Updated Mods for FAF and Vanilla / Steam

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Re: Updated Mods for gameversion 3652+

Postby Uveso » 13 Aug 2016, 16:58

Hallo Mortifero,

i am indeed searching for some unit models. I need some Seraphim experimentals for Total Mayhem and also some models for my own small mods.

If you downloaded the auto engineer factory, you will see i used the original ingame factories. I just made them a little bit smaller. Would be nice to have extra models for such factories.

Then i need T4 Anti Air tower, T4 Anti nuke buildings, models for shieldgenerators and so on. Just made 4 buildings, one for each faction ande we can make something out of it.

Greetings Uveso.

PS: Danke mir gehts bestens :) Wenn du hilfe auf deutsch brauchst, wir können uns gerne mal in meinem oder deinem Teamspeak treffen.
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Re: Updated Mods for gameversion 3652+

Postby Stalkersasquatch » 17 Aug 2016, 20:56

Hello there!

Long time lurker and admirer of your updates here, Uveso, and I only really made an account so I could keep track of the updates that you put out.

I was wondering though, if there was a chance for a Black Ops Advanced Command Units update? The 3652 version doesn't seem to working with the newest FAF update, and both my friend and I really enjoy that mod in particular.
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Re: Updated Mods for gameversion 3652+

Postby Uveso » 17 Aug 2016, 22:26

Hello Stalkersasquatch,

nice to have you here :)

And yes there is a brand new version of black ops unleashed and advanced ACU

You can download the mods directly from github.

BlackOps 10.0 Alpha Testing: (incudes black ops unleashed and black ops advanced ACU's)
/viewtopic.php?f=31&t=12712

greetings uveso.
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Re: Updated Mods for gameversion 3652+

Postby Blackrobe » 23 Aug 2016, 10:19

Hey Uveso,
Since you're working on a BlackOps update, will you be fixing the issue with the UEF Citadel not allowing T2/3 planes landing on its repair platform, etc?

Also, sent you a PM a while back, but it doesn't seem to move form my outbox, and not showing as sent.
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Re: Updated Mods for gameversion 3652+

Postby Uveso » 23 Aug 2016, 18:52

Hello Blackrobe,

talking about mods can't be off topic in this thread :)
I saw your PM right now. Sorry i didnt see it until you mentioned it ^^


First some words to the automatic factory:
After building, it will check if you have at least 2 TECH-1 mobile units. Then it will start building T1 engineers.
If you have at least 2 Tech-2 mobile units, it will start with T2 engineers.
Maybe you only build tech 2 buildings or something like that ?


FAF vs steam or vanilla:
I play the FAF version of the game, because there are less errors and its faster then vanilla or steam version.
Why not start FAF in singleplayer with a desktopshortcut if you dont like to start the FAF lobby ?

You have to start/host at least one game over the FAFlobby, then this works:

Make a desktop-shortcut from the file:
C:\ProgramData\FAForever\bin\ForgedAlliance.exe
(Rightclick the file and select "Send to" -> Desktop Shortcut")

Open the shortcut and change the Command line (target):
from:
C:\ProgramData\FAForever\bin\ForgedAlliance.exe
to:
C:\ProgramData\FAForever\bin\ForgedAlliance.exe /init init_faf

Now you can use this shortcut to start the FAF version for singleplayer or LAN multiplayer. :o


Black Ops Citadel:
Yes, only Tech1 planes can land on the Citadel. I dont know if this is by design or just a error.
I will make a issue post on github. Lets see if this was a feature, or we have to fix this.
[edit] https://github.com/aeoncleanse/Mods/issues/158

Now lets talk about the more important issues. SCHNITZEL! :mrgreen:
I guess i know, why we can't produce Schnitzel in our factory.
We need more energy!
Mabye a QuantumResourceGenerators could be helpfull in this case.

I dont know in what faction your are, so i have generators for all factions here 8-)
http://faforever.uveso.de/QuantumResour ... torsV1.zip

Its like the Aeon Resource Generator, but cost 50% more and produces 50% less then the original paragon.
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Re: Updated Mods for gameversion 3652+

Postby Blackrobe » 24 Aug 2016, 03:36

Ok, no worries.

Will have another go at auto factory. Will also try out your FAF suggestion. Thanks for that. Thanks also for Schnitzel quantum resource generator. Will see how that plays out :)

Just how many mods have you made!? :o
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Re: Updated Mods for gameversion 3652+

Postby speed2 » 24 Aug 2016, 08:28

Uveso wrote:Open the shortcut and change the Command line (target):
from:
C:\ProgramData\FAForever\bin\ForgedAlliance.exe
to:
C:\ProgramData\FAForever\bin\ForgedAlliance.exe /init init_faf

FYI this part is not needed, ForgedAlliance.exe from this folder:
Code: Select all
C:\ProgramData\FAForever\bin\
Will automatically start with FAF changes.
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Re: Updated Mods for gameversion 3652+

Postby Uveso » 24 Aug 2016, 13:27

@speed2:
you are right in general. And your help is always welcome.

But in this case "I" need the startparameter for later use. Its easier to explain how to start the beta version of the game if we have already a propper command line.

To bad i had to spoil this now. It was planed as surprise.
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Re: Updated Mods for gameversion 3652+

Postby Resin_Smoker » 25 Aug 2016, 02:27

Update 4DC for FAF compatability.... That would impress us.
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Re: Updated Mods for gameversion 3652+

Postby Uveso » 26 Aug 2016, 17:20

@Resin_Smoker
i already take a look into 4DC, as i know its changing mesh and shaders. i don't have any clue how this works.
Beside this, i need the permission from the original author of the mod.
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