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 These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore.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
    maudlin27M
    AI tourney: 10km Twin Rivers Since the vote on the next map for the tournament was tied between twin rivers and white fire, I decided to go with Twin Rivers. Each AI faces off against M28AI in a 1v1 on Twin Rivers to see what AIx build and resource cheat multiplier it needs to win half of its games. Setup M28AI will fight against the enemy AIx using mirrored factions. Based on how heavy the win/loss the AI modifier gets adjusted to try and quickly arrive at the AIx modifier that means half of games get lost and half get won; in some cases where significant factional differences are suspected or I have the patience to run more games, games will be run with each faction to identify the lowest modifier required with that faction for the AI to win. Results will then be displayed for the estimated modifier (e.g. if an AI wins with a 1.2 modifier with 3 factions, but a 1.1 modifier with 1, then it is assumed the 3 factions would draw with a 1.15 modifier, and the other faction would draw with a 1.05 modifier, meaning it's shown with a modifier of 1.125, i.e. (1.15*3+1.05)/4. Changes to AI Since the last tournament there have been minor updates to M28AI and RNGAI, and more interestingly a new AI mod is on the FAF vault, currently on v102, called Vanguard AI. See the 5km tournament for details on other changes made in the previous 3 years The results Summary AI Name AIx modifier needed to win half of games M28 Adaptive 1.0 M28 Easy 1.0625 M27 1.0625 RNG Standard 1.175 DilliDalli 1.25 LOUD 1.375 Sorian Edit 1.475 Adaptive 1.6 Uveso Rush 1.6 Steam: Sorian Adaptive 1.65 Vanguard 1.7 Sorian adaptive (FAF) 1.825 Steam: Nutcracker 1.8625 Steam: Adaptive 1.925 Swarm terror 2.375 Detailed results The full results including the data used for the above graphs can be seen in the Data worksheet of the following file: https://docs.google.com/spreadsheets/d/101PqVFKozMaWcHbaceIbabLGDsfdnoY-/edit?usp=sharing&ouid=100973959280546778272&rtpof=true&sd=true Other Observations M28 was generally hurt by going for navy on one of the ponds, with a significant mass investment for minimal benefit AIs with high modifiers would typically win with nukes or an early experimental M28 was able to win and hold both plateaus in almost every game it won Land played a significant role with air generally not having much impact unless an early air experimental from a high AIx modifier, or M28 using gunships defensively Swarm's poor performance (most AI would be expected to require a lower AIx modifier the larger the map) appeared due to not building/using anti-air units effectively until late in the game allowing M28's gunships to attack its tanks with impunity Games on LOUD would generally go on far longer than on FAF (despite it being a 10km map which I thought might be enough to mean shorter games - I was curious whether LOUD's typically long game times are due primarily to its preference for 20-40km map sizes). My guess is a significant part of the reason for the long game times is the effectiveness of shielding (e.g. no shield damage overflow and rapid recharge times meant M28 in one game built more than 8 T3 artillery before it could break through T3 shields, in another game a mavor and 3 T3 arti were not sufficient for it to break through) I've updated the 5km tournament results to include the new Vanguard AI, and also to re-run all the steam results in case they were affected by a subsequent bug discovered that could cause AIx overwhelm settings to be enabled and adjust resource multipliers (however the steam results only changed marginally so the bug didn't appear to have had a significant impact) The average AIx modifier on twin rivers was 1.57, compared with 1.9 for Theta Passage. Such a decrease is expected since as the map size increases ACUs have less impact, it takes longer for land units to reach the enemy (so greater risk of being defended and/or out-teched by the units they meet), a greater proportion of mexes tend to be outside the core base (meaning greater benefit from the initial expansion boost provided by a build rate modifier), the economy (and hence resource modifier) generally plays a bigger role due to this, and high impact units that can end the game without significant investment to defend against them (like a land experimental or a nuke built with a build rate modifier) become much easier to build (more resources, and more time).
  • 468 Topics
    5k Posts
    P
    It can be published on steam as mod, like those https://store.steampowered.com/search/?category1=997&ndl=1
  • A place to talk about whatever you want

    2k Topics
    27k Posts
    wilson_W
    Thanks for putting in the work, mate!
  • 3k Topics
    16k Posts
    E
    Client version: 2026.7.1 Game version: 3839 Game type: FAF OS: Windows Description I'm trying to host a custom game with M28AI and Antares Unit Pack enabled (used as an AI opponent via M28AI). Both mods show up correctly in the "Create Game" mod selection list, and their mod_info.lua files are present with correct UIDs in: C:\Users%USERNAME%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods\ However, no matter how I create the lobby, the resulting game log always shows the mod list as empty when it's actually sent to the game: info: Mod list set to: info: { } info: { } Earlier attempts also showed lines like: debug: Mod ID=fnewm028-v322-55b4-92b6-64398e7ge43f is selected as active mod, but missing on Disk! debug: Mod ID=62e2j64a-TOMA-3652-01370-146as555a8u3 is selected as active mod, but missing on Disk! debug: Mod ID=6aa65d2a-5926-11dc-8314-0800200c9a08 is selected as active mod, but missing on Disk! For Antares Unit Pack, I confirmed the uid in the local mod_info.lua (6aa65d2a-5926-11dc-8314-0800200c9a08) exactly matches the UID referenced in the "missing on Disk" log line, so the mod is present and correctly registered, but the engine still doesn't find/mount it. Net effect: no mods of any kind ever get applied in-game, and the AI dropdown in the lobby never shows M28AI as an option. What I've already tried (none of it fixed the issue): Creating a completely fresh lobby (no "Load Presets", no "Rehost") Confirming the Maps/Mods path is correctly set in the client and the folders/files physically exist Moving the entire Maps/Mods directory out of OneDrive (it was previously flagged with the OneDrive sync warning) into a plain local folder Moving the directory to a fully ASCII/English path (no Korean characters) to rule out encoding issues — same result Reinstalling both mods via the client's own "Mods" tab (Mod Vault) instead of manual installation Deleting C:\ProgramData\FAForever\cache to force a re-scan Verifying the "Unranked" game option is not the cause — the lobby has no visible ranked/unranked toggle for custom games Confirmed client is on the latest version (2026.7.1), so this isn't the known 2024 "Custom game creation window doesn't save selected mods and map" bug (#3156) Notably, there isn't a single AddSearchPath log line referencing the Mods directory anywhere in the game log — only the base gamedata (c:\programdata\faforever\gamedata*) and Steam install directory (f:\steamlibrary...) get mounted. Question Given that mod UIDs are confirmed correct and present on disk, but the client still reports them as "missing on Disk" and ultimately sends an empty mod list to the game — what else could cause this? Is there a config file (client.prefs or similar) I should inspect for a stale/corrupted mod reference, or is this a known client-side bug with how selected mods get passed from the lobby UI into the GPGNET session? Happy to attach the full game_x.log and/or relevant sections of client.prefs if that helps.
  • For people who want to add more stuff to FAF

    610 Topics
    8k Posts
    maudlin27M
    10km twin rivers ai vs ai tournament results now up: https://forum.faforever.com/topic/9755/ai-vs-ai-tournament-series
  • 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.