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!

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  • 391 Topics
    9k Posts
    SheppyS
    Looking forward to playing it, I love the directions the changes are moving the current meta.
  • 33 Topics
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    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • Matchmaker Pool Feedback Thread

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    wilson_W
    It would be great if you guys would somehow mark the ones in the pool that are going to stay for longer than the current month. this would help with the decision which maps need more attention in training sessions. Something like a specific background color or an asterisk in the pool thread and/or the pool visible on the client.
  • List of banned exploits (updated 16/01/2026)

    Pinned Locked banned exploits moderation rules
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  • Stepping away from FAF — permanently

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    N
    @Nuggets You're right, I found a different private message where he said it more explicitly.
  • New "Random Events" AND Roguelike-Mode Mod!

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    NoRest4TheWickedN
    @Nuggets I figured out the problem with the Nuke Defense missing because i decided to just play a few missions to test the theory and its not that the nuke def misses it's target it's that the damage doesn't register. When the damage buff for the smd gets too high the damage for the smd missile unregisters and the missile looks like it misses. but in actuality the damage buff stops the nuke def missile from registering. But if you get the structure splash damage upgrade you no longer have to worry about that or so i have seen so far
  • Rally Gift Mod Preview:

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  • Which low-tech units remain combat-effective at higher tech levels?

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    ZLOZ
    t1 arty is very good vs megalith or yuthota, and does ok vs other t4 too t1 light bots are pretty good vs percivals or obsidians t1 sera arty can work well vs aeon navy to buy time t1 land scouts are pretty good to draw fire from fatboys (most importantly enemy thinks that their fatboy is shooting and doing something useful, but in reality it can just be t1 land scouts) t1 air scouts are very good, t3 are better ofc, but they are also expensive. you often need t1 air scout vs stealth or to just cover whole map with them t1 engineers are still good, especially cause you can spread them out to collect reclaim in large area, and don't need a t2 or t3 factory to make them and that is why t1 bombers are still good too t1 bombers are pretty much always good when there is no AoE antiair damage (but can be bad vs fast moving targets or when you need a sneaky attack. You can miss single strat bomber but flock of 100 t1 bombers will get noticed) t1 subs are good vs t2 sera navy (especially sera subs in big numbers) t1 cybran land scouts can pretend to be firebeetles to scare opponent t1 light bots are good as a part of a ghetto gunship t1 interceptors are good for killing engineering drones (afaik ASF don't target those) you can put t1 subs underwater where usually commanders hide and that can trick your opponent t1 frigates are pretty good vs battleships t1 sera air scouts leave 10 seconds of vision after death, can be exceptionally helpfull vs stealth t1 sera land scouts can hide and stay hidden and provide vision in lategame (but they often get reclaimed tho) t1 aeon land scouts work well as fake targets in navy fights t2 cybran mobile stealth is pretty convinitent cause you can put it in transport (and it will keep woking) or put it into dence bases to not waste space on stealth generators t1 air transports maybe slower and can carry less, but they are cheap and still functional in late game, especially for dropping engineers on reclaim
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    N
    @seraphim-noob may be interested in that for his WIP rust client
  • FA Companion / Training Tool

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    SheppyS
    @HotCheeseInRear To fully use it you need: the FA_Metrics Mod (and UI Mod Tools, but you probably already have that), which will write information to the game log the fa-metrics submitter client -> https://github.com/FAUSheppy/fa-live-metrics-client/releases/tag/v1.0.9.3 , which will read the gamelog and submitt it to the server logged into the Website via FAF-Auth (to see your live game info) You can access all map Information/BOs etc without logging in. You can create your own alerts based on the Information available. If you want to contribute BOs you need to be whitelisted.
  • 2 Votes
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    cychwa_klaymbergC
    A new version of SWLandWarTMRebalance (v55) is available. There are many small, specific fixes—honestly, I’ve already forgotten most of them... Nevertheless, here are the main changes added since my last comment here: The ACU Overcharge has been reworked. Its cooldown has been reduced to 8–10 seconds, depending on the faction and the commander's combat potential. In automatic mode, Overcharge deals 12,500 damage to a single target, whereas in manual mode, it deals 4,000 damage within a radius of 6 units. The Twister MK2 and MK3 received dome shields with capacities of 500 and 1000. The price of heavy T2 turrets has been increased to an average of 3,500, depending on their functionality. Small dome shields have also been added for heavy T1 turrets. However, their damage output has been reduced, making these turrets more defensive than offensive. T3 Mass Extractors can no longer be built from scratch by engineers or ACUs. The only way to obtain one is to build an intermediate Mass Extractor and upgrade it. This change prevents players from skipping the economic upgrade phase and introduces an element of risk (as intermediate extractors are prone to exploding).
  • Is there a good explanation why SupCom never became a proper cybersport?

