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!
  • Linux broken with Nvidia driver 555

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  • Full share duplicates upgrading structures

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    NuggetsN
    @exselsior said in Full share duplicates upgrading structures: @nuggets wait does that mean you can do the same thing again when you upgrade the t2 Mex by giving it while it’s upgrading to get a third Mex on the same spot and so on? It doesn't work by giving it. But if the next player upgrades the mex and it auto-transfers because of full share, yes.
  • Survival Versus doesn't drop experimentals.

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    R
    Last FAF patch broke transports. Should be fixed in the next FAF patch. Until then, if you host using FAF Develop, you will get the latest fixes that should correct the bug.
  • I have issues seeing mexes from far away

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    SiX_of_SeVeNS
    @ctrl-k Is there a setting to have the Resources View default ON? For every new game I have to set it to active, I think there is a setting somewhere, cause I see streams where players have it on by default.
  • Game Crash / Desync / New PC

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    D
    Hi did you ever figure this one out?
  • Desync at the start of the game

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    P
    The problem was in the hardware. Repasting the GPU stopped any crashes on 4k.
  • 0 Votes
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    MostLostNoobM
    IIRC, this error is due to corrupted FAF game files. The only way to correct it is to delete those & let the client download them again when creating or joining a game. The easiest way to do this is FAF Client > top left menu > Show data folder > right-click FAForever folder > hold Shift > select Delete > confirm pop-up to permanently delete the folder > create of join a game from the FAF Client
  • Quick Nuke Launch button missing

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    C
    Personally I prefere more to make this Ability Panel Part of an optional UI Mod. Instead of add it directly into the FAF Base Game. Don't get me wrong the Function and Idea behind this is Nice and useful. But If this Panel is going to be added into the FAF Base Game these things should be done: Please put the Panel to an another Location of the UI (Maybe on the Right Side?) Or make it Part of an small Special Ability Window, which can Change its Size or Location by the Mouse. The Reason is the current Panel overlaps the Main Buttons of the two Managers from my Commander Survival Kit. That means it makes it much harder to use the Buttons of the Reinforcements and Fire Support Managers correctly in the Game. Therefore I hope that my suggestions should be taken into account when the panel is going to be added into FAF. Thank you.
  • I keep Disconnecting

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  • Alternative hotkeys freezes sometimes

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    K
    I just recreated it with Czar. I may be dumb. It happens when 1 hotkey is responsible for several units, and it locks your clicks for you to order with left click. I just had to right click to get out.
  • game crashes after few minutes or after trying to close it

