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!
  • 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

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    maggeM
    You got warning: SND: XACT3DApply failed. solutions: https://forum.faforever.com/topic/4084/solutions-for-snd-error-xact-invalid-arg-xact3dapply-failed
  • 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?
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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
  • the game freezes when starting a match

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    LLIALLIJIbIKL
    Игра максимум может использовать 4Гб
  • Mind Games (FA Mission 5) fails to progress past 1st stage

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    E
    Do you use mods? If so, turn them all off and try again. Then turn them on one by one. There are prerequisites for Fletcher to spawn and then build his base. Certain mods will violate the prerequisites by, for example, changing the energy or mass storage. This causes the script to stall. I had the same problem with the last stage where certain mods will prevent the map from expanding. These mods didn't cause problems on other campaign maps.
  • 0 Votes
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    T
    Yes, it causes the app to hang at the end of the game. It does not silently close, nor communicate there is a problem. Just hangs.
  • Replays of Games Stuck in Infinite Loop

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    @Jip Do you know if this issue has occurred in other games not using the AI Wave Survival mod, or is the issue exclusive AI Wave Survival mod game? Around the same time as the last FAF Patch, I increased the use of the following code that attaches orbs to a unit's bones. Now all units have a chance at having orbs attached to increase their DPS, depending on player strength. I've also noticed the freeze is most likely to occur during the endgame phase of the game, when many bosses are spawning and they will all have multiple orbs attached. Here is the code for attaching orbs to units. Note that the script first checks to make sure units have more than 1 bone before calling the function to attach the orbs. For Land Units: AttachedLandUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId) local platOrient = self:GetOrientation() local location = self:GetPosition() local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Land') WaitTicks(2) StellarCore:AttachTo(self, selfBoneId) StellarCore:SetCreator(self) self.Trash:Add(StellarCore) end For Air Units: AttachedAirUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId) local platOrient = self:GetOrientation() local location = self:GetPosition() local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Air') WaitTicks(2) StellarCore:AttachTo(self, selfBoneId) StellarCore:SetCreator(self) self.Trash:Add(StellarCore) end For Navy Units: AttachedNavyUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId) local platOrient = self:GetOrientation() local location = self:GetPosition() local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Naval') WaitTicks(2) StellarCore:AttachTo(self, selfBoneId) StellarCore:SetCreator(self) self.Trash:Add(StellarCore) end
  • Sometimes clicking near the bottom right takes me out of the game?

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    K
    i had this problem and i turned off notifications in my windows settings and it worked
  • Nomads experimental Atlas air transport bugged

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    DeribusD
    На какой карте?
  • Sudden Crash, Happened a Few Time

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    @nomander Thanks for the advice, but it doesn't work. I tried to play with VAC, set it up and nothing happened. The game goes fine only if you run it with the /notsound command written in the shortcut, that's only then you can play normally, although without sound. I don't understand how others run the game so well and stream it on modern platforms... I also stung the sup*** file from the sound folder, they say there may be a problem because of it.
  • Invisible commander at startup, automatically teching.

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    maggeM
    Any SIM/UI mods active?
  • This topic is deleted!

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  • Game Getting Locked Up in Infinite Loop

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    Z
    @obituarypizza The first method: In your faf client /reply section, you can search for your own reply according to your account name. Second way: You can find the reply folder in the options at the top left corner of the FAF client. You can look in the folder according to the time when the reply was created Third method: Every time the game crashes, the client will pop up a window to record the game log. If you open this log file and search for "ID", you will find a text that reads "reply ID".
  • 0 Votes
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    JipJ
    @Rama I think a lot of the issues related to transports and simulation freezes that you reported are resolved now with game version 3812. If this is not the case, then do make a (new) report about it.