• Commander Survival Kit (A new SIM Mod)

    30 Apr 2023, 06:47
    19 Votes
    228 Posts
    94k Views

    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

  • Savers Unitpack

    13 days ago
    4 Votes
    2 Posts
    141 Views

    Hello, again a small addition for the people who use my units in the single mods. These mods will not be extended or updated by me anymore, only the modpack will be maintained by me.

    Furthermore CDRMV has the permission from me to use the units in their mods. If you are interested, please contact me in this post. I will try to answer you.

  • Help with a Mod idea

    19 days ago
    0 Votes
    3 Posts
    103 Views

    I second that come join the discord
    https://discord.gg/mXahVSKGVb
    it's more active over there with people that can help, I have personally made many models for faf and discord is my preferred way to provide help

  • ReUI

    31 Dec 2024, 22:39
    3 Votes
    9 Posts
    533 Views

    Call it what you will, its still the fact of a subscription for a mod.
    Another issue is that if you are "selling" the mod i actually expect support for the mod. I hate to say it but your history shows you dont really update the mods based on feedback (no, i am not talking about guess elo).

    Also not a huge fan of the fact you edit the main post which was upvoted for "hype" reason and not mentioned a paywall or whatever you call it. And now its showing your Boosty as if people upvoted that. Regardless if people find it good or not its just the fact that the up or downvotes where for something else

  • Check out a new mod

    25 Nov 2024, 15:43
    10 Votes
    15 Posts
    809 Views

    This idea worked out better than I thought it would.

    I wanted to create a unit that filled the function of a direct fire exp for the uef as the fatty is less than useful in this role.

    So I came up with this.
    dfghjtdjyrs.jpg

    The UEF ACU is a highly detailed unit and looks great at a larger scale and reminds me of gypsy danger from pacific rim.

    The unit has 45k health with 40k shield twin blasters that shoot larger percy projectiles, its also armed with a sub nuke that launches from its backpack.

    It costs the same as a GC and has very similar dps but overall loses in a 1v1 with a GC as it has a recharging shield and can launch nukes.

  • 4 Votes
    2 Posts
    109 Views

    Looks awesome.

  • 4z0t's ScoreBoard

    8 Jul 2022, 06:43
    17 Votes
    96 Posts
    200k Views

    @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?

    28 Nov 2024, 14:13
    10 Votes
    11 Posts
    821 Views

    @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

    6 Nov 2024, 06:07
    8 Votes
    44 Posts
    3k Views

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

  • BlackOpsFAF-ACUs only for FAF v20

    5 Oct 2020, 22:55
    2 Votes
    19 Posts
    2k Views

    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

    5 Oct 2020, 22:56
    2 Votes
    140 Posts
    28k Views

    @DJ_Calaco

    thanks for reporting this.

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

    (fixed in next version)

  • HotBuild Overhaul

    23 Apr 2022, 17:16
    18 Votes
    36 Posts
    6k Views

    @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

    13 Feb 2024, 14:24
    8 Votes
    8 Posts
    895 Views

    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.

  • 5 Votes
    9 Posts
    685 Views

    @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

    1 Feb 2023, 06:56
    9 Votes
    162 Posts
    29k Views
  • Updated Mods for FAF and Vanilla Steam

    5 Oct 2020, 23:14
    5 Votes
    51 Posts
    14k Views

    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

    3 Apr 2024, 12:50
    11 Votes
    14 Posts
    2k Views

    Suggestion by @Tagada
    Version 2:

    add hotkey toggles for domain, exotic and assisters filters
  • This topic is deleted!

    25 Nov 2024, 15:36
    0 Votes
    1 Posts
    2 Views
    No one has replied
  • XtremWars 1.7 for all game versions

    5 Oct 2020, 23:12
    1 Votes
    33 Posts
    6k Views

    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

    8 Nov 2024, 16:24
    0 Votes
    4 Posts
    289 Views

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