• Another dumb idea from Dorset

    General Discussion
    16
    1 Votes
    16 Posts
    283 Views
    JipJ

    @JaggedAppliance
    I think we'll just have to agree to disagree on some points.

    I think it's fine to work on some feature without the intention to include it. It could just be an experiment. It could be because it doesn't work out the way you think it would for the user. Or because you're not happy with the implementation of it for the future maintainer. I do this type of experimentation a lot and it helps me with learning and exploring what is possible. Even if some of it never ends up in the product directly. it's not obvious in my mind that if I spent time on something that it also means that I want to see it become part of the product in question.

    As an example, initially I had a focus on better graphics. I had a great proof of concept, but I was unable to make an implementation that did not have a terrible experience for everyone involved. I dropped it at the time. Years later with the hard work and effort of @BlackYps we now have the shaders. And the map generator and editor support for the new shaders too. It's a good user experience because of some automation he included into the map editor. Now it's a great time to include it. For those that are interested, see also his work on GitHub here and here.

    @JaggedAppliance said in Another dumb idea from Dorset:

    I'm not sure what the point was about the cybran nano. Just that that was game design happening? This is getting silly now but yes it's related to game design, but again it doesn't make anyone a game designer if they were involved.

    I did not make this claim. It certainly was not the intention. I tried to make the claim that the decision is about game design - not that the people making the decision are game designers because of it. How people perceive a game is all about game design. And this made an impact on their perception of the game for some users. Interestingly enough, just like it did for you.

    I find it interesting that you write that you do not understand why I brought it up. And you conclude the same paragraph with that it was a bad change that damaged the identity of Cybran. That is why I brought it up! And that identity is perceived, it is in my opinion related to the design of the game. Just like the majority of changes are except those that are purely technical (same user experience, but better code structure or better performing code).

    I think we have a different definition of game design, and specifically where game design starts and ends. In my opinion, even some mod authors can be characterized as game designers. They introduce new mechanics, new rule sets, sometimes even entirely new genres (looking at you Dota). But just because you are a mod author does not imply that you are also a (good) game designer. Just like people who are good at the game also does not imply that they are a (good) game designer. But in my opinion we definitely need people that look at the game from the perspective of a game designer. Which is also why I think the teams should be merged - just like they were initially if my history is correct.

    Statutes are whatever. Let's be honest, it was probably written in thirty seconds. It reads like that anyway.

    I agree with you that it feels like these statutes can use some work. But I disagree with dismissing them. Without the intention to patronize you, but statutes exist to help the community understand what a team is doing here, and how the team is supposed to work. It originates from this proposal that comes with this document that was approved during a general meeting of the association. To quote the document at the end:

    The detailed responsibilities of each team are intentionally not specified here so they can be changed without requiring a GM. Instead the teams have the duty to define their area of responsibilities and write them down somewhere public.

    Which is what the statutes are. The team can update them as they see fit. Take for example the status of the DevOps, Game and Promotion teams. They're much more informative about how the team operates, even if some roles are vacant at the moment. Back to the statutes of the balance team - for now it's all we have to work with to understand the role of the balance team.

    I appreciate you sharing your approach as balance team lead.

    And I agree that describing the average mod author as both passionate and (to be) crazy (with their ideas) is probably a great description, in a good way 🙂 .

    I also agree that it's important to guard the game from ideas that just don't work. To come back to my earlier post - I'd like to express that even if something should not be in the game, it can still be interesting to just explore the idea with the mod author/contributor instead of just getting a 'no'.

    The mod author is clearly passionate about FAForever in some fashion by spending so much time and effort. The conversation does not have to take hours, something as simple as just having a decent conversation (over voice) about the idea together can be sufficient. It can be meaningful for both parties, even if it is just about discussing the context of it and why it was declined.

    Which brings me back to my first paragraph of this post. To me, these conversations can be more meaningful then the changes becoming part of the product. And that conversation can bring in a new team member in the future. It certainly worked that way for me. The reason I am here is because @Uveso spent some effort on my first mods and/or pull requests to help streamline them. His open and friendly attitude is what made this place feel accessible. Thanks for that 🙂 .

  • Another Novax conversation

    Balance Discussion
    108
    -3 Votes
    108 Posts
    5k Views
    R

    I feel like with the amount of time you've put into this thread you could have created a mod that makes the Novax different to demonstrate your thoughts. I once modified the Novax satellite to consume power similar to a t3 artillery but I wasn't sure how to stop the beam weapon when you ran out of power. Seemed like it would be a good way to stop people stacking them easily.

  • Error occurred during login

    FAF support (client and account issues)
    1
    0 Votes
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    No one has replied
  • 0 Votes
    7 Posts
    322 Views
    N

    Your commands are written incorrectly because of the + with nothing after it, and the engine crashes with certain incorrect commands.

    Here's the definition when you input the command without any arguments:

    UI_SelectByCategory [+add] [+nearest] [+idle] [+goto] categoryExpression Select a set of units with the following parameters.... +add : add to current selection +nearest : select only nearest unit matching category +idle : select only idle units +inview: select only units in the current view +goto: goto the unit if it's already selected categoryExpression uses the format CAT1 CAT2, CAT3 CAT4 where a space means intersection and a comma means union

    +excludeengineers is also a valid modifier

    Basically just remove the + that has nothing after it.

