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!
  • New Mod: EventAlert FAF

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    @Jip Thank you
  • Savers Unitpack

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    @Uveso Thank you Does this refer to a fix for Total Mayhem?
  • Seraphim Mod shields

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    Just BrewLan or the sub folders? And does manually activating those subfolders DO anything?
  • ModNUKEs - MIRVs

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    Antares 2.5 https://www.moddb.com/mods/antares-unit-pack-v25/downloads and Antares Unit pack (preservation) https://www.moddb.com/mods/preservation-project-400-antares-unit-pack/downloads/preservation-project-402 This particular version has the GOOD version of Orbital Wars with spaceships that arent massive suckitude for no reason. IIRC there is also another mod out there that has MIRV nukes. This one has Antares units and SEVERAL others, including an arty variant called the Omatham which rapidly fires energy beings as artillery, hits and shield and falls down immediately. devastating. We really need to change some rules regarding uploading things to the vault regarding the authors, especially since several have been gone for years. The only reason I managed to get these mods originally was the auto download function when you clicked into a modded game. They were autoshared. I had forgotten about moddb and most others forgot about it too. EDIT: DERP @AntaresOne Holy crap you LIVE. And i already replied to this thread. whoops.
  • UI Party Mod

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    There is also a mod in the vault called 'Selection Fix', which fixed the UI Party selection problem. Even though that doesn't appear to be the intended use, based on the vault description. It made UI Party usable for me.
  • Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

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    @saver By the way: really like your Unit Pack!! Your Fatboy kicks ass!
  • Nuke in Customized Text Formation

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    @magge thank you have fun
  • 4DFAF Uploaded

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    @Blackrobe NP... I still drop in every so often to see if there is anyone asking something. So technically I'm still reachable, just not quickly.
  • ShakeCamera

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    @Saver Thank you! It enough.
  • UI Revolution Project

    mods uimod gameplay
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    @Ctrl-K Yes, I have the files, I'll write to you on Discord. @Ctrl-K Yes, Да, файлы есть, напишу в Дискорде.
  • Nuclear Repulsor Shields V23 for all game versions

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    Love all the mods, love this mod especially as it allows us to repell M28 AI's long enough to fight back! However!! Recently, on some maps, the enemy is firing some sort of EMP nuke that lands on the shields, Village, City or Metropolis, and after a few seconds, ALL shields go down. Regardless of how many you may have up. Shields are not being damaged, they just disappear and need to charge up again. Does anyone know what weapon this is, we can't find anything that will do this! Driving us crazy lol Thanks, Ritchie
  • Better chat [UI]

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    [image: 1765013799944-%D1%81%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA.png] Hi, this mod is fantastic! Russian text turns into numbers after re-entering the game. Is there a way to fix this? (Screenshot attached) Commands like /69 don't work. They just send symbols to the chat, and characters in the group don't send any responses! I'd just like to make a list of top commands so they're always at hand. Please tell me in which file the text templates are saved? For those who need it, I've uploaded a Russian translation. Open the tooltips file in the FAF\mods\better chat\hook\lua\ui\help folder and replace the text. Привет, модификация просто огонь! Русский текст после перезахода в игру превращаяется в цифры, можно ли это как-то исправить? (скриншот приложил) Команды типо /69 не работают. В чат отправляются просто символы, а персонажи из компании реплики не отправляют! Просто хотелось бы сделать топ команд, что бы они всегда были под рукой. Подскажи пожалуйста в каком файле сохраняются текстовые шаблоны? Кому нужно, залил руссификатор, открываем файл tooltips в папке FAF\mods\better chat\hook\lua\ui\help и заменяем текст. Текст для руссификации/Text for localization Tooltips.team_cb = { title = "Team", description = "Send message to allies" } Tooltips.bc_hint = { title = "Подсказки по управлению", description = [[Нажмите кнопку вызова окна, чтобы передать ему управление. ЛКМ - Отправить в чат ПКМ - Редактировать текст Ctrl+ПКМ - Удалить текст Ctrl+ЛКМ - Назначить горячую клавишу Esc - Закрыть окно Tab - Прозрачный режим Backspace - Поднятся на папку выше ]] } Tooltips.add_line = { title = "Добавить текст", } Tooltips.add_tree = { title = "Добавить папку", } Tooltips.add_ping = { title = 'Добавить маркер', }
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    i swear to god i don't know how to resize and dock/undock the main window or pretty much everything, I'm on fullscreen and is the only mod enabled at this moment
  • EternalStrategicIcons [UI]

