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 These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore.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
    wilson_W
    First map pool wave has dropped on Saturday, in case someone has missed it. Next round is gonna be dropped next Saturday!
  • 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
    NuggetsN
    New update for... Random events! (v23): I (and others) felt that many of the events were lame, unbalanced and punished the losing player too much. Especially with the Roguelike mod all the stat changes were nothing special anymore so I wanted to move away from them and go into more truly... random... events. In my mind this mod is supposed to create chaos and often times it did, but also often times it was just unfair or "boring" stat modifiers that might not be relevant. So here are the changes: 47 events removed (mainly stat modifier events) 13 new events added 19 events changed / adjusted There is now a "protected buildings" category, which prevents buildings such as T2/T3 Pgens, HQs, SMD, Nuke, Game ender and T3 arty (not sure if I forgot some) from being destroyed or given to hostile AI from events. Additionally the bug that you could build t2/t3 factories without its required HQ after a "tech lockout" has been fixed. Created my own "mobile bomb" unit which is essentially the old beetle with cloak as the new beetle did not fit into my idea for the events (and is lame!). The custom bomb unit has 101 HP, cloak, no e drain and is amphibious. It cannot be made by players. Updated / changed the logic when and how hostile units are given commands to attack targets. No longer will there be idle units after a while. Additionally I have updated the post (near the top) with what current events exist. There are currently exactly 100 events. I have seen your messages regarding the classes @firv and @cychwa_klaymberg and I agree. I will look into those next week.
  • 3k Topics
    16k Posts
    V
    For a while now on Nomads and Default FAF has for me had a issue with missiles of different types just shooting off into outer space. This issue extends to Nukes. The mobile missile launcher, Nuke Silos, Nuke Subs and a host of other missile launching units shoot their missiles and they either go straight up into space or shoot across the map and never hit anything flying off the sides out of bounds. At first I thought this was obviously a mod but after testing with no mods enabled, this issue is persisting with no clue as to what it could be.
  • For people who want to add more stuff to FAF

    611 Topics
    8k Posts
    BlackrobeB
    @D4rkstalker Nice work. I've tested it in 2 of the campaigns: Mission 2 Dawn FA, where there was no problem. I also tested with stand alone Mission Fort Clarke. There was a problem at the beginning of this mission in that you only had control of 2-3 units of your initial forces. Also, I recall that each faction had their own distinct strategic weapon explosion in RK's explosions, in either skirmish or campaigns. Where as your version seems to have standard or albeit very indistinct explosions. For example, Cybran had a distinct red variation nuclear explosion, and Aeon had distinct green variation nuclear explosion.
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    Search only via google using the site:forums.faforever.com option.