Updated Mods for FAF and Vanilla / Steam

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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 29 Dec 2017, 00:01

Update 28.Dec.2017
-Total Mayhem <for all gameversions> v1.35 Now in vault!
-Experimentals Wars <only gameversion 3652+> v1.87 Now in vault!
-Orbital Wars <for all gameversions> v1.34
-XtremWars <for all gameversions> v1.3
-Nuclear Repulsor Shields <for all gameversions> v1.6
-Quantum Resource Generators <for all gameversions> v15
-Ninja Reclaim Drones <for all gameversions> v15
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Re: Updated Mods for FAF and Vanilla / Steam

Postby SomebodyXp » 02 Jan 2018, 12:03

Just wanted to let you know that Experimental Wars v187, when used with "anti nuke price v3.1 v3.1" and "rks explosions v9", will cause the game to bug when loading in. I don't think it's important, just letting you know in case you're interested.

Some other observations:
Music is still playing.
When I use just two of the mods in any combination, the bug does not occur.
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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 05 Apr 2018, 12:01

Thanks SomebodyXp.

Yes, Experimental Wars has some problems with other mods because the mod is changing some original gamefiles.
And if the "other" mod is also changing gamefiles then they will cause bugs.
Nothing i can do here. This will always happen if gamefiles are changed.
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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 26 Apr 2018, 22:38

Update 26.Apr.2018

-Total Mayhem <for all gameversions> v1.36
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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 27 Apr 2018, 16:17

Update 27.Apr.2018

Thank's to Download i am now able to upload all mods to the vault.

-Total Mayhem <for all gameversions> v1.36 lates version updated to vault
-XtremWars <for all gameversions> v1.3 now downloadable from vault!
-Orbital Wars <for all gameversions> v1.34 now downloadable from vault!
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Re: Updated Mods for FAF and Vanilla / Steam

Postby DDDX » 28 Apr 2018, 23:49

Tell me something. Why no nerf to the Magnetite class, and the other advanced battleship, in the version 1.36?
They have a mass cost of a tech 2 ship, and they come with 50 000 hp and massive cannon dmg.
I see absolutely no reason to build any other t2 or t3 ship instead of them, and for a tibny fraction of a cost, to deal with non-submerged units.

is this intentional?
Economy = {
BuildCostEnergy = 15000,
BuildCostMass = 2900,
BuildTime = 6300,

and if so, what's the logic behind letting a unit with 50 000 hp and dmg output of a Fatboy, cost under 3000 mass?
Cause I am guessing it's an oversight ;)
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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 29 Apr 2018, 17:31

DDDX wrote:Tell me something. Why no nerf to the Magnetite class, and the other advanced battleship, in the version 1.36?


Ehm, i only bugfix the mod and don't change anything else.
Are you sure about this ?

This was the patchlog for 1.36:
Update 26.Apr.2018 (v1.36)

-Moved Mod icon to mod root folder.

-Changed the buildplatoon from T1EnergyProduction to T1HydroCarbon for the following units:
UEF = 'brnbaafac' Sky-Force (HydroCarbon Anti-Air Perimeter Control System)
UEF = 'ueb1107' HPG X100 (Hydroelectric Power Generator)
UEF = 'brnbt1peri' Overlook (HydroCarbon Perimeter Monitoring System)
Aeon = 'brobt1peri' Finther (HydroCarbon Perimeter Monitoring System)
Aeon = 'uab1107' Fordyce (Hydroelectric Power Generator)
Cybran = 'brmbt1peri' Hacker (HydroCarbon Perimeter Monitoring System)
Cybran = 'urb1107' Cabin (Hydroelectric Power Generator)
Seraphim = 'xsb1107' Eruya-leatoh (Hydroelectric Power Generator)
Seraphim = 'brpbt1peri' Uyal Ha-Esel (HydroCarbon Perimeter Monitoring System)

-Changed buildchance to 25% of T2AADefense for the following units:
UEF = 'brnt2epd' Tower Boss (Experimental Plasmacannon)
Cybran = 'brmat2gunship' -- Intruder (Advanced Gunship)
Aeon = 'broat1exgs' -- Halcyon (Advanced Gunship)

-Unit BRNT3BLASP
Fixed missing `FireTargetLayerCapsTable'

-Unit BRNT2EXM2
Changed bitmap for SpecialToggle button
Fixed tooltip that deleted all other ingame tooltipdata.

[Edit] If you think this is a bug, yes we can fix this ;)
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Re: Updated Mods for FAF and Vanilla / Steam

Postby DDDX » 29 Apr 2018, 22:20

well...yeah I am sure :) they are completely overpowered for their price and tier ;)
I know the patchlog, was teh 1.st thing i read when the mod came out.

Ok tell you what, I am going to PM you a short list of units that seem either massively unbalanced, or a bit off, together with their stats for easier overview, and you decide what has merit for change, and what does not.
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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 30 Apr 2018, 04:23

Yeah that is a good idea.

But you can write this into this topic not per PM.
Maybe others will also take a look at it!

[Edit] Better use the Total Mayhem Topic viewtopic.php?f=47&t=12248
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Re: Updated Mods for FAF and Vanilla / Steam

Postby Uveso » 14 Jun 2018, 04:22

Update 14.Jun.2018
-Smart Tactical Missiles <for all gameversions> v19
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