• Commander Survival Kit (A new SIM Mod)

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    C

    Hello everyone,
    there was a small Mistake in Version 2.0 related to the new Support Panel.

    The two following Tooltips Command Point Storage and Command Point Income should be called Reinforcement Point Storage and Reinforcement Point Income.
    Thier description had this Mistake as well

    This has been fixed in the Hotfix Release 2.0.1, which has been released now.
    So the two Download Variations on Moddb has been updated.
    Just download and install the Mod to get the Fix.

    Best regards
    CDRMV

  • Need help with unit modding(New Monkey Lord) & effects.

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  • 4z0t's ScoreBoard

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    H

    @Haribo for anybody here looking for the anwser you have to open the game menu (f10) and click "ui mod options"

    If it's not there you probably haven't got the dependable ui mod installed and active

  • NextGen UI mods?

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    B

    @Reckless_Charger I started studying and entered the settings file on the way. C:\Users%user%\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance\Game.prefs Right? Next, I haven't been able to complete your item yet, there seems to be a User actions item, but at this point I need your help. Should I write here?

  • Wish-A-Mod Foundation

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    CaliberC

    Allow a dead team mate acu to respawn from quantum gateway.

  • BlackOpsFAF-ACUs only for FAF v20

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    UvesoU

    After several hours of debugging, I was unable to fix the issue.
    Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.

    This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.

    At this point, only Jip can help.

  • BlackOpsFAF-Unleashed only for FAF v25

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    UvesoU

    @DJ_Calaco

    thanks for reporting this.

    https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27

    (fixed in next version)

  • HotBuild Overhaul

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    SiX_of_SeVeNS

    @SiX_of_SeVeN said in HotBuild Overhaul:

    Hi @Ctrl-K any change you still have this project in mind? To add Orders to HotBuild list? I fully understand if this is not any of your priorities, just checking. Tnx.

    @Ctrl-K New Year, new chance 🙂 thanks!

  • Actions Grid Panel

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    Ctrl-KC

    Hello! @czqawa mod is only a base for other mods to expand it. Right now there are Factory Templates and Enhancements extensions, plus one for debugging the game. I'm not planning adding more just yet, because I'm busy with other project.

  • ReUI

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    S

    Tease

  • Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

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    Z

    @JamCrumpet I'm sorry that I didn't solve your problem, but I still need to explain it further.
    As I mentioned at the beginning of my post, the latest v13 version of the RK-s-Explosions Mod needs to be downloaded from the author's github, not moddb, and not faforever. my solution is also for the problem that exists with v13, not v12.

  • AI Wave Survival Mod Information

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    T

    @magge here this game.log game_23906880.log

  • Updated Mods for FAF and Vanilla Steam

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    UvesoU

    Update: 14.Dec.2024

    AI-Uveso (v114)

    New: Platoons will now merge if engaged in combat and nearby. Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow. Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality. Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated. Fix: The hover platoon former will now only be created if there is no land path available to the enemy. Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod. Fix: Fixed a bug in attack function when a platoon unit is dead. Opt: Increased the priority of panic builders. Opt: Units constructed by panic builders will now push aggressively into enemy lines. Opt: Introduced a new former for managing Total Mayhem spam and panic situations. Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed. Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems. Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected. Opt: Updated formers specifically for the Total Mayhem mod. Opt: Added builder for transport needed and transport wanted. Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall. Opt: Naval expansions will now build a factory first instead of defense. Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
  • Advanced Selection Extension

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    Ctrl-KC

    Suggestion by @Tagada
    Version 2:

    add hotkey toggles for domain, exotic and assisters filters
  • Check out a new mod

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    S

    Forget Faf Develop, we need a FAF Cool branch.

  • This topic is deleted!

