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!
  • Fast start mod idea: Free instant factory of your choice

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    ZLOZ
    i am ok with this idea if it is gonna be optional 30 seconds while factory is building is often not enough to think about your BO, check your allies and their factions, assign roles, check reclaim, decide who take what mex and who drops where, whos gonna make t1 air and who does not... tho ofc if you are playing air fac 1rst you will need to decide that before game or for like 1 second. decide where your engies gonna be going... how to fix resource problem? just discount the amount of resources that ACU produces for the time that you need to make a factory. also there are maps where you start in water. there are maps where you have "desired" factory position kinda blocked by commander so you need to choose between moving and placing factory in non-cool position That also removes plays where two people could make factory together also that messes with the BO with 1rst pgen and on crazyrush you often start with pgen. on super mass-poor maps you can start with mex
  • Need a Working Link for XACT 2.0.

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    C
    @mostlostnoob said in Need a Working Link for XACT 2.0.: @colorcharge This is the August 2007 installation of the XACT software needed to work with sounds for SCFA. https://archive.org/details/dxsdk_aug2007 Thank you! I sincerely appreciate it.
  • ACU's Being Counted as Naval Units

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    DDDXD
    I LOVE the CalculateTotalEnemyUnitsOfCategory! Wish I had known about it sooner. Very useful.
  • Ctrl UI mod

    uimod mod mods
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    LLIALLIJIbIKL
    Updated description. Also released 2nd version.
  • Any idea why I can no longer open the debugging log window with F9

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    C
    @jip Bingo, yeah, that was it, thanks!
  • Control Group Zoom mod

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    KnownSniperK
    @jip said in Control Group Zoom mod: This has been integrated a while back: [image: 1708118351799-705e06f3-de87-4a82-b8cc-b291e728f236-image.png] If possible it would be nice if the standard zoom level could be made higher. I always used the old control group zoom mod (with some changes) while it still worked, but the new options just don't really give me something usefull to the point that i never use the double tap feature anymore. The main issue is that you tend to want to use this to hotkey specific units you're using to raid but because the zoom level is so far in you cannot see anything after double tapping so you have to zoom out anyway (which at that point is just as fast as just zooming in manually). [image: 1708308791125-71ec2d73-9a34-4eb8-89f5-e684cbd2e492-image.png] this is the standard zoom level after i just double tapped and there can easily be a t1 pd shooting at me while i can't even see it. [image: 1708308888040-5942ec53-e7ea-4687-9743-1cf16798b11f-image.png] Imo a zoom level like this is way more usefull for whatever you want to accomplish.
  • How to change the player names through a mod

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    Brutus5000B
    If you want it for yourself, go for it. But for others it's always easy to figure out who plays/played via client, ice adapter debug view or replay information
  • Reverse direction of middle mouse scrolling

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    R
    I'll look into it myself thanks
  • UI-festival and dual screen display issues

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  • Select Spawn Locations

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    LLIALLIJIbIKL
    Thanks @BalanceSlave for reporting bugs and testing the mod
  • Placeholders

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    arma473A
    Consider using the "The LOUD Project" client to play Supreme Commander with your friends It's like the FAF client, but it's optimized for games on big big maps against AIs and it has the custom units that you want
  • The little things

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    S
    Not a little change, but I really appreciate the PBR textures. The units just look so good now with proper map lighting.
  • Recent and upcoming engine changes

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    LLIALLIJIbIKL
    Also there was optimized VDist3 function.
  • Advanced Key Actions

    improvement uimod keybinds
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    LLIALLIJIbIKL
    @nex there are lots of possibilities for combinations for sure, but there must be consistency for player to understand. Ability toggle is nice to have and I'll look into it!
  • The Superior FAF Experience - Future Outlook

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  • CanPathTo function

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    R
    @jip I have been looking through the navutils.lua at all the functions. Using the PathToWithThreatThreshold() could make for much more responsive waves.
  • Disable Unit Shields when Submerged

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    C
    You need OnLayerChange and EnableShield/DisableShield in Unit.lua for when a unit is moving into/out of water. You'll also need to modify EnableShield to prevent them from being turned on when in the water.
  • Any AIs that don't break with build restrictions?

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    D
    what restrictions youre talking about, depending on what you could try a script, but be aware that there is no easy solution. e.g. you could try make ai better with offensive with some formula. (the league of legends dev block contains some strong formula for that purpose)
  • Bring lod1 into the game

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    SaverS
    Hello everyone, dear CDRMV was able to help me with my problem. To make it more understandable: I also have a Personal Shield in my mech, which also has a LodCut and thus overrides the blueprint. Here is the adjusted data.[image: 1699385779940-53644b39-a5a2-4833-b731-03fcb5c0b83d-image.png] [image: 1699385801233-74c219e6-8e50-4286-bd33-dd06d6ab3a84-image.png] [image: 1699385843690-c5ffb795-2fa7-41ee-b717-41edd2e7b41b-image.png] I hope my mistakes can help others not to have them in the first place or to find a solution. Once again our community was the solution
  • How to Make Units that Upgrade

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    arma473A
    Can you have the T1 unit self-destruct at the end of the process? You probably want the T1 unit to leave no reclaim behind And it would be nice if you could transfer or copy orders from the T1 unit into the T2 unit