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!

Subcategories

  • Discussion about the interrupt pathfinding hotkey and a mod showcase

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    JipJ
    Great analysis, I agree. The purpose of the hotkey was to provide a nudge that players can use to micro the build range of the engineers. That way you don't need to do a move order before each build order. You just have to time hotkey at the right moment. There are more, alternative and unforeseen side effects to this hotkey. Some are mentioned by @Nomander . There's been earlier discussions to just remove it. And I think I'm in favor of that because of these side effects. I'm not sure about integrating it to automate it - that was not the purpose, and it changes the game in a similar way that area commands do too in my opinion. Which some players were very negative about.
  • What is considered a fast mavor in eco (dual gap)

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    CascadeC
    @Defiant wow that is cool, its a shame how many things in the faf ecosystem are broken because of security issues
  • 2 Votes
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    BlackYpsB
    I like the idea of having a "you have been banned, now what" page. It's true that most of the information is already accessible, but the discussion shows that it's clearly not as well-known as it needs to be. Currently, when you try to log in you see your ban duration and the reason for the ban. It's not immediately obvious how to proceed from there. If we link to a dedicated page we can compile all relevant information there. This should give people a clear path what their options for actions are now and should increase the trust that the system is well thought-out and working. Information on that page should include: link to rule page link to explanation of the appeal process explain that appealing can still make sense even if the ban is very short, because your moderation history is taken into account in future reports explain that if people think there is an issue with the process, even after appealing, they can contact Giebmasse as the team lead or the board. explain why individual decisions should not be discussed in public and clarify that discussing rules in general and proposing changes is still possible in public, preferably the forum. @Nuggets said in Proposal: Establishment of an Oversight and Review Committee to Support Fair Moderation and Governance: To put it in clearer words: We, at least the people I know / interact with, feel like there is a huge lack of understanding as to how our "high" rated games go. I'm not trying to be elitist here, its just that (what we feel like) context is ignored or not understood. It makes sense to me that the moderation team does not completely revert decisions if they correctly apply the existing rules. It seems that part of this problem is that maybe the rules are not suitable for some high rated games, or maybe these people would like to have different rules? In this case it makes the most sense to have a discussion about these rules.
  • If you could change one thing about FAF/Supcom, What would it be and why?

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    Ctrl-KC
    I'd change engine game is on...
  • Biome "Sunset" removed from mapgen?

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    BlackYpsB
    It got removed because the shader that this biome uses got changed with the latest game release. It will be readded once the necessary changes in the map generator have been completed.
  • For Those Who Have Played Vanilla FA and SupCom 1

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    H
    T3 metal maker in vanilla?
  • Decapitation

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    NoRest4TheWickedN
    @BerserKK It is in the Victory Conditions under Assassination. If it's not you need to update your client
  • Could a 'Direct Strike' Game Mode Work in FAF?

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    2 Votes
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    N
    grid system from WC3, where you just build units, and they go on their happy little adventure automatically. So an autobattler? It's definitely possible, down to placing units on a grid like they're buildings (we already have that in the form of cheat spawning units).
  • 6 Votes
    7 Posts
    154 Views
    N
    Based on the discussion here but mostly on discord I think for ACU sharing it will be two options: Recall ACU: avoids the explosion killing all BP/army in mid/late game. Permanent share: for people who don't mind ACU share due to balance (including mods) and lobby wait time reasons. No long-term temporary sharing as it is too complicated for players. This means early game is unsalvageable after a disconnect. For the share condition on disconnect, there will be no lobby option: Recalling ACU fullshares the units unless the ACU dies during recall, in which case the normal share rule is used. How should this "recall" be done? Some have said teleport it for a long time (30s) so it can get killed. I prefer the idea of sharing it for 30s and then it quickly teleports away because it creates a more natural situation for how the ACU can be killed or saved (avoids TMLs or snipes, doesn't stand in important locations). If the permanently shared ACU is killed then the normal share rule is applied at the time of death. It's simply as if they gave you all their units and then died. Originally I had a hidden timer turning the death into fullshare after some time, this idea is now removed to simplify the rules. Should the permanently shared ACU count for keeping your own army alive?
  • Include the possibility to OVERCHARGE GUNSHIPS!

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    -1 Votes
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    NoRest4TheWickedN
    Just a heads up but there is a mod that gives you the ability to shoot air units but to be honest having overcharge on air is a little worthless. If someone has too many gunships the overcharge is useless. 40 gunships is enough to enter a base and kill the commander long before he gets the second shot off for overcharge.
  • ploblem with login

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    NoRest4TheWickedN
    you won't be able to fix that till FAF updates again. You can still play, it's just limited with some campaign missions and multiplayer is still accessable
  • So I built a lot of kennels

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    N
    And if I remove the build effects entirely CreateBuildEffects = function() end, then the sim speed issue goes away entirely, 3.8ms while building and zoomed in. So it seems to be an efficiency issue with UEF build effects, and perhaps kennel drones could have their own special version just for lag reasons.
  • Why would you have left FAF?

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    M
    There have been a long list of characters and stories of events in this community. Sometimes a few pop back in. Let's be nicer to one another,
  • You guys ever thought if moving to a new engine?

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    R
    @ZOB Just watched a Sanctuary game cast. Feels like Sup Com. Haven't actually played the game, but I don't get your comment. Explain please?
  • Dark Mode

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    Brutus5000B
    I added both CSS & JS and also retested it after update to 4.3.2. CSS and JS are active, but I see no button to switch it on (forum.faforever.xyz) Don't we somehow need to add the input box with class .theme-switch?
  • Trainer Team 2025 - The Wiki | Part One

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    StrydxrS
    @Kilatamoro said in Trainer Team 2025 - The Wiki | Part One: The Aeon 1v1 guide is outdated and barely English. Hello Kilatamoro, the Aeon 1v1 Guide is in the training archive section due to it being outdated, and we're unsure if Faction based 1v1 guides are entirely the best way to teach the game mode. But who knows what the future holds for the wiki
  • Main problem of Supreme Commander

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    maggeM
    @thinker I have merged your other thread with this main one to keep the discussion organized. Let us keep the conversation respectful, please.
  • This topic is deleted!

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    No one has replied
  • Decapitation should be a rated victory condition

    Moved
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    IndexLibrorumI
    Praise dev
  • Avatars shown in lobby

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    speed2S
    @Nuggets I was just answering why touching the lobby code frowned upon