Total Mayhem 1.37 for all game versions

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Re: Total Mayhem 1.31 for all game versions

Postby Uveso » 07 Apr 2017, 17:25

Update 07.APR.2017 (v1.31)
-Unit BRMT3CLOAKER (Indigo) Fixed cloak. (Added cloak to make it visible that a cloakfield is also cloaking the emitting unit.)

Sorry, i can't upload the mod to the vault at the moment. Neither the official nor Downlords client are working in this case.
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Re: Total Mayhem 1.31 for all game versions

Postby konf » 18 May 2017, 17:17

Hello, first apologize for my english
Second is that I have a problem with the mod Total Mayhem 1.31, the problem is that when I improve any structure, the improved version overlaps with the old version, I would love to know if there is an arrangement for that problem or not
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Re: Total Mayhem 1.31 for all game versions

Postby Uveso » 18 May 2017, 22:05

Hello konf,

I guess you mean, if you update a building, you will see 2 buildings. The old one, and the new one overlaping the old model, right ?

This happens often if an lua error occours inside the upgraded building.

Totoal mayhem is not changing anything related to upgrading structures.

Do me a favor, start the game with only Total Mayhem activated. Deactivate all other mods.

If the error still happens, please tell me:

1. What Gameversion are you using ?
2. Where did you install Total Mayhem (full disk path)
3. Post the game error.log. (use https://pastebin.com/ )
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Re: Total Mayhem 1.31 for all game versions

Postby konf » 19 May 2017, 20:10

I found the problem had a version of Total Mayhem (from when I played before playing in FAF) in the root folder of the game I deleted it and the problem was solved
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Re: Total Mayhem 1.31 for all game versions

Postby Uveso » 20 May 2017, 03:26

Hello konf,

thank's for the reply and happy hunting :)
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Re: Total Mayhem 1.31 for all game versions

Postby CodenameGhost » 26 May 2017, 15:15

Hello everyone,

First thing i have to say is that I absolute love this mod. Its simply amazing. I'm not a pro-player but recently i startet to play pvp and i think i'm pretty okayish compared with my friends :lol: .

After a ton of pvp games with this mod we noticed that there ist the T1 UEF Tank named Predator mk3 and its simply overpowerd in our opinion. It have 120dps and 2000hp with a pretty fast build time. On small maps an UEF player can simply rush you with these tanks and there is no possibility to counter/defend this. We really really tried a lot of things... even T2 units/defence of other factions cant really stand against these tanks and get outperformed.

Maybe there is a possibility to "nerf" or rebalance these tanks in a future version of the mod? Like dropping the HP/damage or increase the buildingtime or something like that.

Thanks a lot for ur work and keep up the great work.
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Re: Total Mayhem 1.31 for all game versions

Postby Uveso » 26 May 2017, 23:13

Hello CodenameGhost,

yes i know what you mean. I often use the Predator mk3 to rush against T3 units.

And this is not the only unbalanced unit in this mod.
Because the mod is not my own mod i decided only to bugfix the mod for FAForever and not to balance it also.

I play this mod only against the Ai, so i dont need a balanced mod. But i am aware, that this is not good for multiplayer.

Maybe you can balance some units with your friends and tell me what i have to change ? :)

Greetings Uveso.
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Re: Total Mayhem 1.31 for all game versions

Postby CodenameGhost » 27 May 2017, 13:27

Yeah sure, we'll make a list with our suggestion for the balance changes. :)
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Re: Total Mayhem 1.31 for all game versions

Postby Uveso » 27 May 2017, 16:37

Hello CodenameGhost,

to identify single unts you can use my tooltip mod:
http://faforever.uveso.de/forum/SmartUnitTooltipV2.zip

It will display some DPS stats and the ingame unitname like "UAB0102".
I need this to find the right unit script file.
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Re: Total Mayhem 1.31 for all game versions

Postby CSI » 28 May 2017, 14:27

Hey, I'm editing a little the mod and I wonder what is the "autoattack" weapon on every mobile units ? It shows a green circle when we select the unit that can be confusing, should I set a global range (~5000) or remove it ?

Btw what I do is removing all duplicates and balancing a little.
Last edited by CSI on 28 May 2017, 23:23, edited 1 time in total.
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