The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

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  • Announcements regarding our community

    64 Topics
    140 Posts
    FichomF
    If you've played co-op missions Operation Blockade, Tha Atha Aez, Golden Crystals, or Overlord Surth Velsok recently, you've probably run into it. You saw patches of ground replaced by a red-and-black stripe pattern, where the mission's terrain should be. It wasn't a graphics setting or a broken install. Every player loading those four missions saw exactly the same thing. These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore. Instead of showing the intended ground, it had nothing to draw there, so it fell back to the glaring placeholder pattern players have been reporting for a while. That's now fixed. The deployment chain has been corrected so it always points to the right path for each mission's own textures, and the fix has been checked thoroughly. It was checked against versions the community had already patched manually, and by loading the missions in-game, with several players confirming the terrain renders correctly and nothing else broke in the process. If these missions put you off before, now's the time to give them another shot. Load one up and see the difference for yourself. Have fun out there! Thanks to Seraphim-Noob and Brutus5000 for fixing this Bug! Full technical details are documented in the pull request. [image: 1787772060434-786a385e-70f1-4848-a4d0-0676f603b4fe-image-resized.png]
  • The real competition starts here.

    267 Topics
    7k Posts
    M
    I suggest an additional AI for the next competition. I found it on the vast internet: https://github.com/Siesher/AI_For_Supreme_Com?ysclid=muk3xbmox1975635691 There is combination of strict logic and LLM. The last change was made in the spring of this year.
  • 470 Topics
    5k Posts
    D
    @speed2 said: It sounds like you're just making up theoretical issues we don't have Sorry if my response was too long or overly complicated, I was simply describing how doxxing works, since there seemed to have been a slight misunderstanding. In any case, it wasn't the main argument for the suggestion; the first post is. Though I don't want this part to go under the radar : PS: Relying on VPNs as the only workaround creates a double standard: Users who care about connection quality and privacy are forced to experience high latency on other programs (or pay VPN), while anyone wanting to spoof their location or misbehave can bypass the mandatory flag system in seconds anyway. A client-side toggle solves the privacy issue cleanly without forcing players into VPNs. @speed2 said in Non-mandatory country flags in lobbies (or anywhere): Since the contributor count and time is limited. We'll be working on the real issues FAF has right now. I understand thisand have nothing to say about it, so I'll just quote thismerely as a future reminder. (not as an "umm no, do mine first") DeivisJenkins said in Non-mandatory country flags in lobbies (or anywhere): From a technical standpoint, the entire flag system is already set up and I know being able to straight up disable would bring problems on it's own, so all that would need to be done is to allow it to show something else. It could be something nice like a faction symbol, or even just the question mark that it can already show.
  • A place to talk about whatever you want

    2k Topics
    27k Posts
    N
    Yeah it's quite bad to get a bunch of cards and then ruin your entire game because you got too many mass production buffs. It might be interesting to consider a different scaling for example multiplicative because the flat % decreases are very strong at low amounts. Like 200+30% mass brings you from 60->70% energy or -25% of your current energy. Same for build cost, although build cost is a positive trait so that's more fun to minimize (and it doesn't decrease buildtime anyway). I actually noticed that build cost has a minimum limit, but it isn't specified anywhere in the UI or cards. In addition to that, build cost reducing cards should be removed from the pool when the limit is reached.
  • 3k Topics
    16k Posts
    B
    ok problem solved - if anyone will have this kind of problem as we here - uncheck "run as admin" this specific exe file - "C:\ProgramData\FAForever\replaydata\bin\ForgedAlliance.exe" it looks like because of FAF replays have separate engine to run. this specific file which is used toi run replays ForgedAlliance.exe - is hidden in FAF folder in "replaydata\bin"
  • For people who want to add more stuff to FAF

    612 Topics
    8k Posts
    M
    @maudlin27 , Perhaps this wasn’t obvious. I have already sent the replay you were interested in. This is a link to Google Drive in this message: Malitarh said: Something was wrong with the FAF, but here’s the replay file — it’s working. https://drive.google.com/file/d/1pFA9iAgP0QiZyQMGo8L0rIm4pHrFsPk0/view?usp=drive_link Sorry, it’s not available on the FAF server. Only as a local file.
  • A readonly copy of our previous forums on phpbb3. (Not all uploaded files are available.)
    Search only via google using the site:forums.faforever.com option.