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  • Announcements regarding our community

    58 Topics
    130 Posts
    FichomF
    Today is a very special day. After more than a decade of waiting, countless memes, and enough "soon" jokes to power a Quantum Gateway, Galactic War is finally returning to Forged Alliance Forever! For the uninitiated, Galactic War is a meta MMO game for Forged Alliance, where players join a faction and remain loyal until the Infinite War ends. Each player controls an avatar that gains XP and ranks up through victories, but if their commander dies in battle, the avatar is lost, and they must start over from the lowest rank. Battles are resolved through FAF matches using a custom game mod that allows players to call in reinforcements or flee the battlefield to save themselves when the situation turns dire. Stay tuned for more information in the coming weeks, but don't hold your breath. The only thing more uncertain than a Cybran loyalty matrix is the FAF dev’s release schedule. But rest assured — Galactic War is coming (soon). Oh... and this one... it ain't a joke
  • The real competition starts here.

    209 Topics
    6k Posts
    RazanaR
    @maudlin27 said in U1100 1v1 Tournament IV: How many games are played at each stage (assuming playoffs not round robin) - BO1? 3? It's a BO1 for all games (Upper and Lower Bracket) except for the Grand Finals. There, it will be a "BO3" but the Upper Bracket finalist will have a 1-game advantage. So they will have to only win one game whereas the Lower Bracket finalist will have to win two games to be crowned the winner.
  • 413 Topics
    5k Posts
    SaverS
    @Skrat hi, I hope I have not misunderstood the questions ^^ I once built a map for 3x3. But it is only 15x15 in size. But maybe it fits into the idea. Unfortunately I'm not a PVP player ^^ adaptiv Falconstone [image: 1747158328567-b7d1bb81-6b0c-42ce-a287-a19e19159bd6-image.png]
  • A place to talk about whatever you want