    UserKeyActions = { ['Select Nearest Air Scout'] = { order = 1, action = 'UI_SelectByCategory +nearest AIR INTELLIGENCE', category = 'Custom Keys' }, ['Select Artillery Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview ARTILLERY', category = 'Custom Keys' }, ['Select Direct Fire Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview DIRECTFIRE', category = 'Custom Keys' }, ['Select Indirect Fire Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview INDIRECTFIRE', category = 'Custom Keys' }, ['Select Antiair Fire Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview ANTIAIR', category = 'Custom Keys' }, ['Select Defense Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview DEFENSE', category = 'Custom Keys' }, ['Select Shield Units On Screen'] = { order = 1, action = 'UI_SelectByCategory +inview SHIELD', category = 'Custom Keys' }, }
  • -1 Votes
    37 Posts
    2k Views
    L

    #3

  • M28AI Devlog (v223)

    AI development
    560
    18 Votes
    560 Posts
    2m Views
    maudlin27M

    @NomenNominandum You can (try using a text marker to ask)

  • 37.000₽ Турнир 1Ñ…1

    Tournaments
    20
    3 Votes
    20 Posts
    319 Views
    T

    Sign up, Tron-

  • FAF changes summary

    General Discussion
    4
    -1 Votes
    4 Posts
    116 Views
    UvesoU

    In case you want a really deep dive into all the code-side changes that were made to FAF (there are over 4,500 changes):
    https://github.com/FAForever/fa/pulls?q=is%3Apr+is%3Aclosed

  • BlackOpsFAF-Unleashed only for FAF v26

    Modding & Tools
    143
    2 Votes
    143 Posts
    29k Views
    UvesoU

    Update 21.Apr.2025 (v26)

    Added Annotations (MrRowey) Speed up functions (MrRowey) Fixed CreateProjectileAtMuzzle hooks by returning the projectile to parent function Unit bea0402 (Experimental Aerial Fortress) now has a dummy weapon to attack enemies directly below. Unit bea0402 (Experimental Aerial Fortress) changed UISelection from tank to air unit
  • 0 Votes
    1 Posts
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    No one has replied
  • 3 Votes
    3 Posts
    252 Views
    S

    Some pictures of the next version (still in development...)

    Presets management : load the preset you want from your files UI orders and construction are moveable, resizeable, with free positionning, docking, and scaling support (native). Alternative UI option configuration between attackers and factories-engineers. The UI change depending of the mode you are (free customization).

    sample.png
    sample2.png
    sample3.png
    Tuned for wide and high resolution screen.

  • Commander Survival Kit (A new SIM Mod)

    Modding & Tools
    229
    19 Votes
    229 Posts
    96k Views
    C

    Hello everyone,
    I want to let you know that the new Version 2.0.2 of the Commander Survival Kit has been released on Moddb yesterday.

    Check out the Patchnotes here:
    Patchnotes.pdf

    Check out the updated Readme:
    Readme.pdf

    Check out the updated CSK-Categories Database
    CSK-Categories.pdf

    You can download the Mod here:

    Manual:
    https://www.moddb.com/mods/commander-survival-kit-csk/downloads/manual-commander-survival-kit-version-202

    Installer:
    https://www.moddb.com/mods/commander-survival-kit-csk/downloads/installer-commander-survival-kit-version-202

    FAF Modvault:
    Unfortunately there is still an Strange Issue to Upload the Mod on the FAF Modvault at the Moment even with the reduced Size. I have already contact @Brutus5000 and @Jip about this Issue to find an fix for it to upload it there but its needs to be analyzed. Once a Solution is found the Mod will be uploaded on the FAF Modvault as well. So Stay tuned for Updates related to this Topic. 😉

    Have fun with the Mod and as always if you have any Suggestions or find any Bugs let me know.

    Stay tuned for more Updates
    Best regards
    CDRMV

  • 0 Votes
    5 Posts
    146 Views
    QuantumTyphoonQ

    One of my ssd failed on me. I can't change mod directory. I can't play anything through faf. I can't find the "prefs" file Sheikah. I deleted faf installation. I deleted user> app data > local > faf. and program data. and I can't find any other references to where faf keeps getting the drive directory when I install it. Very frustrating. Does it save my faf mods folder directory listing on a web server somewhere.

    Something worked. I installed faf to another ssd. Then uninstalled. Then back to my main drive. Now it works.

  • game freezes with ai

    Game Issues and Gameplay questions
    2
    0 Votes
    2 Posts
    49 Views
    maggeM

    I see nothing related to AI that could cause an error. Please enable the debugger in FAF settings, reproduce the issue and post the new log.

    However, I see:

    warning: SND: XACT3DApply failed.

    which will cause issues. Possible fixes: https://forum.faforever.com/topic/4084/solutions-for-snd-error-xact-invalid-arg-xact3dapply-failed/1?_=1701727567076

  • Personal Trainer Team Meeting | 18/04/25

    General Discussion
    1
    3 Votes
    1 Posts
    43 Views
    No one has replied
  • FAF Statistics Megathread

    General Discussion
    59
    7 Votes
    59 Posts
    9k Views
    IndexLibrorumI

    @Khal i am currently working on providing new statistics and made a few python scripts do pull info from the API. Contact me on discord and we can have a chat.

  • Trainer Team 2025 - The Wiki | Part One

    General Discussion
    1
    12 Votes
    1 Posts
    507 Views
    No one has replied
  • Scaled resource panel [UI]

    Modding & Tools
    45
    6 Votes
    45 Posts
    4k Views
    S

    but does not work with Supreme Score board 2 😞

  • 0 Votes
    3 Posts
    172 Views
    N

    I've identified the issue, there will be a fix.

  • Im done with billy nukes

    General Discussion
    31
    -2 Votes
    31 Posts
    594 Views
    CaliberC

    Deribus is right lets focus on the billy

    I propose two changes

    reduce the range by a third meaning the acu will be slightly more exposed in order to use it.

    if the damage of a normal missile is 6k lets keep it at 6k and make the billy an aoe upgrade to the regular missile. (so at least some t3 units can survive)

    perhaps a cost reduction could be in order with these changes to match