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

  • 389 Topics
    9k Posts
    H
    #7188 TLDR: T3 MArty goes from being 200% mass cost and 179% build time of a Spearhead. To 150% mass cost and build time of a Spearhead. T3 mobile arty: 800->720M 8000->7200E 4300->3600BT Spearhead: 400->480M 3000->3600E Both units now have a 18m/s drain from a T3 factory. T3 MArty completes construction in 40 seconds instead of 47.78 seconds. Another way to look at it: Reduce T3 MArty cost by 10%. Reduce T3 MArty BT by 16.3% Increase Spearhead Cost by 20%.
  • 33 Topics
    603 Posts
    CrofisC
    @Deribus 3 years and still no implementation? Keep it up harder then! XD
  • Matchmaker Pool Feedback Thread

    Pinned
    250
    1 Votes
    250 Posts
    101k Views
    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 30/07/2025)

    Pinned Locked banned exploits moderation rules
    1
    4 Votes
    1 Posts
    11k Views
    No one has replied
  • 2 Votes
    19 Posts
    541 Views
    cychwa_klaymbergC
    New version SWLandWarTMRebalance (v44) is available. The biggest and most significant change during this time is the addition of massive units known as "Destroyers." I’ve named them "Terminus." These are powerful engines of destruction boasting immense damage output, regeneration, and a massive health pool. However, their long-range guns and missile launchers have a slow rate of fire, so sending them blindly into a frontal assault is a bad idea. These units can only be built at Quantum Gates and come at a very high cost. They aren't a "silver bullet" for victory, but they do have the power to turn the tide of battle. For obvious reasons, it is advantageous to build them using fabricators in Quantum Gates—surrounded by mass—due to the discount. The next major change involved the cost and construction time of the nuclear missile itself. Both were increased significantly—so much so that using engineers to assist construction is pointless (the silo's own health also increased manifold; nevertheless, the missile takes 11 minutes to build). Furthermore, the missile silo can only be built on a hydrocarbon slot. This presents the player with a choice: invest resources in a nuke for the chance to destroy a large amount of the enemy's mass, or build a mass fabricator on that spot to generate resources. In my view, these changes have had a positive impact on gameplay. The tactical significance of the Hydrocarbon slot has increased, and new possibilities have been added to the endgame. Minor changes: Tier 2 mobile missile launchers have gained greater range and a higher price. They now deal more splash damage, making them quite effective despite the presence of long-range Tier 2 and Tier 3 units. The UEF's T2 "pseudo-unique" missile station has received increased missile speed, and each missile now has more health. Its cost has been increased. This should make it a more powerful weapon than it was before. Each faction received one "new" pseudo-experimental unit. These are existing units that have been scaled up in the blueprint to fill missing niches. The Cybran T2 stealth field was removed from the factory and became a pseudo-experimental T2 unit. It now costs 5,000 mass and provides a large stealth radius. This change was made to prevent the Cybran faction from dominating too heavily through invisibility on large maps, where it is physically impossible to build enough radars to cover every area (after all, we are playing on 20x20 km maps). Fewer Mongoose units fit inside the transport. Their ability to fire at long range—and from within the transport, no less—turned this "ghetto gunship" into a potent area-control weapon. It’s a cool feature, though it’s been somewhat toned down now.
  • New "Random Events" AND Roguelike-Mode Mod!

    24
    4
    7 Votes
    24 Posts
    437 Views
    cychwa_klaymbergC
    Awesome mod!
  • Mystery power draws - how to pinpoint?

    5
    0 Votes
    5 Posts
    66 Views
    H
    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

    14
    0 Votes
    14 Posts
    177 Views
    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.
  • Union control big trouble

    23
    0 Votes
    23 Posts
    747 Views
    N
    Click on the player's name in the scoreboard. If you're using the supreme score board mod then you'll need the updated version "Supreme Score Board2HC" to shift-click to switch armies.
  • New FAF Tournament website feedback thread

    5
    2
    7 Votes
    5 Posts
    82 Views
    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

    19
    13
    9 Votes
    19 Posts
    545 Views
    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
  • New Setons Tourney Format Suggestion

    11
    4 Votes
    11 Posts
    225 Views
    SheppyS
    I don't play setons and I loved watching the stream and the format. Have never been this close ever touching this map again after the tourney.
  • FA Companion / Training Tool

    21
    7
    12 Votes
    21 Posts
    441 Views
    SheppyS
    Positional Buildorders are now supported (including basic symmetries) [image: 1784735221534-1ae82884-b7f9-45ea-8a30-2cfb34bb0781-grafik.png]
  • Galactic War 2025

    77
    20
    38 Votes
    77 Posts
    185k Views
    speed2S
    Small improvement in the galaxy view [image: 1784487266835-godot_v4.7-stable_win64_2026-07-19_17-52-58.png]
  • Share your worst FAF client memory usage in 2026!

    9
    7 Votes
    9 Posts
    314 Views
    MoraxM
    Update: down to 75 MB usage after optimizing a few things with the Python client. That is basically free compared to Star Citizen hahahaha [image: image.png]
  • Is there a good explanation why SupCom never became a proper cybersport?

    6
    0 Votes
    6 Posts
    89 Views
    wilson_W
    That would be huge. But even then, the player base is too small. Quake had a super small competitive scene as well in the end, nonetheless ID kept it alive for very long, and even kept hosting the QuakeCon for the QPL finals. Unfortunately, there is no publisher support for FAF. You can tell the difference in production value if you compare the average FAF stream to QPL: https://www.youtube.com/watch?v=VI4M5u5IxAA @ZLO said: Edit2: so basically my point is that at 1rst game was popular, but was not that great, but later it is great, but no longer popular If the mechanics or balancing are crap, there's literally zero percent chance to become a big esport title. The only way around that is if we're talking successors for an existing series like Counter-Strike. There's a huge fanbase willing to wait.
  • "Build dummy unit"? descynr without error message or cheat?

    6
    2 Votes
    6 Posts
    135 Views
    maggeM
    When the host has cheats enabled, you should expect cheats to be allowed.
  • Something Needs to Be Done About the TMM Queue

    6
    2 Votes
    6 Posts
    166 Views
    N
    I would love to know the win/loss stats on games where there's a match up between a team with two lower rated players and one player 300 pointrs stronger than everyone on the opposition. My suspicion is that the stronger player pwns all.... Though that might just be at around my own level where that happens.
  • Sharing my factory unit queue templates

    7
    1
    8 Votes
    7 Posts
    374 Views
    wilson_W
    You gotta save T3 > T2 > T1 for them to be in said order when cycling through.
  • Filters not working?

    5
    1
    0 Votes
    5 Posts
    84 Views
    C
    @nomander I can add a bit more here - if you enter the filter details, search, and THEN save the query it will remember the filter details for that saved Favorite.
  • MapGen Selection Tool/Website

    16
    1
    12 Votes
    16 Posts
    346 Views
    SheppyS
    I added a option to enter a specific map hash, and a version selector: [image: 1783102920911-adc49b3c-6abc-4b4e-b98b-816b9f5bf02d-grafik.png] will do multiselect next.
  • There was a good days

    8
    1
    3 Votes
    8 Posts
    178 Views
    V
    @ipconfig-release sorry I need to take everything seriously since it's FAF Forums.