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!
  • 0 Votes
    1 Posts
    9 Views
    No one has replied
  • Second Iteration of Partial SACU Rebalance

    Balance Discussion
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    4 Votes
    2 Posts
    24 Views
    wilson_W
    Thanks for putting in the work, mate!
  • Monthly AI Tourney Series

    AI development
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    11 Votes
    31 Posts
    6k Views
    maudlin27M
    10km twin rivers ai vs ai tournament results now up: https://forum.faforever.com/topic/9755/ai-vs-ai-tournament-series
  • AI vs AI Tournament series

    Tournaments
    7
    4 Votes
    7 Posts
    239 Views
    maudlin27M
    AI tourney: 10km Twin Rivers Since the vote on the next map for the tournament was tied between twin rivers and white fire, I decided to go with Twin Rivers. Each AI faces off against M28AI in a 1v1 on Twin Rivers to see what AIx build and resource cheat multiplier it needs to win half of its games. Setup M28AI will fight against the enemy AIx using mirrored factions. Based on how heavy the win/loss the AI modifier gets adjusted to try and quickly arrive at the AIx modifier that means half of games get lost and half get won; in some cases where significant factional differences are suspected or I have the patience to run more games, games will be run with each faction to identify the lowest modifier required with that faction for the AI to win. Results will then be displayed for the estimated modifier (e.g. if an AI wins with a 1.2 modifier with 3 factions, but a 1.1 modifier with 1, then it is assumed the 3 factions would draw with a 1.15 modifier, and the other faction would draw with a 1.05 modifier, meaning it's shown with a modifier of 1.125, i.e. (1.15*3+1.05)/4. Changes to AI Since the last tournament there have been minor updates to M28AI and RNGAI, and more interestingly a new AI mod is on the FAF vault, currently on v102, called Vanguard AI. See the 5km tournament for details on other changes made in the previous 3 years The results Summary AI Name AIx modifier needed to win half of games M28 Adaptive 1.0 M28 Easy 1.0625 M27 1.0625 RNG Standard 1.175 DilliDalli 1.25 LOUD 1.375 Sorian Edit 1.475 Adaptive 1.6 Uveso Rush 1.6 Steam: Sorian Adaptive 1.65 Vanguard 1.7 Sorian adaptive (FAF) 1.825 Steam: Nutcracker 1.8625 Steam: Adaptive 1.925 Swarm terror 2.375 Detailed results The full results including the data used for the above graphs can be seen in the Data worksheet of the following file: https://docs.google.com/spreadsheets/d/101PqVFKozMaWcHbaceIbabLGDsfdnoY-/edit?usp=sharing&ouid=100973959280546778272&rtpof=true&sd=true Other Observations M28 was generally hurt by going for navy on one of the ponds, with a significant mass investment for minimal benefit AIs with high modifiers would typically win with nukes or an early experimental M28 was able to win and hold both plateaus in almost every game it won Land played a significant role with air generally not having much impact unless an early air experimental from a high AIx modifier, or M28 using gunships defensively Swarm's poor performance (most AI would be expected to require a lower AIx modifier the larger the map) appeared due to not building/using anti-air units effectively until late in the game allowing M28's gunships to attack its tanks with impunity Games on LOUD would generally go on far longer than on FAF (despite it being a 10km map which I thought might be enough to mean shorter games - I was curious whether LOUD's typically long game times are due primarily to its preference for 20-40km map sizes). My guess is a significant part of the reason for the long game times is the effectiveness of shielding (e.g. no shield damage overflow and rapid recharge times meant M28 in one game built more than 8 T3 artillery before it could break through T3 shields, in another game a mavor and 3 T3 arti were not sufficient for it to break through) I've updated the 5km tournament results to include the new Vanguard AI, and also to re-run all the steam results in case they were affected by a subsequent bug discovered that could cause AIx overwhelm settings to be enabled and adjust resource multipliers (however the steam results only changed marginally so the bug didn't appear to have had a significant impact) The average AIx modifier on twin rivers was 1.57, compared with 1.9 for Theta Passage. Such a decrease is expected since as the map size increases ACUs have less impact, it takes longer for land units to reach the enemy (so greater risk of being defended and/or out-teched by the units they meet), a greater proportion of mexes tend to be outside the core base (meaning greater benefit from the initial expansion boost provided by a build rate modifier), the economy (and hence resource modifier) generally plays a bigger role due to this, and high impact units that can end the game without significant investment to defend against them (like a land experimental or a nuke built with a build rate modifier) become much easier to build (more resources, and more time).
  • 2026 Fall Invitational Open Qualifier | $500 | 1v1