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  • XtremWars 1.7 for all game versions

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    UvesoU

    Update 18.Nov.2024 (v1.7)

    removed Hydroelectric Power Generator from custom units. (was stalling eco for AI in early game) unit ualew0001 (Tech 1 Hover Tank Experimental) changed TransportClass from 4 to 3 unit ual0401 (Experimental Assault Bot) changed TransportClass from 4 to 3 unit urlew0001 (Tech 1 Experimental Deployable Bot) changed TransportClass from 4 to 3 unit url0402 (Experimental Spiderbot) changed TransportClass from 4 to 3 unit xsle0001 (Experimental Tech 1 Assault Bot) changed TransportClass from 4 to 3 unit xsl0401 (Experimental Assault Bot) changed TransportClass from 4 to 3 unit uelew0001 (Tech 1 Heavy Tank Experimental) changed TransportClass from 4 to 3 unit uea0112 (Tech 1 Gunship) added Class1Capacity = 1 unit uea0112 (Tech 1 Gunship) fixed wrong class name unit uea0112 (Tech 1 Gunship) fix values in weapon TDFGunShipMissile01_proj.bp unit uea0203 (Tech 1 Gunship) Added missing transport capacity variable (Class1Capacity = 1,) unit ueb2201 (Anti Navy Installation) fixed wrong weapon hook (wrong file) unit uea0105 (A215F Support Rev Destructor) fixed wrong weapon hook (wrong file) unit urb4401 (Tech 3 Experimental Anti-Nuke.) fixed wrong weapon hook (wrong file) unit url0320 (Scorpion) fixed wrong weapon hook (wrong file) unit urb2306 (Obelisk) fixed wrong weapon hook (wrong file) unit xsse0001 (Experimental Tech1 Spaceship) fixed wrong weapon hook (wrong file) unit uea0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 3,) unit ura0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 1,) unit dea0202 (Fighter/Bomber) fixed nil error in case the unit is dead unit xel0306 (Mobile Missile Platform) Added Effect groups table with bone lists to blueprint unit uas0203 (Attack Submarine) fixed missing MuzzleBone (muzzle_01) unit dra0202 (Fighter/Bomber) fix nil error in monitor wings unit xss0104 (Arty Frigate) fixed missing MuzzleBone Back_Turret_Muzzle01, ...02, ...03 projectile UEFTorp (Angler Torpedo) fixed physics values projectile TDFAntiShipGauss01 (Gauss Cannon) fixed physics values projectile Tech1UpgradeMissile01_proj.bp (Nanite Missile System) fixed physics values projectile TDFGunShipMissile01_proj.bp (Nanite Missile System) fixed physics values

    @Naplucia

    checked Aeon ACU (All ACUs are functioning properly)

    @JQtwo

    checked Scavenger (It's working, and the damage has also been addressed)

    @Spyder1495

    checked Experimental Mobile Factory (It is by design that the Fatboy does not have a factory or a landing platform.)

    The mod is also tested in multiplayer and shows no desyncs.
    To check if the mod is in a good state, see the game.log.

    Example:

    info: * Extreme Wars: Mod "Extreme Wars" version (17) is active. info: * Extreme Wars: [siminit.lua, line:595] Running from: @c:\programdata\faforever\repo\fa\lua\siminit.lua. info: * Extreme Wars: [siminit.lua, line:596] Checking directory "/mods/XtremWars"... info: * Extreme Wars: [siminit.lua, line:607] Found mod in correct directory: /mods/xtremwars/mod_info.lua. info: * Extreme Wars: [siminit.lua, line:615] Check OK. Found 1 "XtremWars" directory. info: * Extreme Wars: [siminit.lua, line:619] Checking files and filesize for "Extreme Wars"... info: * Extreme Wars: [siminit.lua, line:647] Check OK! files: 923, bytecount: 97438472.
  • BrewLAN 0.8.9.9

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    Z

    The latest version of BrewLAN is fully compatible with FAF. I've used it plenty of times.

  • Let 's fix a bug in BlackOpsFAF-Unleashed

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    Z

    @Uveso That's the best news I've heard in a while! I will test it soon, thanks for your great work, best wishes!

  • C Request for modification unit selection. Ineed HELP

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    FreadyFishF

    @Ctrl-K Never had that problem but I suppose you are right, thanks!

    @bronedooy It is great if you want to try! If you want to learn I will gladly guide you but I will also help you actually finish it. Feel free to send me a DM if you have specific questions

    Not russian, I only know a few words (za zdarovye!) Your English is fine but if I miss something let me know

    You are right btw, lets continue in the wish-a-mod topic. I will update it soon with a proper reply

    https://forum.faforever.com/topic/8368/wish-a-mod-foundation