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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.

    206 Topics
    6k Posts
    Inspektor_KotI

    Sign up 1796

  • 410 Topics
    5k Posts
    N

    I'd probably not have the feature like that. Would prefer a wreck / tombstone over just a message

  • A place to talk about whatever you want

    1k Topics
    25k Posts
    S

    @ZLO said in Question about repair:

    If you ctrl+k destro in water then you only get 40,5% of mass from it.
    However if that is cybran destro and you walk with it on land then you will get 81% of mass

    Both numbers should be lower since t2 units leave less reclaim than t1

  • 3k Topics
    15k Posts
    S

    Also start a normal game once. There is a bug I think if you try to start a replay first. Since it is looking for the non replay bin folder

  • For people who want to add more stuff to FAF

    565 Topics
    7k Posts
    maudlin27M

    @Swarm133 Thanks for the feedback; I can look at how feasible it would be to add further customisation into how it uses hover-micro as a game setting (e.g. the number of units it's able to hover-micro simultaneously); in the meantime you can play using M28Easy which should disable all hover-micro.

    For ASF vs ASF combat I've seen it lose lots of air fights that have looked relatively close in separate replays, but there is a high degree of variability in asf matchups even with the same tactics being used by both the player and the AI, so it's certainly possible that you can have more asf and lose an air fight, although I'd expect with a significantly larger force you should overcome the variability/micro difference.

    To help illustrate what I mean, in sandbox you could create 50 asf for two players, and have 1 group attack-move towards the 2nd group, and the 2nd group move and then press stop when near the 1st group; I'd expect the 2nd group to win the fight. M28Easy will disable the main micro M28 uses in asf vs asf fights, which I'd expect to make it weaker (although I've not actually tested to confirm!)

    @Laso Please can you provide a replay - the only scenario I'dve thought M28 would have knowledge of a nuke it hasn't scouted is if that nuke has already launched its missile; M28 aims to approximate what a competent human player can infer by recognising certain units exist when they fire, to avoid scenarios where an unscouted unit can fire at M28 and it continues as though that unit doesnt exist (another example would be a monkeylord firing outside of visual range - a human player would see the big laser and know there's a monkeylord there). I'd need a replay to check or (if it's marking the nuke when it shouldn't) to fix the bug causing this).

    As for the first bomber again I'd also need a replay to assess, but I can assure you it is very much limited by intel, and doesn't see everything despite not having a scout. For example, in the recent rainbow cup semi-finals you can see the dark blue early t1 bomber do a number of suboptimal plays due to its lack of intel:
    https://www.youtube.com/watch?v=GQI_jUrivfk&t=120s

    Once it gets near the enemy T1 AA (bombers have a radar+visual range although you can't see this in the cast due to observer view) it decides to turn and try and seek a different target It then proceeds to go towards various empty mexes with no units, because it's trying to find enemy engineers to target (2m10 of the replay/2m32 of the video) It's not until 3m20 of the replay (3m47 of the video) that it approaches a location with enemy units, having wasted a long time trying to find some
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