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!
  • UI-festival and dual screen display issues

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  • Select Spawn Locations

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

    improvement uimod keybinds
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    nullptrN
    @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.
  • [MOD UI] Auto Hide UI Menu Elements

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  • 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
  • Lua Function to Clear Unit

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    JipJ
    it is likely Destroy, e.g. unit:Destroy()
  • What happend to the Orbital War Reborn mod?

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    L
    @CDRMV Yes, yes, I follow your work and find it excellent! Thanks for your hard work!
  • Reworked Strategic Icons

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    D
    Looks like unscouted units have their own icon. The ASI mod scaled their size along with the regular icons when it worked. Yeah, it would be really fun to have a separate icon pack for all unknown units. It would have definitely turned the game around)))
  • Advanced strategic icons mod

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    JipJ
    @A_M_B see also: https://forum.faforever.com/topic/6646/strategic-icon/8
  • Emojis [UI]

    uimod
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    "Yes, there were intentions to integrate the mod, but inactivity of community made it impossible"
  • WIDGET: Strategic Launch Text Notification

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  • Mod suggestion... Reclaim counters...

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    GrimplexG
    @endranii said in Mod suggestion... Reclaim counters...: Grimplex All training of mine is done through 1v1 or me watching some horrible 1k team games.