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!
Thanks for looking at this. I was hoping that there is easy fix. Booth mods having this issue even if played separately with no other mods activated. 4th Dimension mod having issue with only these 2 units attached in first post. Antares unit pack having this issue with multiple units and URS_EnCl was one of afected units. I think something was changed in FAF that these units stoped working properly as 4th dimension units was working fine in vanila FA.
Assist mex to build storages is now a built-in option, and not part of ecomanager. you can enable disable this feature from options.
If ecomanager is performing a similar function, it might be pulling from internal lua file.
@uveso said in I want to modify the existing Eco Overlay, where do I find it?:
@Valki
This is the PR from Speed where he patched the UI Resize to the game:
https://github.com/FAForever/fa/pull/2994
Here you can easily see where the ui scales come from and how its used:
This line gets the size value:
https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R35
and here we use the new size in a UI element:
https://github.com/FAForever/fa/pull/2994/files#diff-f09652486472504df9d483a2d6d1377cb1574b2a83db62c5c3a61a4d3cb0ec13R86
This way you should be able to patch your mod with UI scaling function.
Thanks a lot, getting to learn github and working to find the required element now.
@arma473
yes, exploding ACUs would look awesome, but its not needed codewise.
You can simply set who is winner and who not and just call the the endgame function.
@uveso said in Benchmarking time spent in beat functions, 'avatar update' is very expensive:
@crispweed
i am hooking the beatfunction destructive because i test the function for a gamepatch.
I plan to remove the beat throttling completely from the game. ( i can't see any speedimprovements here on my PC)
OK.
Got to say I did wonder how useful this throttling actually is.
I mean, with the way this is setup, it seems like, as more units get created, and the game slows down, the 'throttled' functions are actually going to be run in more game ticks..
I wonder if Jagged uploaded it. I can see the "author" in the vault but not the up loader.
In any case I found out the fixes from the error messages.
Whoever renamed the module "Jaggeds_Infrastructure_Pack 3.0"
did NOT modify the source lines in various LUA files with import and iconpath statements referring to the original Mod's path.
So multi-file edit - search for "Jaggeds_Infrastructure_Pack" replace with "Jaggeds_Infrastructure_Pack 3.0"
With this fix in place and testing - T2 storage now works as expected.
Btw I have a cli tool that is able to parse the .scfareplay format. It can at least tell you the in game time for those replays, I don't know if they have the real time though (I kindof doubt it). I can send a windows binary if you want it.
$ fafreplay info 9001733.scfareplay
processing replay: 9001733.scfareplay
Supreme Commander v1.50.3701 Replay v1.9
The Pyramid 5v5 (00:01:38)
The Pyramid is now available for 5v5 gameplay. Map edit by Artifax
Team 1
civilian (AI) 5
Team 2
NeoTek (0) Aeon
The source code:
https://gitlab.com/Askaholic/faf-replay-parser