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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  • 29 Topics
    260 Posts
    maudlin27M
    FAF's rules are set out on the main FAForever website - by accessing FAF services, you agree to the rules outlined there, which are supplemental to the FAF Terms of Service. For details of how to report rule breaches and/or how the rules are enforced, please refer to the separate page on moderation Separate contribution guidelines exist for those considering contributing to FAF, while there are also official tournament rules that apply to official FAF tournaments.
  • 948 Topics
    5k Posts
    wilson_W
    Hey @HerbertFreir, I've randomly come across this post. It's a common thing in pretty much every online game that people will flame each other. All it is is a coping mechanism so they must not admit they made a mistake themselves. It's really just the easy way out for being anonymous on the internet. There is no way of saying this is common or uncommon across a community as a whole as it's mostly invididual. Estimating how often it will happen to you is nearly impossible. Sometimes you will be flamed three times a day, sometimes it won't happen for two years straight. But there is a tendency: The bigger and the younger (on average) the community the more likely it is that people will flame, as they don't expect to bump into the other one ever again. FAF is a small, "well aged" community, and therefore less likely to be that way, as you for sure will bump into someone again. What usually helps is narrowing down the amount of anonymity to a minimum by playing with people you know through joining smaller clans / communities. I, for instance, happen to run a beginners group within the FAF Dojo. It's me and my co-trainer running training sessions with up to a dozen trainees (0-1300 rated) three times a week, in the EU evening hours. Our youngest trainee is ~20 years old, our oldest is ~60 years old. We have gay / trans people, furries... We welcome everyone and respect each other. It's about having fun and learning together. If the above is appealing to you and you could make (some of) the training hours, feel free to join our Discord server and reach out to me. If you can not make my specific training hours, please still feel free to join, meet people you could play with, and maybe find another trainer that matches your time zone.
  • Please provide detailled logs and/or error messages!

    1k Topics
    4k Posts
    maggeM
    Have you secured your Discord account since the incident? What steps have you taken to make sure it cannot be used for malicious activity again?
  • 40 Topics
    160 Posts
    D
    Thanks for your replies, I tested Eternal Strategic Icons, in combination with Penguin's Icon Mod and ACU Highlight (those three mods seem to be compatible), and it looks a lot nicer with the size increase of 150%
  • Map Maker 1.8.8 not working

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    7 Posts
    422 Views
    arma473A
    @nthunter32 said in Map Maker 1.8.8 not working: none of us can generate a map If you try watching a replay from the replay vault of someone's else mapgen game, is your computer able to generate the map in order to show the replay? How are you trying to generate the map? Did you enter a seed? Are you using the check boxes? Did you experiment with the command line? If you put something into the command line, you can't generate maps the "normal" way unless you open up the command line again and clear whatever is on it.
  • FAF just disconnects me mid game and gives me this error

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    2 Posts
    250 Views
    F
    also after it happens to log back in I have to login via the browser for some reason
  • Steam Account Link Too Many times (Help please)

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    3 Posts
    201 Views
    maggeM
    You need to contact Steam support, when that message pop-ups even after 24 hours.
  • [solved] I renewed client version. I can't log in.

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    2 Posts
    368 Views
    P
    fyi i was logging in with the wrong password. Because i am as ancient as vanilla, loggin details in lobby are different than for the site. Lots of pcs , lots of reinstalling, the cumbersome need for new loggin details , back in time , when buying a new pc or playing in a different location.... Linking with steam saved us. Anyway......
  • Can't log in (Linux)

