a proper blackops banner for myself sometime this decade :P

DING!

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 PostPosted: 26 Jun, 2012 
 
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Lmao but I want my Missile Packed UEF ACU & Disruptor Tank on it :lol:


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 PostPosted: 26 Jun, 2012 
 
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But that's moar work!

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 PostPosted: 26 Jun, 2012 
 
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So? :lol:
I could submit you some more model requests if you'd like... :P


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 PostPosted: 26 Jun, 2012 
 
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Exavier Macbeth wrote:
So? :lol:
I could submit you some more model requests if you'd like... :P

..........you wouldn't! :O

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 PostPosted: 27 Jun, 2012 
 
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Lmao well not for supcom but I will eventually need some new models for Sword of the stars 2... as soon as they provide the proper converters, well and finish fixing the game :P


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 PostPosted: 04 Jul, 2012 
 

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BSB0405_unit.bp
'BUILTBYTEIR3COMMANDER',


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 PostPosted: 07 Jul, 2012 
 

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Has anyone seen crashing issues with BlackOps 6? We just started playing with it at the office and all of us are seeing crashes, both in skirmish as well as multiplayer. These aren't CTD, but the game 100% completely freezes (no sound, input, and cannot ALT-TAB). Windows pops up a "ForgedAlliance has stopped working..." dialog box in the background which you see after you use Task Manager to kill FA.

I'm pretty sure the issue must be BlackOps 6, because we've played for over a year with our current setup (version 3599, no new mods) and it was only the very day we switched to BO 6 this week that we're seeing crashes like this.

Unfortunately it's hard to test, because it seems to take a while to get to the crash (usually about 45-60 minutes). My guess is that it has to do with a late-game unit, but that's just a guess. I played a couple of skirmish games against a few AIs and got a crash each time. After removing BO 6 and going back to 5.1 I was able to complete a game no problem.

I captured a couple of game logs for crashy games, but I can't see anything in them that obviously points at the cause of the crash. Here's a log anyway, if you want to see: http://pastebin.com/awj2jStr

Sorry I can't be more helpful, but if there's something specific you'd like me to try, let me know. If I have time tomorrow I'll try running a game with only BO 6 and no other mods, but since we've used this same set of mods for so long with no issues, I'm not sure what that would show.

Thanks!


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 PostPosted: 08 Jul, 2012 
 
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Good god man... got enough mods running in that thing?

Ok this is going to be inaccurate as heck because of how much appears to be going on :? But...
1) First one of the mods keeps throwing a faulty "CWldSession" heartbeat which I do know that we don't use. You might want to try and do a find in files on your mod directory (Notepad++ is good for that) to track down who's it is. Might not be a problem but probobly still a good idea to report it to the person who can fix it. Log spam is bad :P

2) It looks like the major breakdown is the "lua.scd\lua\sim\unit.lua(1792)" having a heart attack. I have seen this error before and though I had worked with Resin to get it resolved once. Basically it looks like someone is spamming his holographic generators and 4DC Hologram & Blackops Transparent Cloak scripts are getting into a catfight again. Might want to ask him to check his holographic units to make sure he flagged them all properly with the tag he & I worked out to get our intel system to ignore them.

If he says everything looks good on his end then the only thing I can recommend is going to be painful filediving on your end :(. Basically you will need to look through all the mods you have running & find each one that hooks "\lua\sim\unit.lua". Then see if any of those others (with the exception of 4DC & Blackops as I know they do) hook/override the "EnableUnitIntel = function(self, intel)" function. If any of them do could you pastebin that and I can take a look at it.

EDIT: Also if I am reading this right you are running an older version of 4DC... Might be your version doesn't even have the above mentioned changes that made those Holographic units play nice with us :P


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 PostPosted: 09 Jul, 2012 
 

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Hi,

In 4DC, we removed holograms (until a later date) they were unstable, ive never seen the getcurrentlayer error on any holograms or generators, however we certainly experianced crash to desktop periodically with the holograms late game, we also experianced desyncs, this is why we removed them,

downloading the current versions of 4DC and DMS will correct any hologram problems you may be experiancing.

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 PostPosted: 09 Jul, 2012 
 

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After many games I haven't had any issues with the latest BO:U and the latest 4DC/DMS working along-side, I suggest you update 4DC at the very least!

Beats the hell out of filediving at least.


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 PostPosted: 09 Jul, 2012 
 
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@Domino: Didn't know you removed them but it does emphasize the point that Nick is using an out of date version of the mod like I expected.

You probobly haven't seen the error because the actual error is being thrown on Blackops side of the board rather than 4DC. That and Resin & I worked a fix out pretty quickly.

Its caused by the hologram units (the holograms themselves not the generator) special scripts where receiving the Transparent Cloaks heartbeat, that Blackops applies to every unit to time the shader swap, and causing mutual crash of that intel function, particularly when the 4DC code terminates (destroys) the hologram. :P

I worked a BP check into our script so that resin can put a flag into the hologram (or phasing) unit's BP to tell our scripts to ignore it when we apply & trigger our heartbeats. I know the 4DC version after we figured it out had the fix in it but I don't remember the version number :)

EDIT: Btw in case you look... yes I know our setup on those functions is not very efficient or modernized to current modding standards. Most of the code that controls the Transparent Cloaks is still based on the original vanilla mod it came from. We have just never had enough problems with it to warrant rewriting it. :P


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 PostPosted: 09 Jul, 2012 
 

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Exavier Macbeth wrote:
Good god man... got enough mods running in that thing?


Haha, yeah. Most of them are really small ones I made just to tweak something, or the double resource mod, etc. :) Though, BlackOps + 4DC are 8 by themselves.

Exavier Macbeth wrote:
EDIT: Also if I am reading this right you are running an older version of 4DC


I'll try giving the newest 4DC a try. To be honest (and definitely no offense Domino! I love your work), I'd kind of avoided it because the newest versions seem to be more like beta versions than before. I could be wrong, but reading over the 4DC thread it seems like there are still some bugs and imbalanced units to worry about in each release. The version we've been using has been pretty stable and seems balanced, so we were happy (until now :P).

Really appreciate you looking over the log and I'll post back when I know something.


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