I'm aware, but it at least gives people a rough idea of what to expect before you yourself post one when you're back ;)
I'm aware, but it at least gives people a rough idea of what to expect before you yourself post one when you're back ;)
From Balthazar (mod maker) on Discord:
The most noticeable change is probably the penetrator bombers for the R&D sub mod
LOUD has some of the changes already, although some of the others might take some time
I suppose I shouldn't say the most noticeable change, they are the addition I spent the most time on; the tech 3.5 bombers.
Notable fixes:
Fixed the script that is supposed to detect and fix incorrect installs.
Fixed the Iyadesu breaking on some versions of the game if there were no build restrictions.
Fixed a potential AI related crash related to buildings being issued move orders.
Fixed Cybran and UEF tech 1 air staging being off centre.
Notable changes:
Split off advanced AI features from BrewLAN to their own mod.
Projectiles from the railgun Excalibur are now more reliable and have AoE where they eventually stop.
The Panopticon and the Seraphim tech 3 optics now have water vision.
The Stargate now warps projectiles.
The Gantry tech share feature now tracks factories and engineers for deciding what experimental to give access to, and now longer counts engineering stations.
Gantries now more dynamically choose their whole build lists on launch. Most visible effect of this is that they all now gain the ability to build field engineers currently.
Increased the rate of fire of the Ivan drop-pod artillery.
Increased the population cap of mines.
Mines can no longer leave wreckage's.
Aeon shielded mass extractors now disable the shield when production is disabled.
Various AI categories have been cleaned up.
UEF mobile anti strategic missile launcher now fires volleys of 2 rather than 3. Effectively the same as before, but graphically different.
Some localisation strings that shared vanilla strings are now unique.
The Centurion can now fire its weapons simultaneously, and is now considerably more effective.
Notable additions:
New mods:
BrewLAN: AI
Invisible War
Knife Fight
Scathing Beetles
BrewLAN:
New tarmac textures for size 8 buildings for Aeon and Seraphim.
Research & Daiquiris:
Tech 1 tidal generator for Seraphim.
Tech 1-3 hovercraft factory for Aeon.
Tech 2 light power generators for all factions.
Tech 3 penetrator bombers for all factions.
Tech 3 penetration fighter for Cybran.
@Taekwondo's suggestion just reminded me that the Sorian AI can build the Aeon XP Air Factory AND build land units out of it, but when I build it it's just an XP Air Factory like the name suggests.
Is this intentional?
Yes, that's why they're releasing the assets; they killed a game out of greed then shut it down when they're copy&paste; game suddenly became popular.
Ah, that's alright.
Thanks for the response, and I hope you get well soon :)
If push comes to shove, I imagine I'd be able to change it back myself for my and my friends usage, but figured I'd ask here as a way of providing feedback :)
Loving the new update, especially the way the Seraphim XP engineer works now!
I do however think the previous model was more suited to it's duty though...
Would it be possible to change it back in the next version?
Ooo, nice! Just out of curiosity though; will we still be unable to set a build queue consisting of multiple tech levels at once, or will it still be one tier at a time?
Here you go :)
Unleashed:
Forums.gaspowered.com
Special Weapons and Naval Balance:
Forums.gaspowered.com
Alternate Reality:
Forums.gaspowered.com
Icon Support:
Forums.gaspowered.com
I use this with Total Mayhem with no obvious problems, plus Balthassar has used Total Mayhem in previous pictures, so I'm guessing it works just fine :)
I am however curious to see how this will work out though as it looks interesting!
I'll ask what he's asking ;)
Kinda like the Aeon teleporter in Supreme Commander 2.
Hello again :)
It looks like the BrewLAN.scd file is missing from the new archive, it only includes the mods folder ;)
Ah, okay. I just opened the ZIP again and it looks like it might be packaged wrong (it looks like it is).
The path in the ZIP is as follows:
"\mods\BrewLAN\BrewLAN\"
Everything in the mods folder is also in the BrewLAN folder, which is what caused the missing icon in the Mod Manager among other things.
Myself and 2 friends are about to have a game to see if the other issues we seen yesterday are fixed, I'll let you know shortly :)
Okay, cool!
It's a very unique unit none-the-less :)
So... If you don't mind me asking; what do you have planned for the Seraphim XP Resurrection Unit?
You said it's unfinished, so I was just wondering what the future may hold :)
AHA! There we go, it seems I borked the install! I've fixed it now :D
I'm loving the XP Resurrection Unit as well as the Mex and generator upgrades ;)
It does indeed crash when clicking the icon in the build menu!
I'll just quickly give it another go and report back with my results. :)
I'll try with just BrewLAN, one sec
EDIT: It crashed with just BrewLAN enabled too :(
(Sorry about the little spam there, accidentally made a new comment rather than replying to the last...)
- BlackOps Global Icon Support Mod v5
- BlackOps Unleashed
- BlackOps Unleashed Balance Changes
- BlackOps ACUs
- BlackOps Naval Balance
- BlackOps Special Weapons
- BlackOps Alternate Reality
- Experimental Shield Generator MkI
- Total Mayhem v1.19
- BrewLAN 0.5.8
As far as I'm aware there aren't any issues between these (we've been running these for a long time). If there are then I'll be happy to hear them! :)
Hey, I've just been playing with the 0.5.8 beta and every time I build the Seraphim XP Resurrection Unit my game CTDs.
I've also noticed that since upgrading from 0.4.4 to 0.5.8 the engineers don't have their building beams anymore. Commanders and engineering stations seems to have theirs however.
Wow, this looks brilliant! Great work :)
I agree with previous comments, the smaller texture would be best.
A lot left to do? It looks awesome as it is now :D
cheesy_fof
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