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!
  • Supreme Commander 2 in FA

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    Dying to play this mod. Wonderful work there !
  • Looking for BlackOps/ BrewLan Use Approval

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  • DDDX RPG survival (map and mod)

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    What are the recommended system requirements for running this map?
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    DualGap AI v3 — a team command and a new Master bot Version 3 is now in the mod vault. Enable DualGap AI in the mod manager and pick a level in the lobby: AI: DualGap Easy / Normal / Hard / Expert / Master (or the AIx versions with extra resources). v2 made the bots work as a team. In v3 the team has a command, and every bot plays from scouting only. There is also a new top level, Master, that fights on the move. Difficulty levels Level Lobby rating What it means Easy 300 Slow reactions, no team commands, no ACU tricks Normal 500 Team commands with a rough estimate of the enemy, ACU tricks Hard 700 Nearly full speed, air sweeps, bomber follow-ups Expert 850 The full v2-style bot with the team command Master 1000 Expert + attack on the move and contact tactics The ratings are for Dual Gap's 20x20 and lower on other maps. They are my best guess so far, so tell me if they feel off. What's new in v3 Team command Each team has a general staff. It compares our forces with what we know of the enemy's, zone by zone: upper mid, lower mid, water, air. Then it sets attack / hold / defend for each zone. It remembers enemy forces that went out of sight and doesn't flip-flop. Land, air, naval and strategic commands turn that into jobs. The upper AIR backs the land with gunships, the lower AIR backs the navy with torpedo bombers. A mid that is winning helps the one that is losing. The strategic command picks which enemy game ender to kill first and drops plans that can't work (no nukes into 3+ anti-nukes). Plays from scouting only, on every level A unit's type is known only once it has been seen. Radar blips are just blips. Shields count as up unless they were seen down. Blind nukes only go at a base the team has actually scouted. Master: fighting like a player Units attack on the move: direct-fire units walk and shoot instead of stopping in front of the enemy. Artillery still stops, and structures still get attack-moved. Fleets strafe back and forth across their target. In contact, a wave compares everything of ours around it with what it sees, including weapon range, then picks a tactic: push through when much stronger; a concave arc in an even fight; kiting when its weapons outrange the enemy's; holding a fortified line and baiting the enemy onto it; splitting around an enemy land T4; pulling back when the fight is lost. Artillery and battleships stand off behind the tanks. Units standing still focus fire. Damaged T2/T3 units go back for repairs. The Mavor can hit a hidden ACU under water with splash. Land war Defence lines across the land mid: the base passes, a second line, the mid defensive points and the centre. Each GROUND holds one line, moves up when it is stronger and falls back when it is weaker, unless the line is fortified. The upper bases close their own passes with T2 point defences. When the army at the line is overwhelming, it goes all-in and clears the enemy bases of its group one by one. Experimentals never retreat with the wave. A Ythotha dying among the enemy is a bomb. Defence Every role defends its base under siege: point defences against land, TMD against ships and tactical missiles, torpedo launchers against ships. If a base is getting shelled by artillery, it puts shields over the spot that is being hit. If a base is wiped out, the hidden ACU comes out and rebuilds it. Artillery, nukes, satellites The enemy anti-nuke comes before mexes when the team has a nuke. No lone missiles go into anti-nuke cover. Artillery and Novax burn the engineers that keep rebuilding a game ender or anti-nuke. Finishing the game A beaten enemy whose ACU hides under water gets hunted right away. Torpedo bombers fly in groups along the river, and fleets with nothing in sight sweep the enemy's deep water. Nukes can go after a seen hidden ACU. Variety Each bot rolls its own habits every game: timings, factory count, unit mix. Every land wave picks a manoeuvre: straight in, along the cliffs or the shore, down the middle, or waiting to go in as a double wave. Small raids hit unguarded mexes, and the bombers' focus rotates between the enemy's T3 economy, upgraded mexes and static defences. Economy In an energy stall, engineers drop non-urgent projects and build power. Far jobs go to the nearest free engineer, so there is less running across the map. 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. Master is brand new, so reports on how it fights are the most useful right now. Full changelog: https://github.com/jaxxtrend/faf-dualgap-ai/blob/main/CHANGELOG.md Release: https://github.com/jaxxtrend/faf-dualgap-ai/releases/tag/faf-v3 Source: https://github.com/jaxxtrend/faf-dualgap-ai
  • 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?
  • 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"
  • ReUI

    uimod mod
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    @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.