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!
  • Wish-A-Mod Foundation

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    I think you didnt consider some things regarding balance. You cant just give an entire faction speed or damage. Balance needs to exist in every category for any match up or 1v1 is simply unplayable. You cant just give air units of one factions more speed and then say "well they are just better at that". Sure there are units that are better than others but a faction needs to have some kind of answer to things. One faction having more speed on their asf would be massively busted and playing that faction for air would be the meta. But if you do want to do something like this yourself you can check out my casino mod (to see how its done) which uses unit buffs such as health, speed and damage
  • AI Wave Survival Mod Information

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    v294 Made setting up a game much easier, by being able to assign spawns straight from lobby! No need to assign spawns in Map Options anymore! 3 Ways to Set Up a Game: Players can still specify who is HQ in Map Options, if they want a Human or different AI control the waves. Players can set up to 4 AI_WaveSurvival Bots in lobby, and they will be randomly assigned HQ's that spawn waves. No need to assign the spawns in Map Options. Players can specifically set where each HQ spawns in the lobby: AI_Main HQ will spawn the Main HQ Objective. AI_Alternate HQ will spawn the Main HQ's support HQ. AI_2nd HQ will spawn the secondary HQ. AI_Alternate 2nd HQ will spawn the secondary HQ's support HQ. Various fail safes have been tested, so if configured wrong, game will default back to random spawns being assigned to the bots, and you may get scolded by Brackman. Other Changes: Endgame air bosses given a bit of a boost in DPS, spawn additional air units after taking too much damage. Weapon Rebalances: Aeon T3PD range to 76 and fire rate to 3s -> 2.5s, same DPS. Abyss depth charge range increased to 60.
  • Commander Survival Kit (A new SIM Mod)

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    @JoTape79 Hey Thanks for the Feedback and glad to hear you like it. Regarding to the Seraphim: I know this Faction currently doesn't has any new Units in Mechdivers and needs alot love. Currently I think about it what Kind of Units they should get. There are currently 4 Options in my Mind: Option 1 The Seraphim could get thier own Designs of the Helldivers 2 Illuminate Unit next to of the Aeon. Since the Aeon have learned from the Seraphim it would make alot of Sense If they have similar Versions of these Units but with different Abilities, Stats and an Design which fits the Seraphim more. Option 2 Since the Terminids are planned to appear in Mechdivers in the future as Well there is the Possibility to add them on the Side of the Seraphim but with an Redesign to fit them more. Alternative the Terminids could appear as an Playable Subfaction or as an spawned Civilian Enemy on the Map. If this is the Case Option 3 will be implemented below Option 3 Or the Seraphim get Custom Units only for example alot of Tripod Walkers, Hover Tanks and other Alien Stuff, which could be based on some popular Sci Fi Franchises or on new Concept Artworks created by an Member of my Development Team. Which of these 3 Options will be implemented in the future is still Not fully sure at the Moment. So I will probably going to do an Long Survey soon to See which Option gets the Most Votes by the Community here, on Moddb and on my Discord Server.
  • Patch19

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    Map survival-wall-by-nakkazuka.v0021 [image: 1779620439964-1aae9114-21d1-4681-9f36-07a7b5f9ede4-image.jpeg] BuildTime=1:30, Exo=2x, Difficult=16. Win on 34:00 minutes but fired projectiles kill base on 34:10 Replay https://replay.faforever.com/27115355
  • Mod for dynamic growth in prices for economic buildings

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    cychwa_klaymbergC
    it sounds complicated
  • Question about veterancy

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    For FAF you should use the documentation in the intellisense docs: https://github.com/FAForever/fa/blob/9868135d041a49e4e48afce1ae8dcbd8d5c814bc/engine/Core/Blueprints/UnitBlueprint.lua#L81 Setting up intellisense is easy, it's just VSCode and the FA Lua extension. It will show tooltips for documentation, add autocomplete, and help navigate the code. Further instructions for a dev environment are here: https://faforever.github.io/fa/development
  • Player Modifier PCx - balance games between different rated players

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    maudlin27M
    I'd expect it to be compatible with mods that change blueprint values on units to alter their resource generation values. It might be compatible with mods that change resources/similar it might not (I've not tested, but if I was to guess I'd expect it to be compatible).
  • Whats the mod that shows enemy attack range?

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    gabrilendG
    Oh, I remember a mod that just showed the enemy range at all times. The two red circles, your range and their range, were overlayed on one-another.... I think. Your allies would merge their circles with yours. It also showed allied radar and AA range.
  • BlackOpsFAF-ACUs only for FAF v20

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    Lol, I just found it: All modded ACUs are missing the AverageDensity parameter.
  • Get Playable Area of Map

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    Oh my god... I didn't realize I needed to copy the entire function CDRMV provided. I thought it was a built-in function like GetMapSize(). When it didn't work, I headed over to Github to look at more examples. Of course, they all used getPlayableArea(), which I copied. Then, it finally occurred to me CDRMV meant for me to copy the entire function. Except, I forgot I'd switch my syntax to getPlayableArea(). Only took an hour of troubleshooting to see it.
  • APM monitoring

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    @IndexLibrorum said: Perhaps you can put the code on Github? Easier to review. https://gist.github.com/cephalonlabel-commits/67460d85f23fbb7c1c39f3fd8c117996 think I did it.
  • BlackOpsFAF Balance and Patch Mod 2026

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    Ha! I found a kindred soul! I just uploaded some of my own small Blackops changes to the vault, to play with my friends and thought why not go and see what's new on the formus. heh Uhm, do you mind if I incoporate your changes into my own stuff? Especially the bugfixes. but also the balance changes, they look reasonable enough. but I am not intrested in the nomads parts. I'll obviously make sure to credit you and the others.
  • Arrows -> WASD

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  • Faster Way to Check Terrain Pathability

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    @jip Hi Jip, read through the provided links a few times. Is there a function I use to get information on leafs? Or a mod that would be a good example of how to use these functions that I could look at to better understand how to use?
  • ReUI

    uimod mod
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    @qazwer said: After yesterday's mod update, everything works fine, the buttons work right away. The bug was caused by the missile panel (which i made) and Azot patched the acu enhancemente mod to be compatible with how the missile panel works. A change for the missile panel is needed aswell (so it doesnt happen again in the future with some other mod), but I havent gotten to it yet.
  • Novax rework

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    Another idea that turned out better than I expected is the energy tether, Its purpose was to make novax spam less viable. [image: 1776119242445-ykjsr5yu.png]
  • Color coded strategic icons

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    Btw, Why the mexes are circles, not squares - it's a building! @freadyfish
  • BlackOpsFAF-Unleashed only for FAF v26

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    DoompantsD
    Interesting. EES0302 is actually the Escort Frigate. Seawolf is EES0301. We hadn't noticed lag or caught that the torps weren't doing damage. I'll test that one and add it to the list for next time. Might be a bit, but this is definitely more the kind of bug I want to devote time to figuring out.
  • Hava a question...need help

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    cychwa_klaymbergC
    Thanks for answeers. I simply made a script (essentially copied it) similar to the T2 Seraphim station, attached it to both the hive and the unit, and it wouldn't even run. I figured that since the unit already had the script and it was stored elsewhere/in the mod/, my mod couldn't call it correctly. So you understand, I have a Merge mod file only
  • Research FAF

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    FAoncemoreF
    @KnownSniper , like SC2, it uses points, instead of using mass/e to upgrade (that will require lots of reworks) I can make an entry like using mass to purchase points