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!
  • Building over Wreckages bug

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    Dragun101D
    @zlo said in Building over Wreckages bug: it fees like all civillian structures are doubled and one of the copies can be reclaimed and one cannot There was a patch iirc that made civilian wrecks not rebuildabke over
  • Tutorial can be broken

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    JipJ
    Yeah - these are very fragile. We're open for contributions to them, but we have nobody with sufficient time and experience to pick them up.
  • Minimap is black, user created map, and sound cuts off.

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    JipJ
    You can start the game directly if you navigate to: C:\ProgramData\FAForever\bin. You can then launch a Skirmish, that allows you to save / load as usual! I see you're playing against AIs, I can highly recommend you some AIs from the vault. As a few examples: RNGAI / M27AI / Uveso AI. There's nothing in your logs, chances are the behavior is specific to your system. I don't know how to help you debug that.
  • Start Menu is broken

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    P
    For the record - a new install with the gog version did not work and caused the same problems. So I've installed the steam version - this works without any problems.
  • GC sucking action bug

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    Frozen_byteF
    Still, the Laser locking on the ACU while the Transport was sucked in looked hilarious!
  • sometimes experimentals won't move when ordered

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    JipJ
    We'd need replays and timestamps.
  • Coop Campain Crash -1 073 740 768

    bug crash error coop
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    speed2S
    There's nothing useful in the log that would be pointing to the cause of the crash
  • connection error game.prefs

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    No one has replied
  • Timed Expansion Setting in Co-Op

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    ipconfig-releaseI
    Does not happen to me in black day: [image: 1662278179742-adf443a9-ff17-4173-9b4a-feebded2496d-immagine.png] Are you all using using the latest version of the map or did you actually forget the put the options? Concerning other custom campaigns: yup, the option does nothing because the timed expansion is configured somewhere else (I share your frustrations and had to edit them myself as well). "Blame" the author I guess. edit: oh geez the OP was from 2020. @KonjikiNoYami please do not necro threads from 2 years ago...but either way, yeah, not much to be done unless you want to contact the original authors and ask them to "fix" it.
  • UEF shields are not assisted by hives

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    JipJ
    @Country_Warrior The Seraphim shield should survive two shells, I just checked. Not all t3 shields do however, if I recall then the Cybran ones fall short.
  • UEF navy factory HQ and Aeon air factory HQ 's BUGs

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    JipJ
    Yep, we got it on our bug tracker
  • Coop Operation Rescue is broken

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    LLIALLIJIbIKL
    https://discord.gg/WgRZ4NRK report here please.
  • Aeon on Drakes Ravine - No/Limited weapons fire effects

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    G
    @jip No, Windows 10
  • Cant build support factories

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    JipJ
    This is fixed with the release of a minute ago: https://github.com/FAForever/fa/releases/tag/3743 Thank you for reporting it in.
  • Weird connection issue with friends only

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    Y
    @balanceslavenoob Cheers mate! that fixed it...
  • Exception Access Violation

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    maudlin27M
    @teralitha Latest version is up which should fix the above (as well as making a few other improvements on that map when norush is enabled)
  • Replay crash in 57:58

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    maggeM
    With mods I guess? The error: info: CWldSession::DoBeat() unknown entity id (0x2ff0049a) supplied in a pose update. warning: Error running lua script: Failed to attach entity xss0304 to /projectiles/sinker/sinker_proj.bp on bone 1 stack traceback: [C]: in function `AttachBoneTo' ...projectiles.nx2\projectiles\sinker\sinker_script.lua(46): in function `StartSinking' ...projectiles.nx2\projectiles\sinker\sinker_script.lua(28): in function <...projectiles.nx2\projectiles\sinker\sinker_script.lua:26>
  • I was in a game and clicked on my volumn control as was kicked out

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    veteranasheV
    Alt tab
  • Can the Anti-Nuke miss now? (bug or feature, not a Yolo)

    Locked
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    angelofd347hA
    Due to the firing rate of the smd, you can overwhelm it with volleys of nukes. The number it can shoot down is dependent on where the nuke target is in relation to the smd. It will still keep firing smds even if it is too late to hit the last nuke usually resulting in a wasted anti.
  • Ground Fire / Force Fire

    force fire ground fire
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    J
    @rezy-noob said in Ground Fire / Force Fire: @jcvjcvjcvjcv naval units have rockets, i am refering to tmls as to stationary launchers Land-based stationary TML definitely doesn't kill allied ACU's anymore. Not sure about other units. Allied naval TML still damages your smd afaik.