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Alone Love modding games Love and interest in High technology, especially in Space discovery and Automatized systems Interest in creating games with Unreal engine Development kit, RPG maker Still a lot to learn thought, but im on my own way!

Comment History  (0 - 30 of 75)
vodoizvietnam
vodoizvietnam - - 75 comments @ Preservation Project (Antares Unit Pack 3.5.0 too)

Can you fix incorrect structure border?

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

I love the new strategy icon system and the new terrain system for mass extractor. Is it okay if I use that for some of the defensive units (AA mines, drone launcher, etc...)?

Tried Hench AF on final mission and the result is a total grind fest trying to kill 3 million point (health + shield) units.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ Uprising Reborn

Can you change Empire's radar gun into something else? It block the air strike's aircraft attack and cause issue with Allied's story mission.

Or maybe you can clone the ship and make player buildable version have the jam gun but the original version cannot?

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

Great mod pack. Works very well with others like BlackOps legacy, TotalMayhem, Xtreme Wars, 4th Dimension with very little errors both in skirmish and campaign.

Can you add an aura base experimental engineering station with:
Regen Aura: Only apply to underconstruction units
Build Rate Aura: Only apply to units with BuildableCategory

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

Ah no, I was meant to say that you should create a control mod folder which contain a lua base controller to allow easier to debug / test or for someone who don't like a specific feature.

Something like this:
;Allow build speed multipliers to be apply to builders
;Accept value: true / false
BuildSpeedMultipliers = true

;Which engineer type to be affected when BuildSpeedMultipliers = true?
;Accept value type: custom
;Accept array format: (type1,type2,...,typeN)
AffectEngineerType = (ENGINEERS,QUANTUMGATE,POD,SILO)

For an example: Brewlan research brings new units through the research system but I don't like the fact that the mod will make all units buildable regardless of builder tier.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

Looks really interesting, but you should split the new ACU and associated buildings into a separated mod and add blueprintId into unit description so it will be easier to isolate bugs and crashes.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

Minor bugs with the bubble shield:
- Wont works with concealable structures (AEON T2 AA, AEON T2 Point defense, AEON T3 AA), but works with custom blueprints (identical blueprints).
- Cause heavy fps drop if reclaim dome shield generator (which is in the bubble radius)

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

well nvm, I tested with that effect but it doesnt fit.

My goal is to create a special factory that will teleport built unit to selected rally point to avoid pathfinding mayhem.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

work really well, but can you also change the UnitOrigin's blueprint script to also include BlueprintId and change MetalWorld's script to also remove the hydrocarbon props?

and btw, is it possible to create a reverse teleportation effect?

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ Psysonic Omega

darn, it make me want to install the game again :o
---
Do the imperial's gattling gun have any upgrade similar to the old Point defense system?

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ Unnamed Railgun WIP

a bit weird for UEF stationed heavy artillery :/
and it a bit naked too.

May I use this model for something else?

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

The only bug that appear on the log panel (except duplicate enhancements and adjacency) for entire game session so I dont need to post whole log.

And that bug is base on the Drone_station's drone control script. Lastest FBP version. Steam version.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

your mod still have bugs relate to drone station.

Drive.google.com

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

Brewlan Shield cause lots of warning when the shield removed by 'DestroySelectedUnits' cheat.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

the lag is real, real enough that force me to stop using mods that x4 unit cap.

If you are playing a long grindy match and you have around 30 Assist station like The Hive in a small zone, let call it Industrial zone, it will become very very laggy due to the fact that the game have to manage and control the movement of each individual drone and with your combat unit, it will kill your FPS instantly if you accidental place your view port there

And it is the same with cybran, but the lag is barely noticeable with faction like Aeon / Seraphim (with the same amount of factory and amount of units per seconds those factories produce).

If you play game with Brewlan, try to play a map that you use Seraphim and your friend play as UEF, each of you build 30 Engineering station (UEF : The Hive / Seraphim : ... I forgot) and your friend will experience FPS drop way sooner than you.

Only complain I have with Brewlan Engineering station for seraphim is: It is out of place in my option.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

well, Ivan : Drop pop artillery need some clear description or it will be confusing (a little).

I prefer Land / Naval Engineering turret than Engineer ship. At least those turrets will reduce lag on large UEF / Cybran base than the currently exist Engineering Station.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ UX Dragonlady: Tech 2 Recon Plane

T3 recon plane is really well made and it fit well with UEF style and design.
Maybe I will use it to create anti Experimental gunship or something out of it.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

So new shiny units will arrive soon?!

