FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Ban EcoManager & Similar Mods

    Scheduled Pinned Locked Moved General Discussion
    107 Posts 45 Posters 14.3k Views 3 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • I Offline
      IStudyToPlay
      last edited by

      Agreed

      1 Reply Last reply Reply Quote 0
      • speed2S Offline
        speed2 @Keene
        last edited by speed2

        @keene said in Ban EcoManager & Similar Mods:

        @speed2 said in Ban EcoManager & Similar Mods:

        Microing massfabs adds 0 value to the game, they should have been automatic from day 1. They just need some warning when they're not running on 100%, so you don't build more of them just to find out they are all disabled.

        "They just need some warning when they're not running at 100%"

        One exists, its called an energy stall which is very flashy and visible.

        I think you missunderstood me.
        If the mass fabs are managed automatically and turn off when you don't have enough energy. You can end up in a situation when you're not stalling, but only half of your mass fabs are running. So you think you have enough energy, build more fabs, but that will only cause more of them to turn off so your power doesn't crash.

        1 Reply Last reply Reply Quote 2
        • SkratS Offline
          Skrat
          last edited by

          Mod needs to be removed. And if Jip could implement his idea, making it difficult to use this mod, that would be awesome!

          Sorry for my English. I use translator

          1 Reply Last reply Reply Quote 1
          • Eternal-E Offline
            Eternal-
            last edited by Eternal-

            Dont forget to remove other UI mods that extends player abilities, that can`t be used by all players.

            Also, you guys voting to remove innocent mod, but cant remove astro/gap from FAF kappa

            Profile | Eternal MOD pack | Check new client

            1 Reply Last reply Reply Quote 1
            • Brutus5000B Offline
              Brutus5000 FAF Server Admin
              last edited by

              You can't ban it. 26 posts and nobody even thinks about adding a sim solution to it: put a cooldown on the toggle. Do the same for shields.
              Reduces the advantage massively.
              And/or add a warm up time to mexxes, so it takes e.g. 30 seconds until they reach regular efficiency.

              He said, "I've been to the year 3000
              Not much has changed, but they live underwater
              And your great-great-great-granddaughter
              Is playin' FAF, playin' FAF"

              SkratS JipJ J 3 Replies Last reply Reply Quote 5
              • Ctrl-KC Offline
                Ctrl-K @Eternal-
                last edited by

                @eternal i just woke up and see this kappa

                “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                — Steve Jobs.
                My UI Mods
                Support me

                1 Reply Last reply Reply Quote 0
                • Ctrl-KC Offline
                  Ctrl-K
                  last edited by Ctrl-K

                  Some people say it is legal, some people say it is not, but lets take a look in FAF rules:
                  We will list what sort of UI mods are not allowed here. This includes:

                  • All reclaim macros
                  • All autoclickers

                  So? Where are the limits of it? I vote for mod being banned and such functionality considered as autoclicker

                  “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                  — Steve Jobs.
                  My UI Mods
                  Support me

                  SkratS 1 Reply Last reply Reply Quote 2
                  • SkratS Offline
                    Skrat @Brutus5000
                    last edited by

                    @brutus5000 sounds like the perfect solution

                    Sorry for my English. I use translator

                    1 Reply Last reply Reply Quote 0
                    • SkratS Offline
                      Skrat @Ctrl-K
                      last edited by

                      @nullptr I agree, it would just be very difficult to control the ban on the use of this mod. above wrote that it would add even more work for moderators. so discuss other options (cooldown )

                      Sorry for my English. I use translator

                      1 Reply Last reply Reply Quote 0
                      • JipJ Offline
                        Jip @Brutus5000
                        last edited by Jip

                        @brutus5000 said in Ban EcoManager & Similar Mods:

                        You can't ban it. 26 posts and nobody even thinks about adding a sim solution to it: put a cooldown on the toggle. Do the same for shields.
                        Reduces the advantage massively.
                        And/or add a warm up time to mexxes, so it takes e.g. 30 seconds until they reach regular efficiency.

                        Sheikah and I discussed that in private - I'm not sure how that works in practice without having a reasonable impact on performance in return. I'd need to look into this 🙂 .

                        To add to the discussion: from a gameplay perspective I don't think it matters when a casual player uses a eco management mod like this. As Speed2 mentions: this game is not about fabrication-micro.

