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!
  • Balance Mod

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

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    Z
    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
  • Mod request: Disable resource sharing by default

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    wilson_W
    Was handled by Jip. Going to be part of FAF Develop. https://github.com/FAForever/fa/pull/6938 Thanks.
  • 0 Votes
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    F
    SCFA.exe load options for understand map coorinate drop-off ACU and army who ally who enemy and start simInit.BeginSession battle began. SCFA.exe load options too late for mods who change blueprints. Options only for change algorithms during buttle. No any Options for balance because while loading blueprints no Options in memory.
  • Unit Logger mod

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    N
    I now have a few gigabytes from 1400 games of 1v1 ranked and sentons of structured data. If you would like this data just PM me. The data format is below: An index file is created that shows all the replays, this is created from the replay file replay_id scfa_version replay_version has_mods has_ai has_unit_restrictions cheats_enabled ranked game_start_epoch game_end_epoch no_players no_teams scenario_type victory_condition teams_locked unranked map_folder_name sim_ticks desync_tick share average_rating 21013072 3770 Replay v1.9 False False False False False 1697735541 1697737795 8 2 skirmish demoralization True False SCMP_009 19991 0 FullShare 1883 21013451 3770 Replay v1.9 False False False False True 1697737205 1697738254 2 2 skirmish demoralization True False frithen.v0004 715 0 FullShare 1853 21021738 3770 Replay v1.9 False False False False False 1697830981 1697834029 8 2 skirmish demoralization True False SCMP_009 24578 0 FullShare 977 21029660 3770 Replay v1.9 False False False False True 1697906403 1697906892 2 2 skirmish demoralization True False neroxis_map_generator_1.9.0_aj5umyuf4xuk6_aqea 4512 0 FullShare 1456 an index file is created for all the games that have been simulated replay_id desync end_of_replay_reached sim_time_seconds 21013072 False True 3868 21013451 False True 162 21021738 False True 4460 21029660 False True 558 21029783 False True 6580 each game has an armies file generated directly from the replay file army_name player_id player_name rating_mean rating_deviation faction team start_spot player_color human ai_personality ARMY_2 413862 cZARJc 2048 95 4 3 2 6 True ARMY_4 420129 HorohLoxMato 2123 94 4 3 4 19 True ARMY_8 145 ZLO 2359 71 1 3 8 17 True ARMY_3 393899 GULMO 2242 94 1 2 3 9 True ARMY_7 372109 Terarii 2543 95 1 2 7 7 True ARMY_6 304809 ZmeiGorinich 2099 94 1 3 6 1 True ARMY_5 486930 el_PISTOLERO 2027 97 2 2 5 2 True ARMY_1 278651 ERROR_4O4 1831 94 2 2 1 3 True each game has an armies result file generated after simulation is complete army_index army_name result 1 ARMY_1 won 2 ARMY_2 defeated 3 ARMY_3 won 4 ARMY_4 defeated 5 ARMY_5 defeated 6 ARMY_6 defeated 7 ARMY_7 won 8 ARMY_8 defeated Each game has a economy.tsv file GameTick Army lastUseRequested.MASS lastUseRequested.ENERGY lastUseActual.MASS lastUseActual.ENERGY stored.MASS stored.ENERGY income.MASS income.ENERGY maxStorage.MASS maxStorage.ENERGY reclaimed.MASS reclaimed.ENERGY 13 1 0.00 0.00 0.00 0.00 650.00 3924.00 0.10 2.00 650.00 4000.00 0.00 0.00 20 1 0.00 0.00 0.00 0.00 650.00 3938.00 0.10 2.00 650.00 4000.00 0.00 0.00 27 1 0.00 0.00 0.00 0.00 650.00 3952.00 0.10 2.00 650.00 4000.00 0.00 0.00 34 1 0.00 0.00 0.00 0.00 650.00 3966.00 0.10 2.00 650.00 4000.00 0.00 0.00 46 2 0.00 0.00 0.00 0.00 650.00 3990.00 0.10 2.00 650.00 4000.00 0.00 0.00 52 3 0.00 0.00 0.00 0.00 650.00 4000.00 0.10 2.00 650.00 4000.00 0.00 0.00 59 3 0.00 0.00 0.00 0.00 650.00 4000.00 0.10 2.00 650.00 4000.00 0.00 0.00 66 3 0.00 0.00 0.00 0.00 650.00 4000.00 0.10 2.00 650.00 4000.00 0.00 0.00 each game has a units.tsv file. FractionComplete is % built GameTick Army EntityId UnitId FractionComplete Position.x Position.y Position.z MaxHealth Health ShieldRatio IsIdle MassKilled 13 1 0 uel0001 1 63.50 25.53 468.50 12000 12000 0 1 0 19 2 1048576 xsl0001 1 448.50 25.53 43.50 11500 11500 0 1 0 67 1 0 uel0001 1 63.50 25.53 468.50 12000 12000 0 1 0 67 1 1 ueb0101 0.04 67.50 25.56 454.50 4000 148 0 1 0 73 2 1048577 xsb0101 0.06 440.50 25.58 46.50 3500 199 0 1 0 73 2 1048576 xsl0001 1 448.50 25.53 43.50 11500 11500 0 1 0 109 1 0 uel0001 1 63.50 25.53 468.50 12000 12000 0 1 0 109 1 1 ueb0101 0.18 67.50 25.56 454.50 4000 708 0 1 0
  • Call for a mod that boosts a certain team's mass income & buildpower

