It's cool but clearly too powerful if you look at the unit mass costs (8k mass carrier coming with a free 10 * (1750+1500+195+1650) mass of units + no massive aircraft energy cost). I would turn down the initial numbers even if not aiming for a well-balanced, modded game.
Balance Team
Posts
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RE: Better Carriers - Carrier Overhual
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RE: Neural networks for creating mods
@Nuggets Do you think there's some generic or simple instructions/skills that you could share?
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RE: Stepping away from FAF — permanently
@Nuggets You're right, I found a different private message where he said it more explicitly.
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RE: New "Random Events" AND Roguelike-Mode Mod!
Yeah it's quite bad to get a bunch of cards and then ruin your entire game because you got too many mass production buffs.
It might be interesting to consider a different scaling for example multiplicative because the flat % decreases are very strong at low amounts. Like 200+30% mass brings you from 60->70% energy or -25% of your current energy. Same for build cost, although build cost is a positive trait so that's more fun to minimize (and it doesn't decrease buildtime anyway).
I actually noticed that build cost has a minimum limit, but it isn't specified anywhere in the UI or cards. In addition to that, build cost reducing cards should be removed from the pool when the limit is reached.
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RE: New "Random Events" AND Roguelike-Mode Mod!
It's probably extremely difficult as a UI mod if your mod embeds all the strings inside its UI elements' code. The proper way to make it work is to use the
LOCfunction for all relevant strings and prepend each string with<LOC keyName>. After that you don't have to do anything yourself, the modders can add localization toRoguelikeUiLocalizationMod/hook/loc/ru/strings_db.lua -
RE: Which low-tech units remain combat-effective at higher tech levels?
@Deribus air scouts, t2 radar, spy planes, and t3 radar replace land scouts past at most early t2. Sure they're cheap but mixing them causes pathing issues and gives you a less dense formation, so that's why you get rid of them eventually.
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RE: New "Random Events" AND Roguelike-Mode Mod!
I noticed a while back that resource production buffs aren't applied to RAS SACU.
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RE: How can i do icons for mass extractors with numbers?
- turn off energy and mass throttle in the options. Idk if mass throttle even works for the current ecomanager version.
- eco ui tools provides an alternative overlay
- ecomanagercbt has less agressive energy throttling and removes mass throttling
- don't energy stall
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RE: Any way to setup notifications for when a certain map pops up in the game list?
@seraphim-noob may be interested in that for his WIP rust client
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RE: Title: All mods (M28AI, Antares Unit Pack) show in lobby creation but never get sent to the game — "Mod list set to: { }" in log
Notably, there isn't a single AddSearchPath log line referencing the Mods directory anywhere in the game log — only the base gamedata (c:\programdata\faforever\gamedata*) and Steam install directory (f:\steamlibrary...) get mounted.
It seems like the game's file system isn't mounting your mod folder.
Check"C:\ProgramData\FAForever\fa_path.lua"to see thatcustom_vault_pathis correctly set.
ProgramData\FAForever\bin\init.luauses that value to determine what folder to mount for your maps/mods. The only way that could be broken is if you set a different init file in the client's launch args (unlikely that you did that).