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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  • 331 Topics
    4k Posts
    D
    okay i figured it out, there is an ignored flag to bypass filtering hook
  • 112 Topics
    1k Posts
    F
    kindly requesting bigger version of this map, pref 6 v 6
  • Blog posts from individual members

    71 Topics
    505 Posts
    N
    I have created a mod that dumps unit information and economy information into the game log. It is on the vault called unit logger. I created some python code that runs multiple instances of FAF at once on a linux server with this mod enabled and goers through a folder full of replays at high gamespeed generating this data. I created a seperate python program to parse out the log into an unitfile displaying "GameTick,Army,EntityId,UnitId,FractionComplete,Position.x,Position.y,Position.z,MaxHealth,Health,ShieldRatio,IsIdle,MassKilled" and an economy file displaying GameTick,Army,lastUseRequested.MASS,lastUseRequested.ENERGY,lastUseActual.MASS,lastUseActual.ENERGY,stored.MASS,stored.ENERGY,income.MASS,income.ENERGY,maxStorage.MASS,maxStorage.ENERGY,reclaimed.MASS,reclaimed.ENERGY This was done a year ago or so. I have processed 659 replays creating 12GB of CSV files (compressed to ~ 300mb) of unit positions with time, player economies, and if players won or lost. From this data you can absolutley get insight into what units built at what time correlate to a win. If you would like this data please message me. https://forum.faforever.com/topic/7746/unit-logger-mod?_=1756499882431
  • 13 Topics
    1k Posts
    maudlin27M
    v305 Update 29 changes, mostly from getting M28 to solo FA mission 1 with a 1.0 modifier (down from 1.3 before), including: Gunships should consider attacking nearby enemy units that have moved too far away from nearby enemy AA cover (even if the enemy overall has too much AA in the area) If a player's base is destroyed, M28 should consider assigning their 'base' to a further away factory (most relevant in campaign missions with timed expansions as otherwise M28 would try to avoid rallying units near the enemy base that it had wiped out some time ago, and it'd previously only reassess the enemy base location when the map expanded) Engineers shouldn't dodge a bomber if they're under a shield Factories to be paused when stalling energy should only not be paused if they're building engineers (and more are needed), vs before (where they wouldn't be paused if more engineers were needed regardless of what they were building) Fixed a bug that wasn't increasing stealthed ACU aggression, and increased ACU aggression more generally when high health if the nearest enemy units are a bit too far away from the main enemy army. Shoulder drones should be treated as engineers now (and no longer paused in sim city mode) In sim city mode players now have control of transports instead of M28 Acknowledgements @nomennominandum Highlighting bug with shoulder drones being paused in sim city mode (and suggestion re transports being included in player control)