    1k Topics
    25k Posts
    FtXCommandoF
    I’ve also never done sensor upgrade…… curious……
  • 3k Topics
    15k Posts
    R
    Hi All, I am trying to launch a custom game against AI, with the following mods: Supreme Score Board AI Uveso BlackOps Faf: EXunits TotalMayhem Ultra Shields Crash happens when launching the game and stuck in the loading cutscene. I narrow the problem down to the combination of AI Uveso (any AI) and map Betrayal Ocean. Here is the Crashlog game_24879355.log : EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0095854f attempted to write memory at 0x02f9f000 Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe Cmd line arguments : /init init.lua /nobugreport /log C:\Users\User[game_24879355.log](/assets/uploads/files/1747258468578-game_24879355.log) \AppData\Roaming\Forged Alliance Forever\logs\game_24879355.log /gpgnet 127.0.0.1:58652 /mean 1705.4200439453125 /deviation 361.65399169921875 /savereplay gpgnet://127.0.0.1:58653/24879355/Ractor.SCFAreplay /country GB /numgames 5 /numgames 5 Callstack: Unknown symbol (address 0x0095854f) Last 100 lines of log... debug: Allocated megabytes for labels: 0.114555 debug: Number of labels: 33.000000 debug: Number of cells: 30020.000000 debug: { -- table: 56180758 (200 bytes) debug: Air = { -- table: 56180320 (200 bytes) debug: Labels = 1, debug: Neighbors = 1860, debug: PathableLeafs = 256, debug: Subdivisions = 0, debug: UnpathableLeafs = 0 debug: }, debug: Amphibious = { -- table: 561807A8 (200 bytes) debug: Labels = 5, debug: Neighbors = 44458, debug: PathableLeafs = 3878, debug: Subdivisions = 1749, debug: UnpathableLeafs = 1625 debug: }, debug: Hover = { -- table: 561802D0 (200 bytes) debug: Labels = 5, debug: Neighbors = 39084, debug: PathableLeafs = 3396, debug: Subdivisions = 1508, debug: UnpathableLeafs = 1384 debug: }, debug: Land = { -- table: 56180780 (200 bytes) debug: Labels = 21, debug: Neighbors = 95749, debug: PathableLeafs = 5808, debug: Subdivisions = 4549, debug: UnpathableLeafs = 8095 debug: }, debug: Water = { -- table: 561802F8 (200 bytes) debug: Labels = 1, debug: Neighbors = 37892, debug: PathableLeafs = 2358, debug: Subdivisions = 1774, debug: UnpathableLeafs = 3220 debug: } debug: } debug: Caching 5 markers of type Large Expansion Area! debug: Caching 12 markers of type Expansion Area! debug: Generated rally point markers in 1.41 miliseconds debug: Caching 92 markers of type Naval Area! debug: Generated naval area markers in 2.08 miliseconds debug: Caching 19 markers of type Rally Point! debug: Generated rally point markers in 0.17 miliseconds debug: Caching 184 markers of type Naval Area! debug: Generated naval area markers in 2.06 miliseconds debug: Caching 276 markers of type Naval Area! debug: Generated naval area markers in 1.90 miliseconds debug: Caching 368 markers of type Naval Area! debug: Generated naval area markers in 1.91 miliseconds debug: Caching 460 markers of type Naval Area! debug: Generated naval area markers in 1.96 miliseconds debug: Caching 552 markers of type Naval Area! debug: Generated naval area markers in 2.01 miliseconds debug: Caching 644 markers of type Naval Area! debug: Generated naval area markers in 2.07 miliseconds info: * Total Mayhem: [siminit.lua, line:590] - Running from: @c:\programdata\faforever\gamedata\lua.nx2\lua\siminit.lua. info: * Total Mayhem: [siminit.lua, line:591] - Checking directory /mods/ for TotalMayhem... info: * Total Mayhem: [siminit.lua, line:598] - Found directory: /mods/totalmayhem/mod_info.lua. info: * Total Mayhem: [siminit.lua, line:603] - Check OK. Found 1 TotalMayhem directory. info: * Total Mayhem: [siminit.lua, line:607] - Checking files and filesize for TotalMayhem... info: * Total Mayhem: [siminit.lua, line:634] - Check OK! files: 2178, bytecount: 749995008. info: 00:00:00 [siminit.lua:^1210] * AI-Uveso: Mod "AI-Uveso" version (116) is active. info: 00:00:00 [siminit.lua:^1214] * AI-Uveso: Running from: @c:\programdata\faforever\gamedata\lua.nx2\lua\siminit.lua. info: 00:00:00 [siminit.lua:^1215] * AI-Uveso: Checking directory "/mods/AI-Uveso"... info: 00:00:00 [siminit.lua:^1226] * AI-Uveso: Found mod in correct directory: /mods/ai-uveso/mod_info.lua. info: 00:00:00 [siminit.lua:^1234] * AI-Uveso: Check OK. Found 1 "AI-Uveso" directory. info: 00:00:00 [siminit.lua:^1238] * AI-Uveso: Checking files and filesize for "AI-Uveso"... info: 00:00:00 [siminit.lua:^1266] * AI-Uveso: Check OK! files: 87, bytecount: 2044971. info: 00:00:00 [siminit.lua:^101] * AI-Uveso: Function CreateAIMarkers() started! info: 00:00:00 [siminit.lua:^485] * AI-Uveso: Generating marker, please wait... info: 00:00:00 [siminit.lua:^500] * AI-Uveso: Generating marker with grid cell size of (113) debug: 00:00:00 [aimarkergenerator.lua:47] * AI-Uveso: Function SetWantedGridCellSize() Grid size for AI marker set to: 113 debug: 00:00:00 [aimarkergenerator.lua:72] * AI-Uveso: Function BuildTerrainPathMap() started. debug: 00:00:00 [siminit.lua:^511] * AI-Uveso: Function CreateAIMarkers(): building TerrainPathMap finished, runtime: 22.86 seconds. debug: 00:00:00 [aimarkergenerator.lua:489] * AI-Uveso: Function CreateMarkerGrid(Air) started. debug: 00:00:00 [aimarkergenerator.lua:489] * AI-Uveso: Function CreateMarkerGrid(Land) started. debug: 00:00:00 [siminit.lua:^528] * AI-Uveso: Function CreateAIMarkers(): CreateMarkerGrid (Land) finished, runtime: 28.02 seconds. debug: 00:00:00 [siminit.lua:^533] * AI-Uveso: Function CreateAIMarkers(): ConnectMarkerWithPathing (Land) finished, runtime: 0.09 seconds. debug: 00:00:00 [siminit.lua:^537] * AI-Uveso: Function CreateAIMarkers(): BuildGraphAreas (Land) finished, runtime: 0.00 seconds. debug: 00:00:00 [aimarkergenerator.lua:489] * AI-Uveso: Function CreateMarkerGrid(Water) started. warning: BeginSession() failed: bad allocation info: Hooked /lua/ui/game/gamemain.lua with /mods/ai-uveso/hook/lua/ui/game/gamemain.lua info: Hooked /lua/ui/game/gamemain.lua with /mods/supremescoreboard/hook/lua/ui/game/gamemain.lua info: Hooked /lua/ui/game/gamecommon.lua with /mods/totalmayhem/hook/lua/ui/game/gamecommon.lua info: Total Mayhem: [gamecommon.lua, line:324] - Gameversion is 3652 or newer. No need to insert the unit icons by our own function. warning: Unable to load texture: c:\programdata\faforever\gamedata\units.nx2\units\url0001\url0001_specteam.dds debug: Preloading 1418 batch textures debug: Preloading 0 d3d textures debug: Preloading 0 models debug: Preloading 0 animations info: Hooked /lua/ui/controls/worldview.lua with /mods/supremescoreboard/hook/lua/ui/controls/worldview.lua info: Hooked /lua/ui/game/unitview.lua with /mods/totalmayhem/hook/lua/ui/game/unitview.lua info: Hooked /lua/ui/help/unitdescription.lua with /mods/blackopsfaf-exunits/hook/lua/ui/help/unitdescription.lua info: Hooked /lua/ui/game/tabs.lua with /mods/supremescoreboard/hook/lua/ui/game/tabs.lua info: Total Mayhem: [unitview.lua, line:1167] - Gameversion is 3652 or newer. No need to insert the unit icons by our own function. info: creating high fidelity terrain Thank you!
  • For people who want to add more stuff to FAF

    567 Topics
    7k Posts
    N
    Try using DisableWhileReloading = true in the weapon blueprint, this is what we do with FAF gun TMD. The issue you describe seems to be that 4 TMD fire, the 5th missile gets locked on to by a reloading TMD out of the first 4, and missiles can only have a number of shooters equal to their HP, so that lockon makes the 5th TMD ignore the missile as its shooter cap is filled.
  • 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.