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  • 301 Topics
    3k Posts
    C

    Hello everyone,
    If you play the current Version 2.0.1 of the Commander Survival Kit with the AI Uveso Mod on FAF.
    You will notice that the Economy Panel is broken and will not display several Informations.
    A fix for this has been uploaded today on the Github Version of the Commander Survival Kit and will be included in the upcoming Patch Version 2.0.2.
    The Issue was caused because the modifed Gamemain.lua of the Mod included several unneeded Function Overwrites related to the Beat Function.
    Those unneeded Function Overwrites has been removed and fix this Issue completly.
    So if you want to play the Mod with the AI Uveso Mod please download the Github Version until Version 2.0.2 is released on the FAF Modvault soon.

    You can download the Github Version here:
    https://github.com/CDRMV/Commander-Survival-Kit

    Stay tuned for upcoming Updates or Annoucements
    Best regards
    CDRMV

  • 109 Topics
    1k Posts
    maggeM

    Loading the map where? In FAF client, map editor, in game?

    Provide a screenshot, please.

    How to see the map:

    image.png

  • Blog posts from individual members

    71 Topics
    502 Posts
    AskaholicA

    That is correct. In order to figure out that information you’d have to run the replay through the actual game simulation (I.e. watch the replay). You could probably create some sort of mod that would dump that info out while the replay is running, but I’m not very familiar with that side of things. A mod like that might even exist already.

  • 13 Topics
    1k Posts
    maudlin27M

    v218 Update
    5 changes, including:

    Fixing a bug in QUIET where mobile SMD would be built instead of spearheads Units should be more likely to engage enemies near the frontline that they outrange. Improved ACU build order so it is less likely to build the 5th+ mexes at the start

    v219 Update
    15 changes, including:

    Various improvements to Aeon missile ship usage, including making them less likely to fire at units protected by cliffs Civilian buildings in water will now be considered for capture Fixed a bug where water zone locatiosn could be considered as land zones Fixed an issue where if the asf support location was too near the frontline (with the enemy having ground based AA near the frontline) they'd ignore all enemy units

    Acknowledgements

    Relent0r - Replay involving Aeon missile ships

    v220
    Hotfix with 4 changes, including:

    Fixed a major bug with torp bombers that meant most of the time they wouldn't attack Fixing a couple of ACU related errors where the ACU was in a different plateau to nearby units Fatboys should be more likely to attackmove in LOUD and QUIET

    Acknowledgements

    goblinsly2 - Highlighting issues with M28 torp bombers Vortex - QUIET replay involving fatboy
  • NewsHub Contributors

    1
    7 Votes
    1 Posts
    364 Views
    No one has replied
  • List of Willing Collaborators for FAF Contribution

    6
    2 Votes
    6 Posts
    929 Views
    ZLOZ

    Testing stuff in game.
    Attempting to reproduce bugs in game.
    Trying to break things in game
    testing if things work correctly in game
    doing other stuff in sandbox

  • Lobby Update June 29, 2021

    3
    8 Votes
    3 Posts
    409 Views
    maudlin27M

    Thanks for foes no longer being able to join your games!

  • Old forum

    2
    0 Votes
    2 Posts
    358 Views
    S

    The old forum has already been statically archived. That is what you see when you visit it now.

  • Python server good first issues

    4
    2 Votes
    4 Posts
    772 Views
    AskaholicA

    No, I’m more looking for people who want to contribute to FAF but don’t know where to start. These issues are a great place to start because they require very little code but can have a measurable impact.

    I could do these myself, but when there are a lot of them they start to suck up a lot of time that I could be spending on bigger issues.

  • Call for an Icon artist

    21
    2 Votes
    21 Posts
    2k Views
    B

    Back in June 2020, I redrew the icons using @BlackYps template and some mild inspiration from the old Advanced Strategic Icons mod. I made versions essentially identical to the symbols in vanilla and optional layers in GIMP for things like a wrench or missile shape for engineers and whatnot. Since I have a 4k monitor and bad eyesight, I started with ExtraBigHugeLarge size (4x vanilla, I think?). When I stuffed them into the game, the UI scaling code magnified them so they would cover the build icons (the full color ones that show what you're queuing up to build) and since I can't code my way out of a paper bag, I just sort of gave up.

    I'd be happy to contribute what I have so far, and even do the in between scaling if someone is willing to do the surrounding code so I can have big icons on the map, but not covering the build icons.

    Comically Large Strategic Icons.jpg

  • Art Request for MapBan

    1
    2 Votes
    1 Posts
    212 Views
    No one has replied
  • FAF Webiste Updates/Improvements

    16
    6 Votes
    16 Posts
    1k Views
    RoweyR

    @Eternal said in FAF Webiste Updates/Improvements:

    Report. Long nickname affect 😃

    ebcb7ad6-c2c2-4c02-8c44-5fb177b7d565-image.png

    this is not on the faf websiote end you would have to make a comment on https://nodebb.org/ about this issuse

  • Add support for other games?

    2
    2 Votes
    2 Posts
    380 Views
    Brutus5000B

    Talk to me (e.g. Discord)

  • Would you contribute if a company can take it all?

    13
    0 Votes
    13 Posts
    986 Views
    KaletheQuickK

    @axel12 This was a joke.

    The point was Square Enix is sitting on a mountain of franchises and IP, but never used any of them. Like a dragon just sitting on it's gold. People WANT a Chrono game, it gets a 9/10 rating, but its been 25 years and they still don't give a shit. They just churn out more Final Fantasy crap.