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    3 Posts
    332 Views
    P
    Hello I can't log in This is the error message any help? Thanks com.faforever.client.login.TokenRetrievalException: {"error":"invalid_request","error_description":"The request is missing a required parameter, includes an invalid parameter value, includes a parameter more than once, or is otherwise malformed. Make sure that the various parameters are correct, be aware of case sensitivity and trim your parameters. Make sure that the client you are using has exactly whitelisted the redirect_uri you specified."} at com.faforever.client.api.TokenService.lambda$retrieveToken$5(TokenService.java:124) Suppressed: The stacktrace has been enhanced by Reactor, refer to additional information below: Error has been observed at the following site(s): *__checkpoint ⇢ 400 from POST https://hydra.faforever.com/oauth2/token [DefaultWebClient] Original Stack Trace: at com.faforever.client.api.TokenService.lambda$retrieveToken$5(TokenService.java:124) at reactor.core.publisher.MonoFlatMap$FlatMapMain.onNext(MonoFlatMap.java:125) at reactor.core.publisher.FluxMapFuseable$MapFuseableSubscriber.onNext(FluxMapFuseable.java:129) at reactor.core.publisher.FluxContextWrite$ContextWriteSubscriber.onNext(FluxContextWrite.java:107) at reactor.core.publisher.FluxMapFuseable$MapFuseableConditionalSubscriber.onNext(FluxMapFuseable.java:299) at reactor.core.publisher.FluxFilterFuseable$FilterFuseableConditionalSubscriber.onNext(FluxFilterFuseable.java:337) at reactor.core.publisher.Operators$MonoSubscriber.complete(Operators.java:1816) at reactor.core.publisher.MonoCollect$CollectSubscriber.onComplete(MonoCollect.java:160) at reactor.core.publisher.FluxMap$MapSubscriber.onComplete(FluxMap.java:144) at reactor.core.publisher.FluxPeek$PeekSubscriber.onComplete(FluxPeek.java:260) at reactor.core.publisher.FluxMap$MapSubscriber.onComplete(FluxMap.java:144) at reactor.netty.channel.FluxReceive.onInboundComplete(FluxReceive.java:400) at reactor.netty.channel.ChannelOperations.onInboundComplete(ChannelOperations.java:419) at reactor.netty.channel.ChannelOperations.terminate(ChannelOperations.java:473) at reactor.netty.http.client.HttpClientOperations.onInboundNext(HttpClientOperations.java:703) at reactor.netty.channel.ChannelOperationsHandler.channelRead(ChannelOperationsHandler.java:93) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365) at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357) at io.netty.channel.CombinedChannelDuplexHandler$DelegatingChannelHandlerContext.fireChannelRead(CombinedChannelDuplexHandler.java:436) at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:327) at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:299) at io.netty.channel.CombinedChannelDuplexHandler.channelRead(CombinedChannelDuplexHandler.java:251) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365) at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357) at io.netty.handler.ssl.SslHandler.unwrap(SslHandler.java:1373) at io.netty.handler.ssl.SslHandler.decodeJdkCompatible(SslHandler.java:1236) at io.netty.handler.ssl.SslHandler.decode(SslHandler.java:1285) at io.netty.handler.codec.ByteToMessageDecoder.decodeRemovalReentryProtection(ByteToMessageDecoder.java:510) at io.netty.handler.codec.ByteToMessageDecoder.callDecode(ByteToMessageDecoder.java:449) at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:279) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365) at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357) at io.netty.channel.DefaultChannelPipeline$HeadContext.channelRead(DefaultChannelPipeline.java:1410) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379) at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365) at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:919) at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:166) at io.netty.channel.nio.NioEventLoop.processSelectedKey(NioEventLoop.java:722) at io.netty.channel.nio.NioEventLoop.processSelectedKeysOptimized(NioEventLoop.java:658) at io.netty.channel.nio.NioEventLoop.processSelectedKeys(NioEventLoop.java:584) at io.netty.channel.nio.NioEventLoop.run(NioEventLoop.java:496) at io.netty.util.concurrent.SingleThreadEventExecutor$4.run(SingleThreadEventExecutor.java:997) at io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74) at io.netty.util.concurrent.FastThreadLocalRunnable.run(FastThreadLocalRunnable.java:30) at java.base/java.lang.Thread.run(Thread.java:833)
  • Entering a multiplayer game, after it started.