    game crash
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    T
    crash text: EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x02fcd78e attempted to read memory at 0x3e5c7000 Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe Cmd line arguments : /init init.lua /nobugreport /log C:\Users\fire4\AppData\Roaming\Forged Alliance Forever\logs\game_22971002.log /gpgnet 127.0.0.1:53901 /mean 1303.6099853515625 /deviation 119.14099884033203 /savereplay gpgnet://127.0.0.1:53902/22971002/DrReed.SCFAreplay /country RU /clan ABS /numgames 135 /numgames 87 Callstack: Unknown symbol (address 0x02fcd78e) Unknown symbol (address 0x02fca3dd) Unknown symbol (address 0x02fcdd4b) Unknown symbol (address 0x004db001) Unknown symbol (address 0x1142e47b) Unknown symbol (address 0x666f724b) Last 100 lines of log... debug: generated neighbors and labels: 3.814722 debug: generated marker metadata: 3.815222 debug: NavGenerator - culled 424 labels debug: cleaning up generated data: 3.815538 debug: generated tree information: 3.925797 debug: Generated in 3.93 seconds debug: Allocating 28.8mb memory debug: Allocated megabytes for labels: 0.229713 debug: Number of labels: 446.000000 debug: Number of cells: 72923.000000 debug: { -- table: 26691F50 (200 bytes) debug: Air = {...} -- table: 26691B18 (200 bytes), debug: Amphibious = {...} -- table: 26691AA0 (200 bytes), debug: Hover = {...} -- table: 26691AC8 (200 bytes), debug: Land = {...} -- table: 26691A78 (200 bytes), debug: Water = {...} -- table: 26691AF0 (200 bytes) debug: } debug: Caching 4 markers of type Large Expansion Area! debug: Caching 9 markers of type Expansion Area! debug: Generated rally point markers in 1.19 miliseconds debug: Caching 36 markers of type Rally Point! debug: Generated rally point markers in 0.16 miliseconds debug: Caching 74 markers of type Naval Area! debug: Generated naval area markers in 2.26 miliseconds debug: Preloading 1418 batch textures debug: Preloading 0 d3d textures debug: Preloading 0 models debug: Preloading 0 animations info: creating medium fidelity terrain info: creating low fidelity water info: creating medium fidelity terrain info: creating low fidelity water debug: Context based templates: Found template: AppendPowerGeneratorsToTML with name Power generators debug: Context based templates: Found template: AppendT3FabricatorWithStorages with name Storages debug: Context based templates: Found template: TorpedoDefense with name Torpedo defense debug: Context based templates: Found template: T3ExtractorWithStorages with name Extractor and storages debug: Context based templates: Found template: AppendPowerGeneratorsToSalvation with name Power generators debug: Context based templates: Found template: AppendWallsToPointDefense with name Walls debug: Context based templates: Found template: AppendOpticsWithPower with name Power generators debug: Context based templates: Found template: AppendAirGrid with name Air grid debug: Context based templates: Found template: AppendPowerGeneratorsToEnergyStorage with name Power generators debug: Context based templates: Found template: AppendExtractorWithFabs with name Storages and fabricators debug: Context based templates: Found template: AppendPowerGeneratorsToT3Artillery with name Power generators debug: Context based templates: Found template: AppendRadarWithPower with name Power generators debug: Context based templates: Found template: AppendPowerGeneratorsToT2Artillery with name Power generators debug: Context based templates: Found template: T1Hydrocarbon with name Hydrocarbon debug: Context based templates: Found template: T3ExtractorWithStoragesAndFabs with name Extractor, storages and fabricators debug: Context based templates: Found template: AppendT3ArtilleryWithPower with name Power generators debug: Context based templates: Found template: PointDefense with name Point defense debug: Context based templates: Found template: AppendT2ArtilleryWithPower with name Power generators debug: Context based templates: Found template: AirDefenseLand with name Anti-air defense debug: Context based templates: Found template: AppendExtractorWithStorages with name Storages debug: Context based templates: Found template: T3Extractor with name Extractor debug: Context based templates: Found template: AirDefenseWater with name Anti-air defense debug: Context based templates: Found template: AppendSalvationWithPower with name Power generators debug: Context based templates: Found 23 templates info: /savereplay warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. info: Exe GitSHA: acaa28b debug: Session time: 00:00:27 Game time: 00:00:00 Heap: 416.0M / 389.7M info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b info: Exe GitSHA: acaa28b debug: Caching 1 markers of type Island! debug: Caching 0 markers of type Naval Exclude! info: *AI DEBUG: ARMY 2 : Initiating Archetype using TurtleMain warning: No tooltip in table for key: options_invert_middle_mouse_button warning: No tooltip in table for key: options_invert_middle_mouse_button debug: Session time: 00:00:37 Game time: 00:00:10 Heap: 416.0M / 392.2M warning: No tooltip in table for key: options_invert_middle_mouse_button debug: Session time: 00:00:57 Game time: 00:00:29 Heap: 416.0M / 399.4M info: creating high fidelity terrain info: creating high fidelity water warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. info: Score data received! info: GPGNET: setting nat handler to 0x00000000 info: CNetTCPBuf::Read(): recv() failed: WSAEINTR
  • New client installation error

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    K
    @rowey said in New client installation error: you need to host or join a game first to download all the faf related changes A-ah! That did it, thanks! I believe this would be an usefull thing to mention in the FAQs (if it's already there then, sorry I must have missed it).
  • Engineers on patrol

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    DeribusD
    The behavior of engineers on patrol depends on how much mass you have in storage. As long as you're under 80% full they will go reclaim. If your storage crosses 80% they'll shift over to assisting any factories nearby, since you don't need the reclaim anyway.
  • Knock unit into water vs transport

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    maggeM
    @CoffinNoob This exploit is not allowed - Please report it via the report-form as usual.
  • Improve area attack and reclaim orders #6095 - bug

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    JipJ
    Found it: #6346, thank you for taking the time to report it!
  • Game Slow on FAF but perfectly fine on Vanilla

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    R
    @mrmcbeefycakes I've done valley setups a bunch. But never with this number of AI's. I'm thinking there are some oddities around the terrain that could cause the path finding to take longer. I agree with Jip that you don't 'really' need that many AI per game. I'm not sure if you are struggling to be challenged with a lower number. If you are I'd be remiss to mention the amazing m28 AI available on faf. You certainly won't need more than 1 per player to get a good fight. If you have a couple of the replay links from where you saw bad stuttering I can take a look as it's possible there is a pathing loop happening that needs to be looked at.
  • Offline play using FAF not keeping ACU upgrades

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    maudlin27M
    The issue with ACU upgrades was fixed in the last M28 release
  • Game Campaign Crash

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    K
    Thank you, that fixed the issue
  • Sometimes get broken score screen after match

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    JipJ
    The script crashed. If you share the game log then we can find out what the crash is about . You can find the log folder via the client: [image: 1719300623845-17305855-3f2b-4c09-981d-c34a54983258-image.png] And then you have to find the log that matches the replay id of the game that had the bug.
  • Unable to sync Steam and FAF

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    MostLostNoobM
    @jacktheripper21 Did you create a ticket from the #moderation-support channel in the FAF Discord as I had suggested?