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!
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    miki1900M
    https://forum.faforever.com/topic/4084/solutions-for-snd-error-xact-invalid-arg-xact3dapply-failed?_=1786902722640
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    NuggetsN
    @Nomander said: @Nuggets said: Everyone is responsible for activating / deactivating their own mods) Actually we can update the init file in the game repo to mark a mod as deprecated so that the mod doesn't even get loaded into the game. I did this in my PR that implements feedback for the chat rework. Also any mod author reading should know that the deprecation status is based on version number, so you can update your mod and then people can load it again. Azot has confirmed he is no longer working on it, so i have hidden it. So you can mark it
  • New "Random Events" AND Roguelike-Mode Mod!

    General Discussion
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    cychwa_klaymbergC
    awesome!
  • registration problems

    I need help
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    maggeM
    We can resolve this confusing account situation. Please contact the moderation team via FUF FAF Discord by opening a moderation ticket. [Discord Link] If you do not have Discord, you can PM me.
  • M28AI Devlog (v317)

    AI development
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    maudlin27M
    v317 Update 28 changes, almost entirely relating to naval maps, including: Fixed an issue that led to enemy Seraphim destroyers being double-counted for threat calculations (once as a sub, once as a destroyer) Improved logic for when naval units decide to attack an enemy, and then some of the attacking force moves into a water zone closer to the enemy (previously this would lead e.g. M28 having 2 destroys vs 1, but retreating both destroyers) Seraphim destroyers should no longer try and dodge enemy shots while firing (as this led to them cancelling their attack, and so caused a major DPS reduction if the enemy had a cruiser) Adjusted how subs handle torpedo launchers (to e.g. make it less likely they attack-move an enemy naval factory while taking fire from a torpedo launcher) Various adjustments to decisions on whether M28 should attack the enemy with its navy when it doesn't outrange them If M28 has a naval factory and is low on mass its land factories should be less likely to build hover units and amphibious units in response to a nearby enemy naval threat, so that more mass can go into navy M28's naval units early on should hunt for a potential enemy naval factory (previously they'd assume there was none, due to lack of intel, meaning M28 could establish an early naval advantage and then waste it by leaving its units idle) Made a (blind) change to Novax targeting logic so M28 assumes it takes at least 1s to kill a unit, given the recent nerf to novax (which I'm assuming means that the novax can no longer switch targets instantly) Acknowledgements Radde - Setons-like mapgen replay that formed the basis for majority of changes made
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    K
    me also its fucking builshit that the do fix this its al for weeks
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    K
    its not true it worksa not its already disable so as i say but know one read corect and thinking the know what the anwer is.
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    XanoxisX
    Probably same question was asked when Planetary Annihilation was planned. Or whatever other 'community project' that is totally, for sure, pinky swear, the Sup Com successor. I have played the demo, and they haven't even figured out a good UI so far, or even gotten close to what makes FAF good. They're still on their way to even make Sup Com clone that works well, yet alone a successor. And lets not even start on the balance of units, because it's hard to beat years of balance passes. FAF is not going anywhere, just because someone claims in their marketing for yet to be made game, that 'they're the best!'.
  • 0 Votes
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    W
    I have the same issue in vanilla FA and FAF. When the 2nd monitor is enabled the game flickers on both monitors, when only 1 is enabled it works flawlessly. Been playing FA weekly on this configiration for the last 5 years, unsure what caused the change, its sucks though
  • No connecting

    I need help
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  • T3 Mobile Arty & Spearhead Cost Adjustments

    Balance Discussion
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    C
    Another way to show how broken spearheads are is dps per mass spent spearhead is 0.6 dps per mass harbinger which is the best dps per mass (direct fire) unit in the game is 0.38 almost half the spearhead percy for reference is 0.26 uef t1 bombers are 0.77 highest in the game T3 mobile arty is 0.09
  • Add custom video

    Modding & Tools
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    M
    @Nomander What frame size and resolution format should a video have for the game to play it? I generated a 10-second video using AI, 16:9 aspect ratio, 1280:720 frame size. I did everything exactly as described, but the game won't play it, and the logs show these errors: warning: SofDec error: E0092911: can't open 'd:\games\supreme commander - forged alliance\gamedata\qai.scd\movies\qai_load.sfd'.(err:3) warning: SofDec error: cvFsOpen #6:open failed warning: SofDec error: E02110501 adxstmf_stat_exec: can't open d:\games\supreme commander - forged alliance\gamedata\qai.scd\movies\qai_load.sfd
  • 'go/play offline' button in the client

    Suggestions
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    56 Views
    HotCheeseInRearH
    win + r C:\ProgramData\FAForever\bin\ForgedAlliance.exe hit enter or go to that directory and make a shortcut. If you wana play campaign offline modify the shortcut to add /init init_coop.lua behind the target to the shortcut
  • DropEngie Mod Showcase

    General Discussion
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  • Increase back up distance for Megalith

    Balance Discussion
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    HotCheeseInRearH
    The simplest QOL change would be to increase the assist range to 15, so it serves the dual purpose of being a reverse guide.
  • Adding new tech levels to the game.

    Suggestions
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    cychwa_klaymbergC
    Of course, try to do it, why not?
  • Energy and mass discounts question

    General Discussion
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    FichomF
    @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).
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  • Super-Noob Olympics #8 - 2v2 ($100)

    Tournaments
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    FichomF
    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!
  • ICE adapter crash

    Game Issues and Gameplay questions
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