    Tournaments
    6
    2 Votes
    6 Posts
    90 Views
    hybrid_H
    If you would like to participate, please sign up using the link below. You no longer need to sign up via the forum. https://tournaments.doodlepros.com/t/10e4269114
  • Supcom engine rewrite

    Contribution
    9
    1
    2 Votes
    9 Posts
    178 Views
    B
    few new screenshots - UI theme [image: 1788545254019-recoil-metal-hud-slice-6-seraphim.png] [image: 1788545254038-recoil-metal-hud-slice-6-aeon.png] [image: 1788545254055-recoil-metal-hud-slice-6-cybran.png] [image: 1788545254072-recoil-metal-hud-slice-6-uef.png] UEF building animation: [image: 1788545363815-6445f335-d800-4f65-ac17-9435866276f3-recoil-metal-task-5-uef-beams-visible.png] /tmp/recoil-metal-task-5-uef-beams-visible.png
  • 2026 Fall Invitational | $500 | 1v1

    Tournaments
    1
    1
    1 Votes
    1 Posts
    69 Views
    No one has replied
  • Strategic Icon's size

    Tutorials
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    0 Votes
    5 Posts
    79 Views
    D
    Thanks for your replies, I tested Eternal Strategic Icons, in combination with Penguin's Icon Mod and ACU Highlight (those three mods seem to be compatible), and it looks a lot nicer with the size increase of 150%
  • M28AI Devlog (v322)

    AI development
    717
    2
    17 Votes
    717 Posts
    3m Views
    maudlin27M
    v322 Update 32 changes, including: Asfs should do a better job at protecting game-enders from enemy strat snipe attempts ACUs should be more likely to run if they represent only a small amount of the total allied or enemy threat (due to the risks of being easily focused down) Reduced naval factory assistance in low value ponds Various late-game changes, including optimising an issue that could cause the game to pause for half a minute when M28 started building a game-ender Various LOUD specific changes Acknowledgements Relent0r - replay vs M28Easy (following which I made M28Easy less likely to build sniperbots since it doesnt kite with them)
  • DDDX RPG survival (map and mod)

    Modding & Tools
    62
    8
    8 Votes
    62 Posts
    10k Views
    DDDXD
    @House_1 howdy mate. That sounds like something is broken on your side, because I just watched your replay of today in the morning, 3rd of September, and while it is only 7 seconds long, everything loaded and executed correctly in the replay. I would advise you to delete and reinstall the mods needed for the map. Also, get in touch with me when you see me online.
  • 0 Votes
    4 Posts
    44 Views
    maggeM
    Perhaps the Cyrillic characters caused an exception or random bug. Can you share your client.log, please? You can navigate to it via the FAF Client: [image: 1788406392927-e783ce15-921b-4ec6-9393-4b39014d0b7f-image.png]
  • New "Random Events" AND Roguelike-Mode Mod!

