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!
  • BlackOpsFAF Balance and Patch Mod 2026

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    Hey fellas, The Inquisitor is nigh unkillable. I wish I could get a snapshot that features all different angles for the incoming fire. In any case the only unit doing damage was the engineer seen in the pic. I previously rammed the Experimental with a Mazer ACU, and the only angle from which it was able to deal damage was directly below. Even torpedoes miss that bastard. There are still quite a few issues with BlackOps that I'm willing to organize into a list if that would be useful. Off the top of my head, the Aeon ACU's second intel upgrade -the one with Eye of Rihanne-style quantum optics- costs 270 mass, which I'm pretty sure is meant to be 2700, matching the cost of a similar intel upgrade for another ACU. (270 is unbalanced for multiple reasons: 1. it grants too much health for such a low cost, 2. the peeping module is extremely powerful on its own, and 3. Aeon can exlusively get their commander into T3 power level in early stages) Less important but still there: Vanisher: T3 T3 Air Transport. ED5 UI and economy values (the entry itself is unnecessary IMO due to it being a clutter but right now it's worse: a suboptimal choice that costs more than building ED4 then upgrading it) These issuesare hard to remember, but very easy to write down in a note when they pop-up in play, so lemme know if you need such a list. There are also some inconsistencies immersion-wise: Cybran structures lose their regenerative capabilities from vanilla on higher tier (eg. Hydrocarbon Power Plants and T3 Storage), Manticore T3 PD sits on UEF pavement. Unrelated to BlackOps: the track mark bug in vanilla, produced by every unit rolling on treads like the Viper, Fatboy, etc. is extremely disturbing. Do you know who to reach out to? I don't care if mass spot or hydrocarbon marks are low resolution, the track mark glitches are way worse. [image: 1783629538848-inquisitor_hitbox_issue.jpg]
  • strategic icons and creating .dds file problem

    strat icons
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    Yes, the game interprets the pixels in diferent ways, i havent found a fix for this, just try new colors and shapes
  • AI Wave Survival Mod Information

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    v295 Fixed some configurations that could cause extra HQs to spawn. Buffs: Abyss Depth Charge Platform: 12k health -> 18k health Shield 27k -> 28k Shield Regeneration 208 -> 240 Recharge 30s -> 29s Depth Charges and Torp Defenses 60 range -> 65 range Seraphim Storms Missiles: Missiles 6HP -> 8HP Storms Lifespan 30s -> 32s Stolen Guardian Shields: Shield Regeneration 400 -> 450 Recharge 40s -> 38s Enemy Guardian Shields got some small buffs.
  • [MOD UI] Build Grid

    magge ui mods
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    Fabulous!
  • Advanced Selection Extension

    uimod mod
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    okay i figured it out, there is an ignored flag to bypass filtering hook
  • [MOD UI] Enemy Tagger

    magge ui mods
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    NuggetsN
    @magge said: Thanks @nuggets Good point. I moved the config into the regular FAF UI mod options, and updated the first post. Ah, i didnt actually mean in the game options, but that works aswell
  • [MOD UI] Auto Hide UI Menu Elements

    magge ui mods
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    maggeM
    Has been updated to work with the latest patch changes. Added logging and a retry watcher for easier future debugging.
  • Question about transferring models from SC2 for SCFA.

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    WARNING: Error running OnStopBeingBuilt script in Entity uux0112rv at 8d421d08: Invalid bone name "Thruster01". , but in the model itself I don't see such bones, the file LUA is clean
  • Updated Mods for FAF and Vanilla Steam

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    Somebody help please, I can't download anything from here safely according to my puter
  • Wish-A-Mod Foundation

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    cychwa_klaymbergC
    @gabrilend said in Wish-A-Mod Foundation: I think you'd be surprised about how much more interesting the game feels as each faction's playstyle becomes more distinct. I think you'll be surprised that I understand the idea itself. But I also support Nuggets' comment. Besides, I play a different mode and with mods.
  • Commander Survival Kit Project

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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.
  • Arrows -> WASD

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