                        To me, there are a few options with a few consequences:

                        • (1) We try and prohibit people from using the mod. This is A, not entirely possible, B it will anger a lot of people that were used to it and C it has a relative high load on moderation.
                        • (2) We allow the mod in casual games, but not in tournaments. From a replay / observer perspective it is easy to see if someone is using the mod. This has all the benefits of (1) when it matters (during tournaments), without angering people.
                        • (3) We integrate the mod into FAF, by providing an alternative like Brutus mentioned. One that discourages enabling / disabling them in quick succession.
                        • (4) We integrate the mod into FAF, instead of through a UI mod. That way everyone has it.

                        When thinking about it, being able to use fabricators to get rid of excess power seems like a reasonable purpose for the units in question. To 'soften up' the times when there is no reclaim.

                        A work of art is never finished, merely abandoned

                        Anachronism_A 1 Reply Last reply Reply Quote 4
                        • MarcSpectorM Offline
                          MarcSpector
                          last edited by MarcSpector

                          All mods that affect the economy and do not require any actions from the player should be marked as sim mods.

                          maudlin27M 1 Reply Last reply Reply Quote 0
                          • JipJ Offline
                            Jip
                            last edited by

                            Note that (4) means it becomes part of the FA repository.

                            A work of art is never finished, merely abandoned

                            SkratS 1 Reply Last reply Reply Quote 0
                            • MarcSpectorM Offline
                              MarcSpector
                              last edited by

                              I misunderstood 4 option. I edited the post. 😃

                              1 Reply Last reply Reply Quote 0
                              • SkratS Offline
                                Skrat @Jip
                                last edited by

                                @jip This would mean that the FA is adding an autoclicker

                                Sorry for my English. I use translator

                                Eternal-E 1 Reply Last reply Reply Quote 0
                                • JipJ Offline
                                  Jip
                                  last edited by

                                  Wouldn't be the first time: the ringing feature for extractors is not far off.

                                  I mean like: we're here to wage strategic battles. Not to worry about fabricators. In a lot of my games I typically don't use them because they are so volatile to your economy. But if we'd automate them by default in some sense, in a way that doesn't harm performance, then it is a nice new feature to the game. The capability of being able to do something with all that excess energy, instead of spilling it to your allies 🙂 .

                                  A work of art is never finished, merely abandoned

                                  1 Reply Last reply Reply Quote 2
                                  • SkratS Offline
                                    Skrat
                                    last edited by

                                    Even without this mod, the idea of brutus sounds pretty good

                                    (3) We provide an alternative, like Brutus mentioned. One that discourages enabling / disabling them in quick succession

                                    Sorry for my English. I use translator

                                    1 Reply Last reply Reply Quote 0
                                    • maudlin27M Offline
                                      maudlin27 @MarcSpector
                                      last edited by maudlin27

                                      @marcspector thats not option 4. Option 4 I think is saying it is automatically part of FAF (presumably with an option in settings to turn it off) the way building storage around a mex is integrated.
                                      (Edit: posted pre your edit!)

                                      If it’s made a SIM mod (which I presume is what is meant by banning it-ie ban mods featuring this unless they are SIM mods) and Jips ideas for making it hard for most people to use are implemented I dont see an issue with this not being fullproof. Not being able to stop 1% of cases shouldnt mean giving up entirely.

                                      M27AI and M28AI developer; Devlogs and more general AI development guide:
                                      https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                                      https://forum.faforever.com/topic/5331/m28ai-devlog-v150

                                      1 Reply Last reply Reply Quote 3
                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        Yep, either (3) or (4) with the ability to toggle it off seems the most sane option to me.

                                        A work of art is never finished, merely abandoned

                                        1 Reply Last reply Reply Quote 0
                                        • Eternal-E Offline
                                          Eternal- @Skrat
                                          last edited by

                                          @skrat You already using an embedded auto-clicker called "Spread attack". Including UI Party and other related UI mods

                                          Profile | Eternal MOD pack | Check new client

                                          1 Reply Last reply Reply Quote 2
                                          • Anachronism_A Offline
                                            Anachronism_ @Jip
                                            last edited by

                                            @jip said in [Ban EcoManager & Similar Mods]

                                            • (4) We integrate the mod into FAF, instead of through a UI mod. That way everyone has it.

                                            When thinking about it, being able to use fabricators to get rid of excess power seems like a reasonable purpose for the units in question. To 'soften up' the times when there is no reclaim.

                                            The mod has several different features, some of which are arguably undesirable for integration IMO. I'd rather FAF specifically add/integrate the ability to auto toggle the player's choice of mass fabs/radars/shields. That seems like a useful functionality that should be in the game, it would be fair, it would decrease tediousness, and it wouldn't increase the moderation burden.

                                            pfp credit to gieb

                                            1 Reply Last reply Reply Quote 2
                                            • First post
                                              Last post