• 1 Votes
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    No one has replied
  • 0 Votes
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    S

    Also start a normal game once. There is a bug I think if you try to start a replay first. Since it is looking for the non replay bin folder

  • Question about repair

    Balance Discussion
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    @ZLO said in Question about repair:

    If you ctrl+k destro in water then you only get 40,5% of mass from it.
    However if that is cybran destro and you walk with it on land then you will get 81% of mass

    Both numbers should be lower since t2 units leave less reclaim than t1

  • Optional Split Teams Option for TMM

    General Discussion
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    S

    @Strife custom games can be ranked as well, idk what you’re saying

  • Sera navy is just too Oppressive

    Balance Discussion
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    F

    @waffelzNoob said in Sera navy is just too Oppressive:

    10 UEF subs dealt 5325 damage to 1 atlantis.
    10 Sera subs dealt 10804 damage to 1 atlantis.
    33 UEF subs (mass equiv) killed an atlantis with 14 of them surviving
    33 sera subs (mass equiv) killed an atlantis with 29 of them surviving

    20 Seraphim subs beat 20 UEF subs with 11 remaining in "normal" scenario, 10 remaining when they were teleported into eachother.

    https://replay.faforever.com/24761824

    this guy delivering the numbers thanks!

    but yes that does prove the opressiveness of sera subs

  • About formation move

    General Discussion
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    N

    In steam FA you can ctrl + right click to issue a formation order instantly but FAF removed that with an engine patch, and now you only have the option of holding right click to begin issuing a formation move order. You can also formation attack move by holding alt alongside right click.

    Formation move is useful if you don't have the apm to keep your army in formation while moving across the map (this is not that often) but you need to because you have different speed units or need shields (snipers). You can also use formation move in place to quickly get your units into formation with a desired orientation. Some sandboxing shows it can be better than normal move orders when attacking because while it does make your units move slower, it guarantees way less bumping, so overall more units get into range faster and stay in range.

  • You guys ever thought if moving to a new engine?

    General Discussion
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    D

    @Kilatamoro said in You guys ever thought if moving to a new engine?:

    @Defiant Why would anyone want this? It's about the feeling of the game, not 3D models and unit names. We can get free from copyright.

    Reasonable.

    Games similar to FAF are out there now. A more direct FAF clone might still risk Square Enix, so we could give them license accountability.

  • 1 Votes
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    maudlin27M

    If you genuinely think you're being insulted then you can make a report to the mod team, or create a ticket to discuss further with the mod team (e.g. if the report is discarded due to not meeting the reporting requirements involving sufficient evidence of a rule breach and you want to understand this further).

  • -1 Votes
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    3k Views
    SaverS

    Hello everyone,

    I actually thought I had finished my work on the project for the time being, but no.

    Yesterday evening CDRMV contacted me and shared another new function with me. We have added this function to the #3 variant and now we believe (hope) that this mod can be submitted to the FAF team as a proposal. @Jip I ask you to take over πŸ™‚ thank you in advance.

    Here are a few little things that were missing in the variants.

    Icons:
    fdffe547-2394-4bac-b0ff-aa0003b107dc-image.png6be141f3-2dae-4aa8-bbb2-cbaae64a709d-image.png

    The construction time and the buttons for stop and pause have been added.
    efd549d5-6c73-4d2a-ba85-4e875789d8df-image.png

    Here is the construction effect
    4ef89268-f0f7-4985-93ae-c71f401271d8-image.png

    a2e34a35-b03d-45fc-b7ca-9836d51cea52-image.png

    Here is a small excerpt from the script for those who want to use the effect in other units.
    fb394607-f3f6-4aa4-a163-7d69cc41f800-image.png
    OnStartBuild
    self.MercuryPool = import("/lua/EffectUtilitiesAeon.lua").CreateMercuryPoolOnBone(self, self.Army, 'Pool', 1.5,1.5,1.5, 0.1)

    OnStopBuild
    self.MercuryPool:Destroy()

    I have added the effect to my unitpack. So thanks again to CDRMV.
    0a561452-210a-4340-9288-f8cac10c4738-image.png

    That should be it for now. I would be pleased if a result is written here about the possible proposal.

  • 0 Votes
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    Thank you, magge. I appreciate your time and effort. I'll be trying the fix in Β§2 over the next few whenevers, and we'll see what happens. πŸ™‚

  • strategic icon

    I need help
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    V

    @deVasto Thank you A LOT. That works!

  • 8 Votes
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    N

    I'd probably not have the feature like that. Would prefer a wreck / tombstone over just a message

  • Another Novax conversation

    Balance Discussion
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    P

    @Nomander said in Another Novax conversation:

    Sat is already rebuildable. This is because it can block nukes (intentional) or get RNG hit by artillery (consequence of the simulation).

    Wow, I didn't know that. TY-

    The problem with SMD shooting down sats is that it begins to compete with nuke in terms of what its defense is, and you might as well have a nuke instead of a sat if you must avoid SMD.
    Ok so make it super cheap to rebuild: now it blocks nukes easily and drains SMD quickly
    Ok so make it build slowly but cheap, it's basically an SMD missile: how are you ever going to get 36k mass killed - 3.6k per sat downed with this unit that takes forever to even rebuild. You can't even assist your own arty because every enemy target will have an SMD.

    From my view, your second two scenarios (super cheap vs slowly built); are minor issues- because you can correct them just by adjusting cost.

    But I think your first point about SMD having (2) jobs in "what the point of its defense is"; makes sense but is multi-purposing an SMD really that bad?

    And in my proposed scenario;

    OBVIOUSLY the player does NOT need build the SMD if they don't want it to shoot down the SAT. Plus, if an SMD shoot down toggle exists the player does NOT need to use it.

    My contention is, and I think still stands reasonably in light of your objections, that SATs do not have an effective, appropriate counter- for players when they want it. This is not balanced. This is a hole. This needs fixing.

  • Error occurred during login

    FAF support (client and account issues)
    3
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    maggeM

    Try to change your default browser and try to log in again. If still does not work: check if security is blocking anything.

  • 0 Votes
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    W

    Thanks Nomander! It is working now.

  • Another dumb idea from Dorset

    General Discussion
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    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 πŸ™‚ .

    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 πŸ™‚ .

  • FAF changes summary

    General Discussion
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    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
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    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