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

I found broken spot alright. The game tried to convert unit blueprint of T2 mobile Shield generator to T2 mobile stealth field genertor. All I need to do is adding another condition check : If factionIndex is 3 and unit blueprint is uel0307 then convert it to blueprint id url0306 and those "Passed in a bad unit blueprint name (url0307) to FindAvailableFactory!" disappear as well.

The only problem now that most attack group in camp 5 is now stealth so wander off without spy plane or without non-radar units is pretty much a suicide decision >.>

You can try it here, and please tell me if it work or not
Drive.google.com

It also contain Jon's mod that fix C5 Megalith not spawn after destroy Hex5 so... yeah.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

I know this question out of place, but how can I override a specific function and leave the rest intact?

Reason: Im trying to fix the bug "Passed in a bad unit blueprint name (url0307) to FindAvailableFactory!" during FA campaign 5 that continuously spam the game log window. And base on FAF github, I can fix it by adding an ELSEIF statement in function FactionConvert(template, factionIndex) located in ScenerioUtilities.lua. But how can I override it without copy entire lua content?

Thanks!!

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ New wall positionings

Nicely done Balthz. Look stabby as always.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

welp, vehicle's turret that can be shot down to reduce overall damage output...

Interesting...

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

A: I terminated the game myself.
B: The first problem happen without Core maximizer is path finding problem and can lead to performance drop.

C: I use most of the mods in my list since I started to play this game (pirated version and now steam version) just fine.

D: I used to use 2/3 of GPG mod repository so I don't think so.

E: Most of your mod error comes from unit UEB2000 [ Latest game log Drive.google.com ]

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

not full report, because when I encounter those warnings I terminate my game immediately. Full log [Apr 2nd 3:13 AM] here Drive.google.com
========== Mod list
4th Dimension 2.12
4th Dimension 2.12 Explosion
Blackops ACU
Blackops Alternate Reality
Blackops Balances
Blackops Special weapon
Blackops Naval
Blackops Support
Blackops Unleashed
Brewlan
Brewlan UI
Brewlan Metalworld
Brewlan Water lag
Brewlan Experimental Icons
Brewlan Expert cameo
Brewlan Unit origin
Brewlan Brewshield
Brewlan Brewturret
Deep Blue Naval Pack
Faster factories
FBP
GAZ UI
Jon mod
Mo Storage v7
Resources rich x5
Total mayhem
True Alliance
========== End mod list

No FAF, but I use Core optimizer to allow game to use more processors.

========== System spec
Windows 10 x64 Pro
4GB RAM (max 16GB can use)
B85 Gamers motherboard
I7 2nd generation CPU (built-in with motherboard)
Intel HD graphic (built-in with motherboard)
Developer enviroment.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

some bug report:
Initializing unit blueprint for uea0303b
Initializing field Weapon of RUnitBlueprint at 0x130e4600
Initializing field RangeCategory of RUnitBlueprintWeapon at 0x2190c984
WARNING: Invalid value for UnitWeaponRangeCategory at 0x2190c9c4: string UWRC_Anti Air
Initializing unit blueprint for ura0404
Initializing field Footprint of RUnitBlueprint at 0x12904a00
Initializing field SizeZ of SFootprint at 0x12904ad8
WARNING: Invalid value for unsigned char at 0x12904ad9: string 6.8000001907349
Initializing field SizeX of SFootprint at 0x12904ad8
WARNING: Invalid value for unsigned char at 0x12904ad8: string 2.5999999046326
Initializing unit blueprint for url0106b
Initializing field Weapon of RUnitBlueprint at 0x12e0e800
Initializing field BallisticArc of RUnitBlueprintWeapon at 0x1dc85f80
WARNING: Invalid value for ERuleBPUnitWeaponBallisticArc at 0x1dc86064: string RULEUBA_MedArc

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

nice update you have there.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ BrewLAN

experimental gate?

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

Some suggestion about Drone station:
> Make drone station [UEF | Cybran] Build size equals to T2 Energy Generators and selection size equals to T2 Energy Generators
> Make all drones self destruct when its parent structure destroy (both by reclaim / cheat) / killed
> Only spawn drone when there's enemies within station targeting weapon.
> If possible, set maximum distance drones can travel.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

More realistic.
Moddb.com and Moddb.com doesnt make any sense in aerodynamic at all.

Third, I think you should improve this model too: Moddb.com since it doesnt have any weight in term of visual effect and its side turret doesnt fit well.

But overall, I enjoy this unit pack :D

One suggestion: please try to stick with game original design as much as possible.

Good karma+1 vote
vodoizvietnam
vodoizvietnam - - 75 comments @ Walls now also follow the terrain

he use a lot more than I expected indeed

Good karma+1 vote