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!
  • Marlo's mod compilation

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    BlackJaguarB
    Nice Aeon and Sera ships !!!
  • Nomad ACU in normal FAF campaign

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    Dragun101D
    Setting up offline fa exe and then loading up the skirmish missions. Is easiest way. Then cheatspawning nomad acu. SCTA Mods also provide a means for this w/o cheatspawning!
  • Loading screen tips-can you change them?

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    UvesoU
    @Vanifica have in mind you always can distribute new loadingtips to the game itself. Just write an issue or make an PR on Github: https://github.com/FAForever/fa Depending on your effort and the quality of your tips it would be also possible to patch the game and make it possible to load tips from a mod before the loading screen is displayed. (i would not like that, good tips should be available from the default game) Last "and" least you can make a .SCD mod. That means you make an archive with the changed files and put it direcly as *.scd file into the gamedata directory. This will overwrite the original files before loading the game. But i would not recommend that. Since it will overwrite the original files it must be fixed after every game patch. Including your tips to the game itself (Git-Hub) would be the best option!
  • Firesong

    mods
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    SaverS
    wow bin sehr gespannt auf den Mod
  • Firing Randomness/ No Results??

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    S
    Sorry for the delay in responses I had a power outage due to storms. I've tried a few different solutions to no avail. It's so strange. I'll give it some more thought before I look for another angle of attack for balancing out my game.
  • Force Me To Learn Hotkeys

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    Z
    Note: A better version of this mod would have customizable options to enable/disable groups of buttons. I currently do not have the inclination to make that change so if anyone else is they are welcome to build upon this mod. Agreed. It's been suggested that using hotkeys is not necessarily better than not using them, especially when going from not using them at all to suddenly trying to learn to use dozens of them. It would be a better mod if it could just target in on one hotkey at a time that you know would benefit you to use more. Forcing dozens of hotkeys might just end up being frustrating enough for people to not bother using the mod.
  • 1 Votes
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    UvesoU
    thanks for reporting back, i am glad i could help.
  • Creating your own Package for Emojis

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    No one has replied
  • 0 Votes
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    F
    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.
  • Missing file for ecomanger.

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    P
    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.
  • Wyvern Battle Pack v4 download inactive

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    UvesoU
    No problem at all. Thanks for verifying and reporting back!
  • Is there a way to automate structures builds? Mex specifically

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    UvesoU
    @K21 UI mods are not allowed to issue sim commands. If you want to move a unit, only a sim mod is allowed to do it.
  • UI mod for scouting

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    UvesoU
    https://forum.faforever.com/topic/1007/scouting-overlay-mod
  • I want to modify the existing Eco Overlay, where do I find it?

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    ValkiV
    @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.
  • Force a gameover with mods

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    UvesoU
    @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.
  • Zone Control

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    biassB
    I'll see if I can get someone to look into it
  • Reveal positions v.2 [UI][EXPLOIT][BANNABLE]

    uimod eternal-modpack
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    Eternal-E
    Closed List of banned exploits (updated 05.05.2021)
  • 1 Votes
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    C
    @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..
  • Engy mod-where is the script stored?

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    Dragun101D
    You could do a destructive hook. Or you could your changes on a factional level. If you want to look, the SCTA, has its own version of Engi Mod.
  • Nvidia cursor fix v3 crash

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    Z
    If you have the newest nvidia driver then it should be fixed and you do not need the mod anymore.