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!
  • 9 Votes
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    Hello, I wanted to try this mod, but it makes it so that the building panel disappears. screen: [https://prnt.sc/JSuVaq697Eru] I have disabled absolutely all mods, this one is the only one active.. Also tried to enable UI mod tools - does not help. Any advice?
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    DualGap AI v2 — role-based team AI for Dual Gap Adaptive (6v6) Version 2 is now in the mod vault. Enable DualGap AI in the mod manager, then pick AI: DualGap (beta) (or AIx: DualGap (beta)) in the lobby. Each bot reads its spawn and plays a role: GROUND, NAVAL, AIR or ECO. The goal is bots that feel like a team of players, not a pile of skirmish AIs. The normal AI plays with fog of war: it only reacts to what it has seen or has on radar. What's new in v2 Team play Roles adapt: when a player dies, the ally who takes over its mexes also takes over its job (game enders, base AA, navy...). Losing your ECO doesn't end your late game. Allies call for help when their base is attacked; land, navy and bombers answer. AIR builds the anti-air for its whole group. The group anti-nuke is started by whoever has the most resources, and the others help build it. Game enders ECO picks a random plan, the way players do: usually one nuke first, then artillery or a T4. Four nukes is a rare option. If the air T4s get shot down, the plan moves on to nukes and artillery instead of rebuilding them forever. Nuke salvos are sized to beat the anti-nukes the bot knows about. Air Bomber packs go for the enemy ACU first, then game enders, then the anti-nuke (if we have a nuke), then T3 power. No more bombing mexes. A big bomber stack goes in as one mass attack under fighter cover. When the target dies, bombers switch to a commander or game ender nearby instead of flying home over it. Air T4 operations: the Czar or Ahwassa flies around the map edges with fighters and bombers at its pace, going for the enemy ECO commander. Every free fighter goes after an enemy air T4 in our half. Fighters sweep the enemy front when they clearly outnumber its air. Scouts only after minute 10, sent in packs of 5–10. Land and navy Land waves push through the mid to the enemy bases and don't turn back for stray targets. Stuck formations get moving again. Fleets regroup until they are clearly stronger before going back in. NAVAL sends destroyers to help ground at the mid. Land experimentals are built in front of the base, so they can walk out. Commanders Hidden ACUs stay in their own base's water, under the team's anti-nuke and fleet. They spread out only when an enemy nuke has actually been launched and no loaded anti-nuke covers them. The bot uses the public "strategic launch detected" announcement, not the target. Base ACUs step out of the dense base on a nuke launch, and take cover under T3 AA and shields when an enemy air T4 comes in. Economy and base Player-like base layout: first factory against the hydro, power in tight adjacency blocks, mass storage crosses around mexes and fabricators in their corners. Base mexes go T2, get their storages, then T3. Income gets spent: more factories as income grows, and idle engineers assist production. Feedback Replays and logs are very welcome, especially games where the bots did something dumb. The bots log what they decide, so a game log usually shows why. Source: https://github.com/jaxxtrend/faf-dualgap-ai
  • Neural networks for creating mods

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    NuggetsN
    I've had my AI create the document. No guarantee on anything in there, but thats basically the info its using for me and its working great. https://drive.google.com/file/d/1mSeR1qdLo9m2N5cTELc5W9PXrE-RsA7W/view?usp=sharing
  • Better Carriers - Carrier Overhual

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    Both limited radius from carrier and dies when carrier dies. You still have manual control over them while in range of the carrier. They'll also automatically chase targets in range. Similar to drone carriers in other games like BAR
  • Template Workshop Tool

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    HotCheeseInRearH
    Amazing, I was thinking about making something like this in a webapp, this is fantastic. No more going into skirmish to test your templates! oh this is a webapp, just needs to be deployed on a site
  • AI Wave Survival Mod Information

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    @Retributer Yeah, Rift Orbs really aren't balanced for vanilla play. I had some plans sketched out for adding a Rift War section to the game, basically rifts opening up everywhere and different kinds of rifts. Could add a vanilla option for Rift Orbs that don't have T3PD equivalent built in. @raider00321 Ah, I thought I fixed that bug. Will have to add in a NIL check.
  • Commander Survival Kit Project

