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  • 355 Topics
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    @Skrat said in Discussion about stealth fields Cybran: @Sainse Beetles do not damage each other with friendly fire Word would is hypothetical in English. If beetles get friendly fire, they would/will potentially kill the entire chain of 10 beetles with 8 beetles in the back dealing zero damage to the enemy. That's not a great idea, especially considering how clunky their pathfinding already is Cloaking drain isn't bad though
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    ACU and all units increase is physical size as they vet.
  • Matchmaker Pool Feedback Thread

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    waffelzNoobW
    I think it's a pretty creative map. Boring is subjective and I don't get what you mean with "poorly designed". Its visuals are simple but not ugly Playing versus aeon on it definitely sets you back though because of the early aurora in mid but there are ways to go around it. Think ghetto gunship, jester, rushing a naval fac, walking acu over to reclaim enemy naval fac, or playing very aggressively on land while your opponent spent time controlling the middle and building pgens trying to accommodate all that mass. There's plenty reclaim on land to fuel these strategies early on It's not easy but there are things you can try doing to win over your aeon opponent. Things other than simple t1 spam that most other maps encourage
  • List of banned exploits (updated 22.03.2022)

    Pinned Locked banned exploits moderation rules
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  • 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?
  • Galactic War 2025

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    Belorussian KGB is watching for you. We wait for this too long. You must do it.
  • FAF Statistics Megathread 2 Statistics Boogaloo

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    IndexLibrorumI
    @Skrat I've heard several people talk about producing tutorial levels. I think that would help to some extent.
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  • Open discussion on testing and rollout of the new ice adapter

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    @Brutus5000 said in Open discussion on testing and rollout of the new ice adapter: No more debug connection window. There is an old trick serving a minimal html page from the application. Setup setInterval(1000,function(){location.reload()}) in the page header so the page refresh itself after timeout.
  • 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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  • Decapitation should be a rated victory condition

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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
  • Optional Split Teams Option for TMM

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    @Strife custom games can be ranked as well, idk what you’re saying
  • About formation move

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    In steam FA you can ctrl + right click to issue a formation order instantly but FAF removed that with an engine patch, and now you only have the option of holding right click to begin issuing a formation move order. You can also formation attack move by holding alt alongside right click. Formation move is useful if you don't have the apm to keep your army in formation while moving across the map (this is not that often) but you need to because you have different speed units or need shields (snipers). You can also use formation move in place to quickly get your units into formation with a desired orientation. Some sandboxing shows it can be better than normal move orders when attacking because while it does make your units move slower, it guarantees way less bumping, so overall more units get into range faster and stay in range.
  • You guys ever thought if moving to a new engine?

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    @Kilatamoro said in You guys ever thought if moving to a new engine?: @Defiant Why would anyone want this? It's about the feeling of the game, not 3D models and unit names. We can get free from copyright. Reasonable. Games similar to FAF are out there now. A more direct FAF clone might still risk Square Enix, so we could give them license accountability.
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    maudlin27M
    If you genuinely think you're being insulted then you can make a report to the mod team, or create a ticket to discuss further with the mod team (e.g. if the report is discarded due to not meeting the reporting requirements involving sufficient evidence of a rule breach and you want to understand this further).
  • Another dumb idea from Dorset

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    JipJ
    @JaggedAppliance I think we'll just have to agree to disagree on some points. I think it's fine to work on some feature without the intention to include it. It could just be an experiment. It could be because it doesn't work out the way you think it would for the user. Or because you're not happy with the implementation of it for the future maintainer. I do this type of experimentation a lot and it helps me with learning and exploring what is possible. Even if some of it never ends up in the product directly. it's not obvious in my mind that if I spent time on something that it also means that I want to see it become part of the product in question. As an example, initially I had a focus on better graphics. I had a great proof of concept, but I was unable to make an implementation that did not have a terrible experience for everyone involved. I dropped it at the time. Years later with the hard work and effort of @BlackYps we now have the shaders. And the map generator and editor support for the new shaders too. It's a good user experience because of some automation he included into the map editor. Now it's a great time to include it. For those that are interested, see also his work on GitHub here and here. @JaggedAppliance said in Another dumb idea from Dorset: I'm not sure what the point was about the cybran nano. Just that that was game design happening? This is getting silly now but yes it's related to game design, but again it doesn't make anyone a game designer if they were involved. I did not make this claim. It certainly was not the intention. I tried to make the claim that the decision is about game design - not that the people making the decision are game designers because of it. How people perceive a game is all about game design. And this made an impact on their perception of the game for some users. Interestingly enough, just like it did for you. I find it interesting that you write that you do not understand why I brought it up. And you conclude the same paragraph with that it was a bad change that damaged the identity of Cybran. That is why I brought it up! And that identity is perceived, it is in my opinion related to the design of the game. Just like the majority of changes are except those that are purely technical (same user experience, but better code structure or better performing code). I think we have a different definition of game design, and specifically where game design starts and ends. In my opinion, even some mod authors can be characterized as game designers. They introduce new mechanics, new rule sets, sometimes even entirely new genres (looking at you Dota). But just because you are a mod author does not imply that you are also a (good) game designer. Just like people who are good at the game also does not imply that they are a (good) game designer. But in my opinion we definitely need people that look at the game from the perspective of a game designer. Which is also why I think the teams should be merged - just like they were initially if my history is correct. Statutes are whatever. Let's be honest, it was probably written in thirty seconds. It reads like that anyway. I agree with you that it feels like these statutes can use some work. But I disagree with dismissing them. Without the intention to patronize you, but statutes exist to help the community understand what a team is doing here, and how the team is supposed to work. It originates from this proposal that comes with this document that was approved during a general meeting of the association. To quote the document at the end: The detailed responsibilities of each team are intentionally not specified here so they can be changed without requiring a GM. Instead the teams have the duty to define their area of responsibilities and write them down somewhere public. Which is what the statutes are. The team can update them as they see fit. Take for example the status of the DevOps, Game and Promotion teams. They're much more informative about how the team operates, even if some roles are vacant at the moment. Back to the statutes of the balance team - for now it's all we have to work with to understand the role of the balance team. I appreciate you sharing your approach as balance team lead. And I agree that describing the average mod author as both passionate and (to be) crazy (with their ideas) is probably a great description, in a good way . I also agree that it's important to guard the game from ideas that just don't work. To come back to my earlier post - I'd like to express that even if something should not be in the game, it can still be interesting to just explore the idea with the mod author/contributor instead of just getting a 'no'. The mod author is clearly passionate about FAForever in some fashion by spending so much time and effort. The conversation does not have to take hours, something as simple as just having a decent conversation (over voice) about the idea together can be sufficient. It can be meaningful for both parties, even if it is just about discussing the context of it and why it was declined. Which brings me back to my first paragraph of this post. To me, these conversations can be more meaningful then the changes becoming part of the product. And that conversation can bring in a new team member in the future. It certainly worked that way for me. The reason I am here is because @Uveso spent some effort on my first mods and/or pull requests to help streamline them. His open and friendly attitude is what made this place feel accessible. Thanks for that .
  • FAF changes summary

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    UvesoU
    In case you want a really deep dive into all the code-side changes that were made to FAF (there are over 4,500 changes): https://github.com/FAForever/fa/pulls?q=is%3Apr+is%3Aclosed
  • Personal Trainer Team Meeting | 18/04/25

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  • FAF Statistics Megathread

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    IndexLibrorumI
    @Khal i am currently working on providing new statistics and made a few python scripts do pull info from the API. Contact me on discord and we can have a chat.