    General Discussion
    102
    4
    10 Votes
    102 Posts
    1k Views
    NuggetsN
    @Chenbro101 said: Im not sure the projectile speed buff work. I increased range and projectile speed, but past a certain range some units wont fire. Could be something else Im missing. As I have said a few time, some units cannot benefit from a lot of buffed range as the turret simply cannot aim that way. Projectile speed gets applied AFTER the projectile has left the weapon, hence why it doesnt help range. But projectile speed itself works perfectly fine, just not the way you expect. It is not possible to change the projectile speed of the weapon so that it could shoot further, thats a game limitation.
  • 2 Votes
    20 Posts
    599 Views
    cychwa_klaymbergC
    A new version of SWLandWarTMRebalance (v55) is available. There are many small, specific fixes—honestly, I’ve already forgotten most of them... Nevertheless, here are the main changes added since my last comment here: The ACU Overcharge has been reworked. Its cooldown has been reduced to 8–10 seconds, depending on the faction and the commander's combat potential. In automatic mode, Overcharge deals 12,500 damage to a single target, whereas in manual mode, it deals 4,000 damage within a radius of 6 units. The Twister MK2 and MK3 received dome shields with capacities of 500 and 1000. The price of heavy T2 turrets has been increased to an average of 3,500, depending on their functionality. Small dome shields have also been added for heavy T1 turrets. However, their damage output has been reduced, making these turrets more defensive than offensive. T3 Mass Extractors can no longer be built from scratch by engineers or ACUs. The only way to obtain one is to build an intermediate Mass Extractor and upgrade it. This change prevents players from skipping the economic upgrade phase and introduces an element of risk (as intermediate extractors are prone to exploding).
  • [$50-100] The Brawl 2026 - 1v1 - 5x5 only - Oct. 10th

    Tournaments
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    1
    4 Votes
    1 Posts
    67 Views
    No one has replied
  • 0 Votes
    8 Posts
    207 Views
    RadianceR
    Why Forged Alliance Forever Isn't Currently an Esport As you may have already read, there are several reasons why Supreme Commander: Forged Alliance and Forged Alliance Forever (FAF) do not currently participate in what was once commonly called "cybersport" and is now generally known as esports. This isn't necessarily because the game is unsuitable for competitive play. FAF has a long history of tournaments, competitive players, casting, and organized events. However, there are several technical and logistical challenges that make operating at the level expected of a formal esport extremely difficult. Connections and Game Stability One of the largest obstacles is connectivity. As many FAF players are already aware, we continue to experience connection problems, disconnects, and desynchronization issues. These problems become particularly significant when attempting to organize events with high stakes. For the tournaments we currently run, organizers, players, and casters do their best to work around these issues. However, that becomes much harder when prize money, sponsors, competitive rankings, or professional-level events are involved. In a true esports environment, the outcome of a match should be determined as much as possible by player skill and decision-making, not by which player experiences a connection problem or technical failure. If we wanted to formalize FAF competition to that level while eliminating many of these variables, one potential solution would be hosting matches in a controlled environment, such as a LAN event. However, doing that introduces another major challenge: our player base. The Player Base Is Internationally Distributed FAF has a unique player base. Rather than having large, established competitive populations concentrated within individual regions, our community is essentially a mesh of players from many different countries who collectively keep the game alive. That international community is one of FAF's greatest strengths, but it also creates difficulties when attempting to organize traditional esports events. Our strongest players may be located thousands of miles apart. A tournament could involve players from North America, Europe, Asia, Australia, and other regions all competing in the same bracket. For normal online tournaments, this is manageable. More importantly, FAF currently does not have a sufficiently large competitive player base concentrated within every major region to easily support separate professional regional leagues. In other words, FAF's competitive scene works because the world effectively functions as one community. That model has allowed the game to remain competitive for many years, but it also makes transitioning from community-organized competition into a traditional esports structure considerably more difficult.
  • Error when trying to create or join any games

    I need help
    2
    0 Votes
    2 Posts
    32 Views
    maggeM
    Have you noticed this part of the error: An Application Control policy has blocked this file Have you checked which software/Smart App Control/policy is causing the block?
  • 0 Votes
    2 Posts
    49 Views
    S
    2026.7.1 is not a test version of the client and no changes to connection logic were made compared to 2026.7.0. 2026.7.1 should be able to play with anyone. Most likely it was just antivirus or some other network issue.
  • Lobby shows wrong mods

    FAF support (client and account issues)
    2
    0 Votes
    2 Posts
    42 Views
    N
    supcom campaign branch is enabled when playing campaign on the steam version and it being enabled gets saved to the game prefs for some reason.
  • 2 Votes
    4 Posts
    39 Views
    NuggetsN
    The fix is already in fafdevelop to try out and see if you find any more issues
  • [$100]Average Joe Olympics #6 - 2v2

    Tournaments
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    2 Posts
    39 Views
    wilson_W
    6 / 8 teams have already signed up. You better be quick!