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    Hello everyone, its been a while since the latest Development Update. This time I want to show you the recent new Additions, which has been added into Mechdivers recently. However that is not all Mechdivers is getting a really huge Content Expansion soon. What this Content Expansion is in detail will be revealed soon but you can find a little Teaser in the End of this Post. Whats new: [image: 1790441320649-f83989b7-248c-4b9d-af54-054ef338695d-image.png] [image: 1790441328614-62aff21d-8696-44a8-a581-48e8b966fc14-image.png] 'OC-130 Dora' - UEF Tech 3 Heavy Anti Orbital Cannon This Artillery Structure is designed to shot its Hiro Plasma Projectiles on enemy Spaceships to damage them. With modifications on its Targeting Systems this Artillery can be used against Ground Targets as well. The Design is based on the SEAF Orbital Cannon from Helldivers 2 [image: 1790441793632-e6064808-8764-44a4-afd6-70295a049ee9-image.png] "UD-310 Maelstorm MK V" - Tech 3 Heavy Combat Tank A modified Version of the famous Bastion Tank to support Mech Marines on the Battlefield. The Primary Weapon of this Tank are two Cruise Missile Launchers to give Long Distance Fire Support These Missile Launchers can fire 10 Missiles (20 in Total). For Close Combat he has access to two Heavy Penetration Gatling Guns with short Range but High Damage Output. Additionally this Tank has access to the Smoke Screen Ability. This Ability creates an Smoke Cloud around the Tank to hide himself or ally Land Units in Range. The Design is based on the new recently added TD-110 Maelstrom Tank from Helldivers 2. [image: 1790441368294-8eb6c057-8de2-4771-a662-8ce2e048f95b-image.png] 'Amigo SG-100' - Tech 2 Supply Truck A more armored Variant of the Razer G-167 which is armed with an Automated MG Turret.It has the Ability to give ally Land Units an temporary Rate of Fire Buff for their Weapons. The Design is based on the Supply Variant of the Fast Reacon Vehicle from Helldivers 2. [image: 1790441395737-2ae41019-2d40-44e5-8edf-0bf66902a046-image.png] 'Firey M-13' - Tech 2 Flamethrower Truck A improved Variant of the Razer G-167 armed with an Flamethrower It has access to the Kamikaze Mode. This allows the Truck to move Faster. If he dies it causes an larger Explosion than usual. The larger Explosion is caused by the integrated Fluid Canister. If the Movespeed increases the Fluid becomes instable. If enabled the Unit will explode in the near of enemy Land Units automatically. The Design is based on the Flamethrower Variant of the Fast Reacon Vehicle from Helldivers 2. [image: 1790441446158-33cb1f92-aa01-4c89-8233-b91265b5d7fb-image.png] 'T 120 Peacekeeper' - Tech 3 Heavy Tank A large Tank, which comes with an Heavy Gauss Cannon as its primary Weapon. He is armed with an Machine Gun Casemate Turret and a Maching Gun on its Turret too.This Unit is an Custom, because it is based on an Fan Concept Artwork for Helldivers 2. [image: 1790441504346-e0b3dfff-b74e-4236-977c-5764e3cfee12-image.png] [image: 1790441474199-405bd659-1942-4180-b8a1-1fb5c030ad4c-image.png] Tech 1 Wall Segment Basically similar like the regular Wall Segment Comes with the ability to Rotate it. The Design is based on the Illuminate Wall Segment from Helldivers 2 [image: 1790441529586-055cc39f-0181-4dc3-b563-85cc4b8e68e5-image.png] Tech 2 Warp Gateway (Factory) This Gate is able to build these following Units: All Overseer Variants The Watcher and Obtruder Drones, The NeoMob The Gatekeeper and Veracitor Tripods The Design is based on the Illuminate Warp Gateway from Helldivers 2. [image: 1790441583128-c912b2c5-a0d9-432f-93c1-9a67a37f4944-image.png] 'Crusher' - Tech 2 Advanced Melee Android A large bipedal Android, which is armed with an Titanium Club. Has access to Regenerate too and more Health compared to the Neomob The Design is based on the Illuminate Crusher from Helldivers 2. [image: 1790441653570-8d2be834-41f2-44ae-9453-6d4c04defd99-image.png] 'Wretch' - Tech 2 Melee Android A special Variant of an Android, which is designed for Ambush Attacks. He is armed with two sharp Titanium Claws. If he spots an enemy Unit he will teleport to it automatically in an specific Distance for an surprise attack. The Design is based on the Illuminate Wretch from Helldivers 2. [image: 1790441699294-bdbbdf7c-2411-41e7-9743-3ebc1b4a828d-image.png] Tech 2 Overship Communication Relay A special Sensor, which etablishes a stable Connection to the Overship in an specific Range. This enables this followng Main Ability: Can call in Land Reinforcements if it has an Target. The Relay will Target an enemy Unit automatically if it is in Range. Once it has an Target the Ability Button to call in a Warpship. The Ability Button has an reload of 100 Seconds. Only 3 can be builded by each Player. The Design is based on the Illuminate Sensor Flower Prop in Helldivers 2. [image: 1790441753331-b843d455-d924-4222-b2f5-75cf7c090358-image.png] [image: 1790441772311-93285ef8-6dd1-49ac-94a0-b3ce2a81d925-image.png] 'Exospire' - Experimental Weather manipulator This unique Structure generates an artificial thunderstorm. The Storm will target hostile ground units within range. It will Damage them with Lightning Bolts. Only 1 can be builded. The Design is based on the Exospire from Helldivers 2. TEASER / COMING SOON An aerial reconnaissance scout recently took this picture during a patrol on Seton. Something Big is coming for Sure. (Models seen in this Teaser are created with Meshy AI) [image: 1790442004386-a152957c-94c7-44c0-890d-675946b5deb3-image.png] Stay turned for more Updates. Best regards CDRMV
  • ACU Walk Animations – Adjustments as a Test Mod