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    maudlin27M
    Had a bit of time inbetween M28 updates - have done a first pass at a mod that allows you to set build and resource modifiers for each player individually via the AI options part of game options (as I was too lazy to figure out the table reference for the game options section!) I've only done very basic testing to see that it applies it to the ACU as I have limited time, so let me know if there are any bugs/issues with it. Mod is called Player Modifier PCx - is on FAF vault and also github: https://github.com/maudlin27/Player-Modifier-PCx
  • Total Mayhem 1.37 for all game versions

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    DDDXD
    Asked ChatGPT about it: One of the vertex_index_x values is greater than 65535 Why this happens: The exporter assumes the mesh has fewer than 65536 vertices (so all vertex indices fit in a 16-bit unsigned integer).
  • HotBuild Overhaul

    uimod mods gameplay new
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    SiX_of_SeVeNS
    Thanks. I’ll check when back from holidays
  • Mod that remove enhancement upgrade restriction?

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    SaverS
    I don't know this mod, but it should be easy to restore. You would only need to adapt the script file and the blueprint files of the ACUs. But I can't help, I'm currently working on another project.
  • Wyvern Battle Pack v5 for all game versions

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    @Hariz Your browser is trying to protect you, use right click and "save as". Also I really like the mod but I have placeholdder icons on every unit and building. Using latest FAF client.
  • Tac missile defense help.

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    SaverS
    @Nomander https://github.com/FAForever/fa/pull/6738/commits/f06a490d72ca0f75921b79ca44d4f80b16f16e79 Thank you for your message, I wasn't fully aware of that before.
  • Nuke friendly

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    FAoncemoreF
    Can someone help me please?
  • Land Units Collison Box Issue

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    FAoncemoreF
    @Nomander That was almost the same idea as mine before. I turn land units collision box off and resume it once encounter with enemy . but seemed not good for game performance.
  • Need help with unit modding(New Monkey Lord) & effects.

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    SaverS
    hi, can you describe your problem better? I might then be able to help you. Does your model not play animations? Do I understand that correctly?
  • Scaled resource panel [UI]

    uimod eternal-modpack
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    S
    but does not work with Supreme Score board 2
  • Help with a Mod idea

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    MadMaxM
    I second that come join the discord https://discord.gg/mXahVSKGVb it's more active over there with people that can help, I have personally made many models for faf and discord is my preferred way to provide help
  • NextGen UI mods?

    uimod
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    @Reckless_Charger I started studying and entered the settings file on the way. C:\Users%user%\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance\Game.prefs Right? Next, I haven't been able to complete your item yet, there seems to be a User actions item, but at this point I need your help. Should I write here?
  • Actions Grid Panel

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    LLIALLIJIbIKL
    Hello! @czqawa mod is only a base for other mods to expand it. Right now there are Factory Templates and Enhancements extensions, plus one for debugging the game. I'm not planning adding more just yet, because I'm busy with other project.
  • This topic is deleted!

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