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    0 Votes
    2 Posts
    161 Views
    ipconfig-releaseI
    @p1p51 No, but you can watch it live.
  • FAF Client and Game dropping connection in the last week?

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    0 Votes
    9 Posts
    660 Views
    LegendOfTheStarsL
    UPDATE: Someone suggested changing the ICE adaptor preference from Australia to Germany....so far this has FIXED the problem. So it appears Australians shouldn't connect to the Australian ICE adaptor....go figure....
  • Map maker not working

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    0 Votes
    3 Posts
    177 Views
    N
    All I know is that I create a custom game then hit generate new map, it starts then stops, was working 5 days ago then quit working.
  • I own the game but it doesn't work

    help
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    0 Votes
    4 Posts
    444 Views
    ?
    [image: 1663056070097-bf49c40f-3c0e-4541-8d64-fa57d81e7035-image.png] make sure the your steam profile looks like this when setting to public
  • Build menu row resetting to start after making a selection

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    0 Votes
    1 Posts
    168 Views
    No one has replied
  • Game crash

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    0 Votes
    1 Posts
    247 Views
    No one has replied
  • Can't enter a lobby

    3
    0 Votes
    3 Posts
    188 Views
    N
    @sheikah Worked .. thanks a lot!
  • Fixing lag

    lag
    3
    0 Votes
    3 Posts
    396 Views
    CheeriosC
    I reached out to Yudi and he told me he had nothing. I have con issues once i get +12 players on the map. Any after that my ping is just high
  • CPU is showing high in lobby

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    0 Votes
    19 Posts
    1k Views
    E33144211332424E
    Good way to get banned.
  • Replay didn't show up

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    0 Votes
    2 Posts
    150 Views
    Eternal-E
  • Doesn't enter the ladder (не заносит в ладдер)

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    0 Votes
    1 Posts
    102 Views
    No one has replied
  • Reclaim alignment issue

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    2 Posts
    163 Views
    JipJ
    On the FAF Develop game type there's a solution to this. You can increase the 'selection threshold', making it easier to select things in general and there's a separate slider when you try to issue reclaim orders. See also: https://github.com/FAForever/fa/pull/4124 or https://forum.faforever.com/topic/4705/upcoming-developers-patch . Note that some UI mods are deprecated on FAF Develop as they are being integrated, one piece at a time. The release date is uncertain, but should be somewhere near the end of September or the start of October.
  • Не могу играть Ошибка

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    1 Posts
    102 Views
    No one has replied
  • How does scoring work?

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    22 Posts
    1k Views
    Anachronism_A
    @ginandtonicbot said in How does scoring work?: Thanks for the info. I get that. I'm now interested in understanding how mu is adjusted. i.e. same for all players on winning team, or different? It is different. Is there a simpler answer than a 57-page word doc? Yes. Seems like you're saying that even though no information is collected to assess player performance, players are given different mu adjustments. The after game rating changes that you see are changes in displayed rating, which can basically be thought of as "base rating (mu) - uncertainty (3 * sigma) = displayed rating". The higher the sigma value, the lower the displayed rating and the more uncertain a rating is. So, new players start at "1500 base rating - 1500 uncertainty = 0 displayed rating". A typical player with a lot of games has around 250-300 rating uncertainty. Playing rated games lowers uncertainty to around 100-350 uncertainty as a stable level whose exact value largely depends on whether the player plays a lot of 1v1's (less uncertainty), 3v3's, 8v8's (more uncertainty), etc. Since players start with 1500 uncertainty, their ratings are initially more volatile and they more readily gain/lose rating. As they play more rated games, the uncertainty decreases and their ratings stabilize more, resulting in smaller rating changes from individual games. Additionally, if a player wins a game that was balanced in the player's favor, then the player gains a smaller amount of base rating (mu) than if the game was balanced against the player's favor (based on rating). Also, smaller game sizes (ie: 1v1's) generally have more impact than larger game sizes (ie: 8v8's).
  • Error connecting

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    1 Posts
    199 Views
    No one has replied