    uimod eternal-modpack
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    I use this icon mod and it works fine. There are two things to take into account: Icon mods are often not compatible with one another. You should run only one. The ACU Highlight UI mod is another icon mod. Because of how icon mods work internally it may not apply immediately. Without being too technical, the use of the icon mod needs to be written to the preference file. This often happens after you launched the lobby. That means that if you selected the icon mod in the same lobby then it will be available in the next lobby. This can be quite confusing as you try out icon mods. But unfortunately, there's not much that we can do about it.
  • How to render trees on map preview?

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    @Jip, size of Superior Echo of Eternity is 20x20. My map is also 20x20. But i find your map named "Adaptive Archsimkats Valley": [image: 1763630400249-valley.png] There are also trees in the form of dots in the preview. There is an author Zebranog whose maps are rendered with trees as dots: [image: 1763630558858-zebra.png] I think this makes the map previews look better.
  • DDDX RPG survival (map and mod)

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    This map is a lot of fun, and quite the challenge. Thanks for all your work! However, we've run into a few bugs... The Aeon Level 2 hero doesn't seem to exist, so it never spawns after leveling up. We've had to work around it by cheating in a Level 3 instead. The UEF hero (level 2 I think) had trouble aiming one time; not sure if it was the weapon choice I made, but it was consistently aiming to the side of the target, making it hard to hit anything and preventing veterancy. Also... I'm not sure if this is possible given the veterancy mechanic, but it would be nice if the extra turret attachments, maybe some of the drones, and the limited defenses the hero can build counted toward leveling up. It seems plausible to me as they are 'extensions' of the hero. As it is though, it's frustrating that they 'steal' damage needed to level up.
  • Looking modder

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  • Balance Mod

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    Some important unit changes in the latest version, Novax now has an 8000 energy per second drain to fire the beam, if you e stall the beam stops. The billy nuke now has the impact effects of an SACU explosion with an AOE reduction to match the effects, along with a less annoying sound, In my opinion improving the Billy upgrade by one million percent. The harbinger is now amphibious, although be careful as the only thing protecting the harbinger while underwater is its shield so if the shield is down for whataver reason the harbinger will take damage over time while underwater. The Fatboy gets higher movement speed 1.75 - 2.0 but reduced rate of fire while moving
  • [UI][Modification] UI-Party scaled EcoControl panel with mexs

    uimod
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    sorry to necro this thread but the download link is dead now
  • XtremWars 1.7 for all game versions

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    said in XtremWars 1.7 for all game versions: BUG Report: The "hide bones" command in the script files of units UEL0103, URS0201, and URS0202 is only effective when the units are being constructed. It only takes effect when the units are generated using the F2 modifier. Taking unit UEL0103 as an example, there is a piece of code in its script: " OnCreate = function(self) TLandUnit.OnCreate(self) self:HideBone('Origine_01', true) self:HideBone('Origine_04', true) self:HideBone('Turret', true) end,“ The code in the above section becomes invalid when the unit is produced normally from the factory. This causes the unnecessary gun barrels and turrets that should be hidden to be clearly visible when the unit fires. You can use Shift + F2 to bring up this unit. This unit is normal. By comparing it with the same unit produced by the factory, you will be able to identify the problem. Thank you to Caliber. He proposed a solution on Discord, which seems feasible. https://discord.com/channels/197033481883222026/832710161847287819/143002781836810649