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  • Black stripe visual issue in some co-op missions - fixed

    If you've played co-op missions Operation Blockade, Tha Atha Aez, Golden Crystals, or Overlord Surth Velsok recently, you've probably run into it. You saw patches of ground replaced by a red-and-black stripe pattern, where the mission's terrain should be. It wasn't a graphics setting or a broken install. Every player loading those four missions saw exactly the same thing.

    These four missions bring their own custom terrain textures, and the path to those textures had gone out of date, so the game couldn't find them anymore. Instead of showing the intended ground, it had nothing to draw there, so it fell back to the glaring placeholder pattern players have been reporting for a while.

    That's now fixed. The deployment chain has been corrected so it always points to the right path for each mission's own textures, and the fix has been checked thoroughly. It was checked against versions the community had already patched manually, and by loading the missions in-game, with several players confirming the terrain renders correctly and nothing else broke in the process.

    If these missions put you off before, now's the time to give them another shot. Load one up and see the difference for yourself. Have fun out there!

    Thanks to Seraphim-Noob and Brutus5000 for fixing this Bug!

    Full technical details are documented in the pull request.

  • RE: Reviewing an old mod, possibly reworking it for FAF.

    Make sure to check licenses first, we can't upload stuff if we can't ensure it follows our vault policy. @balthazar ^ fyi

  • RE: Adding new tech levels to the game.

    Double-decker Fatboy when 😏

  • RE: Increase back up distance for Megalith

    For me, this game will always be macro > micro, so I do think it's more important to be able to communicate to the game what you want your units to do in general, rather than micro manage approach angles and exact positioning. But the current range feels really good. I remember before you kinda had to click almost on top of it to achieve moving back.

    Here's the range from the game:
    image.png

    I probably could go a tiny bit further back in the example above, but the yellow assist range kinda serves as a good guide, and using the outer orange countermeasure ring to get the estimate of where the halfway range between those gives you an even better estimate. Also, using the angle that the rear legs close when stationary (which is really close to 90°) you get a really nice zone within which you can safely click (green), and if you go all the way to the halfway point (the blue zone), well you might estimate distance wrong when you are not doing cardinal direction movements (e.g. when the movement is like 30° or 45° from your screen horizontal), but that's more of a skill thing at that point. Anyways, image below showcases the indicated range:
    image.png

    Ofc, under pressure it's a bit harder to estimate the correct angle, especially if you want it to turn a bit while also backing up, and even more difficult, ofc, in a situation where the unit is not facing the cardinal angles and is already moving (so legs don't serve as good of a guide).

  • RE: Add custom video

    Might be best to ask around the FAF Campaign discord servers, where the scenario and co-op modders are mostly active.

  • RE: Energy and mass discounts question

    @Nomander said:

    @Fichom said:

    And here's my document that outlines how adjacency bonuses stack up (or don't) with additional engineering: https://docs.google.com/document/d/1UT6xJbBYUu3jX1YIlK_v4Ma9IqMjEWQNNcrg_rI47gI/edit?tab=t.0

    It's not really useful to think of mass discount adjacency as a discount on unit costs because it doesn't cause the unit to scale its per mass effectiveness in the same way as a reduced unit cost. Trying to calculate that reduced unit cost alongside adjacency is not useful for the same reason.
    It's better to think of mass discount adjacency as a bonus mass income that is greater than the bonus income from storages but is affected by mass stalls, requires building an expensive adjacent structure, and locks up the bonus income in that structure's expenditure.

    Yep, that's a fair observation and I am a low-ish rated noob, so I will defer to you for tactical context - my original motivation was just to figure out how much additional BP thwarts the adjacency bonus: was actually mostly interested in how bad is assisting air factories (given the loss of efficiency).

  • RE: Energy and mass discounts question
  • RE: [Concluded] Super-Noob Olympics #8 - 2v2 ($100)

    Hey guys, I messed up on accident, copying the wrong link (instead of the actual forum link, I copied the in-discord link to the message that had the correct link). My bad!

  • RE: MapGen Selection Tool/Website

    It'd be great if you had a separate sub-site, where you can give it a seed (if you like the map), but let it iterate through different settings for mex and reclaim.