• Old replays

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    Brutus5000B

    Yes, they are on a separate network drive at Getzner and everytime it loses connection (which happens a lot), our server cannot remount it for some reason.

  • 0 Votes
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    maggeM

    You can share your game.prefs file, which should include the hotkeys, templates, selected mods (but you need to install them separately), video and audio settings, host settings and some more

    b4740267-2255-4cb8-aea1-77b6f67ad34f-image.png

  • Why wont the client reconnect?

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  • Have a problem in BlackOps Unleashed steam v11

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  • Units not firing

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    S

    Happens all the time with the GC. Haven't seen it for other units though.

  • Question on shield assist mechanics

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    N

    @Defiant Yes you do avoid splash damaging multiple shields, but smaller shields also have less HP so they often lose most or all of their HP to overspill before the large shield actually goes down. Shields of the same tier but different factions don't have such an HP difference but they also can't easily cover each other fully. And in general, overspill just makes stacking many shields rather inefficient.

    Still, this is the kind of the best way to get lazy shield micro, and it's a decent last barrier of protection in case your T3 goes down but the arty shell hits a T2 shield (especially Seraphim T2).

    If overspill is removed, like with the nuclear repulsor shields mod, then hiding shields behind eachother by height becomes very powerful, and takes up less space than spacing out equal size shields. Such a technique is especially potent in that mod since it has absolutely huge shields.

  • when the game starts it doesn't come to foreground anymore

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  • Forged Alliance (Not FAF launcher) CTD on start + possible solution

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    A

    @jip - Ack, glad to hear (and thanks for the response).

    Please let me know if you require any further info, I'll try to keep an eye on this page.

  • Transport dropping units to their death

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  • can anyone else not cannot play these missions?

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    S

    To fix Rebel's Rest empty map issue after starting map.
    seems to be some issue with paths

    just copy FAF_Coop_Operation_Rebel's_Rest.v0001 to FAF_Coop_Operation_Rebel's_Rest.

    so both
    FAF_Coop_Operation_Rebel's_Rest.v0001
    FAF_Coop_Operation_Rebel's_Rest
    folder must be present in C:\ProgramData\FAForever \user\My Games\Gas Powered Games\Supreme Commander Forged Alliance\maps to start story

  • SCFA wont start

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    maggeM

    Maybe permission errors, or corrupted files.

  • briefing lag

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  • Eternal connecting to lobbies on Global CoTURN

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    S

    @brutus5000

    Ah, no I experienced that problem like a day before my comment. I switched coturns an that solved it. So I didn't try changing back to global afterwards.

  • Forged Alliance - hang-up 16min

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    maggeM

    Have not seen such error before, I can not say specifically how to fix it, but maybe you get lucky by doing those things:

    Do not use any UI/SIM mods Be sure it is not map-related, by trying different maps Have the newest Windows update and drivers for all devices Reinstall FAF and SC, just to be sure (and make a file integrity check via Steam/GOG)
  • Game plays for 30 mins then freezes

    Moved
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  • This topic is deleted!

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  • Login issues

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    maggeM

    Maybe trying a different default browser without any extensions can fix it? If not, check security software if it blocks anything.

  • AFS stuck on air staging facilities

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    E

    @Shagga I have observed the problem you describe with Air Staging Beacons (Seraphim) and I've seen it with Aeon as well (and it probably happens with the other factions too). Until tonight I just thought they were broken and in a way (UI/UX) they are. In order to "deploy", you have to "sub-select" the individual air units at the menu presented for the repair/refuel building and then deploy. If there is a fast way to select all of the parked units at the building's menu, I haven't found it yet, I've only been able to select individually (ugh). Curiously, even "select all air units (CTRL+A)" does not select air units parked on the r/r building (which seems really broken). I would think the way it would work is that parked units deploy when the deploy order is given to the r/r building. And maybe it's preference, but when I tell air units to go home and repair/refuel, they should do their business and then get off the r/r building so another air unit can use it. It appears that telling air units to return home to repair/refuel is what causes them to park on the air staging building (and get "stuck").

    I'm just getting into FAF but the behavior might make sense for something like a "hangar" and maybe there is a mod for that -- if not might be a great addition. "AHA! Feel the power of the air force you didn't think I had. Muahahaha!"

    "Dock" is the name of the command to send air units to nearest air staging facility. After more testing (playing) it looks like air units just get "stuck" (require manual deploy) sometimes. Not power locked, not told to return to air staging facility. At least I know how to get them back in the game now. Previously I was CTRL+K'ing the air staging facilties - LOL!

  • UI scale 2 crashes on game start.

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    maggeM

    Can you attach a game.log, please?

  • Systematically crashes FAAF after 1-1.5 hours of play, help me please!!!

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    N

    Maybe it's caused by your CryptoPro program, I see the dll is being used and something similar to these debug messages only appear in Google search results from the website cryptopro.ru.

    Debug messages: <capi20>Thread:function text xcode(dcode) (file:line)level: 0x1 <capi20>Thread:function text xcode(dcode) (file:line)level: 0x1 <capi20>Thread:function text xcode(dcode) (file:line)level: 0x1 <cspi>Thread:function text xcode(dcode) (file:line)level: 0x1 <cspi>Thread:function text xcode(dcode) (file:line)level: 0x1 <cspi>Thread:function text xcode(dcode) (file:line)level: 0x1 <support>Thread:function text xcode(dcode) (file:line)level: 0x1 <support>Thread:function text xcode(dcode) (file:line)level: 0x1 <support>Thread:function text xcode(dcode) (file:line)level: 0x1