• the next step in the development of 4-on-4 games.

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    B

    @femtozetta this leads to the fact that the game becomes a hunt for the commander, and not a war of tanks.

    I think we can try. there will always be a choice. why not change it?

  • Ordering construction without deselecting lower tier engies

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    C

    @jip said in Ordering construction without deselecting lower tier engies:

    Try this hotkey:

    IMO the game already has too many hotkeys. But thanks for the effort anyway, Jip.

  • Ghosts of ordered structures

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    deletethisD

    @melanol Y̶o̶u̶ ̶c̶a̶n̶ ̶c̶t̶r̶l̶+̶s̶h̶i̶f̶t̶+̶r̶i̶g̶h̶t̶ ̶c̶l̶i̶c̶k̶ ̶o̶n̶ ̶t̶h̶e̶ ̶"̶g̶h̶o̶s̶t̶"̶ ̶t̶o̶ ̶c̶a̶n̶c̶e̶l̶ ̶t̶h̶e̶ ̶b̶u̶i̶l̶d̶i̶n̶g̶,̶ ̶t̶h̶e̶n̶ ̶y̶o̶u̶ ̶c̶a̶n̶ ̶i̶m̶m̶e̶d̶i̶a̶t̶e̶l̶y̶ ̶b̶u̶i̶l̶d̶ ̶t̶h̶e̶r̶e̶ ̶w̶i̶t̶h̶ ̶o̶t̶h̶e̶r̶ ̶e̶n̶g̶i̶e̶s̶.̶

    You can drag the build queue of the original engi to move it into the front as well, if you have that option enabled.

    I'm honestly not too sure why just cancelling that building and making it with other engies wouldn't work exactly, but you already mentioned that option so I guess it's not viable.

  • Change TMM colors to be more legible

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    FtXCommandoF

    013611F9-E3B9-49C6-8FC6-F465A7714140.jpeg 38C0F208-1CF4-40AE-A0C2-A5A89F49905B.jpeg

  • Allow watching replays while in queue

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    Eternal-E

    The thing is, its super easy to implement, As long as replay requires patch update and you are being queued, client must say that you cant watch replay. Thats all.

  • Print pause message into chat box

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  • Holding ALT should disable the reclaim cursor

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  • Vote draw and vote recall is probably useless.

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    S

    From looking at the logs of the replay it looks like only 1 other player accepted the recall not meeting the 3/4 threshold

  • Shift-loading units into transports

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    P

    Vote up. Im have used "Split groups mod" and it kind of usable but have a very very messy keybindings. Really - there are too much of them.

    Ferry is very APM and time wasting option, especially, when you try to load many units, you literally need to watch and catch transports on dispatching.

    Some command, what checks selection list for land units and transports, divide land in equal groups by transports count, after gives every group to load, would be perfect.
    But im very unfamiliar with game lua-API for that.
    In some cases all transports will be overfloed OR underflowed. But it is ok. Much better than now.

  • Mods download quantity

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    Brutus5000B

    Correct. If you want to promote mods, write a review.

  • 4x4 balance issue with non-mirror raitings

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    CaliberC

    i play quite often with a group of freinds and the ratings differ between 700 - 1400
    fair to say the lower rated of the group are quite tired of being the punching bag always being put against the enemy teams highest rated

  • Proposal: Change engineers selection hotkey behaviour

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    gabrilendG

    Dreams are never stupid, just incomplete. Build it yourself and make the dream a reality! ❤

  • Nomads - right click to cap a mex

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    T

    They still need to fix Heavy Orbital Bombard. Not that it's the FAF teams responsibility of course, just saying.

  • Lock minimap resize

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    ?

    @jip Turns out the ZePMiniMapZoom was removing that pin button.

  • 1v1 custom games should be unrated

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    DeribusD

    Fair enuf, I have been shown the error of my ways

  • Play all the TMM maps if possible

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    AskaholicA

    And since FAF is an open source project, anyone who feels inclined to go read the code for themselves can also do that here:

    https://github.com/FAForever/server/blob/6c2200c93fa6fc677fbfd3a114afce2e47a45771/server/matchmaker/map_pool.py#L24

  • Lock 0 rated players for 4vs4 ranked and AFK problems

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    BlackYpsB

    https://replay.faforever.com/18393745
    https://replay.faforever.com/18217629

    Oh wait it's that bug again. So what happened is that the initial rating get's based on global, but for the first game that information is not correctly passed to the game, so they show up as 0 in the game. The replay details show the actual rating they had and then the game is balanced.

    0fe87d65-5a05-4aee-9607-bc2ae8ed7774-grafik.png

    90a8c765-9d21-4132-89c8-d65161e34f41-grafik.png

  • Add a "return to engineering station" button to land units

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    gabrilendG

    That's a good point. I imagined them being placed a bit behind the frontline where they'd be safe, but still near enough that they'd be close enough for units to rally there in a reasonable amount of time.

    I think "missing critical offensive power" is the exact kind of choice that is interesting to make. Do you push forward and grab another mex or two at the cost of your damaged units (and the healthy ones!) or do you send the damaged units back to repair and wait until you can push forward in force?

    I'm imagining a choice similar to the feeling you get when you have map control and you're trying to decide when to push. According to a guide I read here once, it's the marginalized player's responsibility to push into you and disrupt your oppressive eco - but it's also a good idea to push the weakened enemy into their small corner of the map to make sure they don't snipe you or tech up too quickly.

    Similarly, if this repair idea works out then you'll have the same choice on a smaller scale - do you push and deal more damage to the enemy, slowing them down... Or do you build up your forces for a larger strike?

    Also, after a tank battle if both players return to repair then whoever put more mass into repair stations will have their units operational sooner. Meaning they can push sooner while their opponent is still flatfooted. Investing in rapid repair facilities while your opponent invests in... Say, point defence, means you can strike where they're weak more quickly.

    EDIT: Also, am noob. Maybe I fell for a noob trap with this idea. Who can say 🤷

  • Shared Units in Campaign

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    BlackrobeB

    @jip said in Shared Units in Campaign:

    Do you have a link to the mod @Blackrobe ?

    Yes @jip, here's the link:
    http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/

    This is a list of all Supreme Commander / Forged Alliance mods created during GPGnet days. I just checked, the AI Ally Control Mod is amongst them and still downloadable. And this mod DOES allow you to give units and buildings to AI in both skirmish and Campaign. I've been using it for years. You might find a lot of ideas amongst them that has been lost in time, and perhaps can be adapted.
    Go nuts mate 🙂

  • single player skirmish games with AI to save and load feature

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    JipJ

    This is already possible, just not directly via the client. If you do it via the client you always end up in a multiplayer lobby. You'll have to start the game directly. You can (usually) find it here:

    C:\ProgramData\FAForever\bin

    And then just start the executable. You can start a skirmish from there.