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  • RK's explosions - Updated

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    @D4rkstalker I was working on RK explosions rewrite for the last 3 months. You were faster to release it I released my mod in the FAF vault yesterday. Look for PJ_Explosions in case you want to check it and compare.
  • BlackOpsFAF-Unleashed only for FAF v26

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    Hope you doing well. I just bumped in to highlight the most burning issues: Inquisitor collison box issue: the positive Y offset set in the bp does not seem to apply thus the short hitbox sits at the legs of the unit, causing almost all projectiles and beams to shoot over it. Cybran T3 Aries Attack Frigate's secondary weapon introduces stutters into the game when firing. 10+ makes the match unplayable. Switching back to anti-air does not seem to completely solve the issue, the Aries seem to bring some lag into the game no matter what.
  • All faction ACU, support for Black Ops ACU and Nomads (v4)

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    nomadsN
    @andyg name = "All Faction Quantum Gate" uid = "8b2d7222-e15d-42d5-9c4d-29e9fff00002" version = 2 copyright = "None" description = "Quantum Gates will build engineers drones and SCU of all FOUR factions. Created by jayTAC"
  • DDDX RPG survival (map and mod)

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    DDDXD
    @House_1 howdy mate. That sounds like something is broken on your side, because I just watched your replay of today in the morning, 3rd of September, and while it is only 7 seconds long, everything loaded and executed correctly in the replay. I would advise you to delete and reinstall the mods needed for the map. Also, get in touch with me when you see me online.
  • ReUI

    uimod mod
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    Q
    @LLIALLIJIbIK It looks like some mods were conflicting—I haven't had that happen in a long time. I suspect the "Selection Cost UI" mod.
  • Reviewing an old mod, possibly reworking it for FAF.

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    FichomF
    Make sure to check licenses first, we can't upload stuff if we can't ensure it follows our vault policy. @balthazar ^ fyi
  • Build order optimization simulation? Possible?

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    ZLOZ
    would be cool to just have AI repeat your inputs from previous game. So you can make a test map that has 16 copies of the map Then you test your build and export your commands then you test your build again but now you choose second spawn while you put AI on a 1rst spawn and make it repeat your prevous BO so you can see differences in real time. Then you repeat and you will be able to see 16 different BOs in one replay (as a disadvantage - all those BOs need to be manually played by you) Also would be cool to try to play against such AI You could take some pro build order and try to practice against it Edit: afaik currently people just record videos of their own builds so they can rewind around and play multiple videos at the same time
  • Add custom video

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    @Nomander What frame size and resolution format should a video have for the game to play it? I generated a 10-second video using AI, 16:9 aspect ratio, 1280:720 frame size. I did everything exactly as described, but the game won't play it, and the logs show these errors: warning: SofDec error: E0092911: can't open 'd:\games\supreme commander - forged alliance\gamedata\qai.scd\movies\qai_load.sfd'.(err:3) warning: SofDec error: cvFsOpen #6:open failed warning: SofDec error: E02110501 adxstmf_stat_exec: can't open d:\games\supreme commander - forged alliance\gamedata\qai.scd\movies\qai_load.sfd
  • Improved Selection

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    "All factions FAF BlackOps Nomads" + "Low Commander Tech-Ras Upgrade Costs incl BO" would spawn in all ACUs and let you instantly build their tech upgrades for free.
  • experimental strategic missile defense system idea

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    Unfortunately, it doesn't work. It's quite possible that this is because I'm testing everything on the vanilla version of the game. Perhaps something has already been changed in FAF, and that's why it doesn't work for me. The code I have written in both files is in the attached file. For testing, I created a nuclear mother missile that disintegrates into 10 fragments. When it disintegrates, the strategic missile defense system fires all 24 missiles, although 10 would have been sufficient. How can I solve this problem? GEB4403.txt
  • Wish-A-Mod Foundation

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    Terraforming, or hardly restrictive building placement.