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    RadianceR
    Why Forged Alliance Forever Isn't Currently an Esport As you may have already read, there are several reasons why Supreme Commander: Forged Alliance and Forged Alliance Forever (FAF) do not currently participate in what was once commonly called "cybersport" and is now generally known as esports. This isn't necessarily because the game is unsuitable for competitive play. FAF has a long history of tournaments, competitive players, casting, and organized events. However, there are several technical and logistical challenges that make operating at the level expected of a formal esport extremely difficult. Connections and Game Stability One of the largest obstacles is connectivity. As many FAF players are already aware, we continue to experience connection problems, disconnects, and desynchronization issues. These problems become particularly significant when attempting to organize events with high stakes. For the tournaments we currently run, organizers, players, and casters do their best to work around these issues. However, that becomes much harder when prize money, sponsors, competitive rankings, or professional-level events are involved. In a true esports environment, the outcome of a match should be determined as much as possible by player skill and decision-making, not by which player experiences a connection problem or technical failure. If we wanted to formalize FAF competition to that level while eliminating many of these variables, one potential solution would be hosting matches in a controlled environment, such as a LAN event. However, doing that introduces another major challenge: our player base. The Player Base Is Internationally Distributed FAF has a unique player base. Rather than having large, established competitive populations concentrated within individual regions, our community is essentially a mesh of players from many different countries who collectively keep the game alive. That international community is one of FAF's greatest strengths, but it also creates difficulties when attempting to organize traditional esports events. Our strongest players may be located thousands of miles apart. A tournament could involve players from North America, Europe, Asia, Australia, and other regions all competing in the same bracket. For normal online tournaments, this is manageable. More importantly, FAF currently does not have a sufficiently large competitive player base concentrated within every major region to easily support separate professional regional leagues. In other words, FAF's competitive scene works because the world effectively functions as one community. That model has allowed the game to remain competitive for many years, but it also makes transitioning from community-organized competition into a traditional esports structure considerably more difficult.
  • Chat messages not showing in replays after chat window update

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    NuggetsN
    The fix is already in fafdevelop to try out and see if you find any more issues
  • DropEngie Mod Showcase

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    HotCheeseInRearH
    @Firv All engies must have orders before boarding the transport. Send a clip of the issue. The order you drop them in does not matter, the engie with the build order closest to the mouse cursor when is selected to disembark next.
  • SCTA: Showmatch Return!

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  • 1 Votes
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    XanoxisX
    Probably same question was asked when Planetary Annihilation was planned. Or whatever other 'community project' that is totally, for sure, pinky swear, the Sup Com successor. I have played the demo, and they haven't even figured out a good UI so far, or even gotten close to what makes FAF good. They're still on their way to even make Sup Com clone that works well, yet alone a successor. And lets not even start on the balance of units, because it's hard to beat years of balance passes. FAF is not going anywhere, just because someone claims in their marketing for yet to be made game, that 'they're the best!'.
  • Energy and mass discounts question

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    FichomF
    @Nomander said: @Fichom said: And here's my document that outlines how adjacency bonuses stack up (or don't) with additional engineering: https://docs.google.com/document/d/1UT6xJbBYUu3jX1YIlK_v4Ma9IqMjEWQNNcrg_rI47gI/edit?tab=t.0 It's not really useful to think of mass discount adjacency as a discount on unit costs because it doesn't cause the unit to scale its per mass effectiveness in the same way as a reduced unit cost. Trying to calculate that reduced unit cost alongside adjacency is not useful for the same reason. It's better to think of mass discount adjacency as a bonus mass income that is greater than the bonus income from storages but is affected by mass stalls, requires building an expensive adjacent structure, and locks up the bonus income in that structure's expenditure. Yep, that's a fair observation and I am a low-ish rated noob, so I will defer to you for tactical context - my original motivation was just to figure out how much additional BP thwarts the adjacency bonus: was actually mostly interested in how bad is assisting air factories (given the loss of efficiency).
  • Union control big trouble

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    HotCheeseInRearH
    @brainstormer video explaining You can hit alt+f2 (labeled something like open spawn unit menu in hotkeys), then double click the name at the top you want to control. If you have no scoreboard mod, just click the name on the scoreboard you want to control. If you have reui, shift click the ACU icon corresponding to the player you want to control. For SSBHC (needs to be this version) shift click the ACU icon corresponding to the player you want to control.
  • Mystery power draws - how to pinpoint?

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    HotCheeseInRearH
    Economic overlay does have the nasty problem of no scaling whatsoever. Fine at a 1280 × 1024 19" LCD the game is designed for. Sort of unusable on modern high res monitors
  • Hotbuild/Hotkey standalone Mod

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    P
    Strangely enough, there is a 'Hotbuild' uploaded by Zulan in the Mod vault! It's from 2015. When I click Install, it does not appear to install it. However, when I checked my mods folder, there is directory named 'hot' which contains the mod. I assume the client is blocking the mod, because Hotbuild mod was 'banned' when the feature was integrated into FAF. The 2015 version appears to be a modified version designed to be compatible with Nomads. I'm going to see if I can get it working on the Steam version of SCFA.
  • New FAF Tournament website feedback thread

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    NuggetsN
    Maybe i misunderstood? I thought you can reapply and they see your request again. Or are you saying you can click reapply multiple times without them declining? One way or another only one join request could be seen i believe (if i remember correctly)
  • The ReUI Slop department - minigames and other fun stuff

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    NuggetsN
    V14 update for game master: Fixed some issues that were vibing in the mod for a while such as reclaim spawned by this mod taking ages Remove income modifications and replaced it with one time resource gifts (income modification was sometimes creating bugs causing players to stall billions of resources) Integrated random events (v19) into the mod! Any event from random events can now manually be triggered (including a search feature)! Duration can also be set per event V3 update for "minigames": You now wager mass when playing against a teammate