This version improves compatibility even more with other mods, fixing all known bugs and adding more adjacency bonuses and tweaks. This version is incompatible with Total Veterancy mod! It brought too many unwanted unbalance aspects! Click for more info and download...
This compilation is made for playing with BlackOps: Unleashed, Adv. Command units, Balance mod and Sorian and Duncane AI mods.
This version is incompatible with Total Veterancy mod! It brought too many unwanted unbalance aspects.
For additional info and reasons of changes check Ric'H'ard new principles.
Version 4.0
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- All factories need mass for maintenance depend on their tech level.
- Fixed mobile artilleries velocity. This fixed bugs where they weren't shoot in some situations.
- T1 MA has bigger firing randomness but shoot faster.
- T3 MA modified much. Different firing randomness, rate of fire, min and max radiuses...
- Whole tech level 3 state modified. Roughly halved damage outputs, HPs, costs, ShieldHP...
- All tech 1 units has 20% HP bonus.
- All tech 2 units has 10% HP bonus.
- All hover units are roughly 25% weaker in HP but 25% more maneuverable.
- All planes have decreased speed, buildspeed and damage but stronger in HP and have more fuel. Tech 3 planes has bigger penalties.
- All buildings are 25% stronger.
- Tech 3 mass extractors output decreased.
- Tech 3 factories buildrate decreased.
- Better STML and it's targeting.
Another changes:
- All bots except T4 have increased top speed, acceleration and turning faster, but have decreased HP and costs more energy to build. When bots move their firing is less accurate.
- All tanks except T4 have decreased top speed, acceleration, rate of fire, turret turning, turning and steering, they are less maneuverable but are tougher and have damage bonus. All tanks have limited minimal attack radius for weapons.
- Mass fabrication is much less efective and can't be turned off.
- AntiAir, artillery and TML units and structures have better target priorities.
- All mobile artillery have increased range and decreased rate fo fire and accuracy.
- Nuke damage decreased.
- T3 static artillery include Salvation has decreased range, damage, accuracy, cost and buildtime and increased damage radius. Its main role is defense against heavy units and large battalions now.
- Scathis has not unlimited range, now it can hit target approximately 5km far. Has increased HP and its costs and build speed is close to its vanilla version.
- All point defenses have limited minimal attack radius, so early tiers are still usable against units too close to your defense perimeter.
- All T3 units has decreased damage and rate of fire so early tiers are still usable.
- All T4 units has decreased damage and rate of fire, acceleration, buildtime, cost, acceleration and top speed so early tiers are still usable.
- All aircrafts have decreased turning speed and damage and increased HP.
- All turrets on all units turning 66% slower.
- Decreased omni radar radius. Increased land units radar radius.
- All armed structures energy consumption doubled.
- Mass extractors energy consumption increased.
- STML autofires on buildings.
- STML has enhanced target priorities.
- STML and MTML projectiles seeking mobile units.
- SSML can storage only one piece of rocket. It's buildrate decreased, energy consumption and buildtime increased.
- SASML can storage only two pieces of rocket. It's buildrate decreased, energy consumption and buildtime increased.
- Air stagging structures repair and refuel faster with lower cost of mass and higher cost of energy.
In version 4.0 was problem with shields. There were undestructable.... propobly becasy T2 Power was next to them :P
I dont' understand. In this version is shields unpenetrable why exactly? They have too short regen time, too much HP or attacking units are weak?
In mission 3 Seraphim Gunships Vulthoo couldn't penetrate Shield. It's charge was on 100% all the time. Even when other air units arrived. On enemy base worked that too. My battleships and entire fleet was firing upon one serpahim shield.... wihout any resolt.
If I understand right, you play FA campaign with mod enabler and so?
Exactly :) Problem has been fixed. I deleted all mods and install them again. Get rid of BrewLAN for now. Black ops, T.Mayhem and Ric"Hard works properly :)
Great! There can be probability this your problem has been caused by order of mods in that they were inject in game...
Anyway thank you for useful feedback.
You know what would be graet? Upgrading units. In that way unit from tech level I & II could be threat to tech III units. Some kind of upgrade center - building etc.
I thought upon it but realisation of this is close to impossible level. Very much of deep coding with unsure output.
I wanted to create some technology centers which have to be built before constructing some unique units but it is very difficult too.
I campaign new adjency bonus doesn't work. Radar + turret, radar + artillery, Mass fab. and other. Only orginial Adjency works.
To much mods... to much :P now at the start In campaign there is whole map at the start without units and bulidins. Only deactiveting Tichondrius Mod with adjency can make game run again.....
Mmmm, this sounds familiar to me. Exactly this bug I had when during tests but in skirmishes.
Which mods do you activated? And do you get this no units bug even in skirmish?
This mod never been intended to play campaign. I'll take a look at this in near future...
I'm using Total Mayhem 1.20, Black Ops ballance, Black Ops global icon support, black ops unleased ric'H'ard and Fire explosion mod 2.6 beta. This combination works. But When I turn on on Tichondrius Core Module and modpack level is loading very quickly... only map without nothing.
I'm prepairing version which splits this compilation to many minor mods and users can activate smaller pieces.
It should bring better compatibility with other mods and unique gameplay forms.
Hello !
-Installed blackops pack > works.
-Added the 4.0.1 files > blackops still works.
-Actived mod 4.0.1 = skirmish starts(faster than usual loading), but interface doesn't work mostly, empty map, nothing happens (let the game run for ~10 mins).
-Tryed basic tricks = still nothing happens.
Any clue ? Your mod is what misses most to many rts now days.