• 0 Votes
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    Thank you, magge. I appreciate your time and effort. I'll be trying the fix in ยง2 over the next few whenevers, and we'll see what happens. ๐Ÿ™‚

  • strategic icon

    I need help 18 Oct 2023, 21:27
    3 Votes
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    @deVasto Thank you A LOT. That works!

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

  • Another Novax conversation

    Balance Discussion 25 Mar 2025, 14:20
    -3 Votes
    112 Posts
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    @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.

  • 1 Votes
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    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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    Thanks Nomander! It is working now.

  • Another dumb idea from Dorset

    General Discussion 14 days ago
    1 Votes
    16 Posts
    497 Views

    @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 ๐Ÿ™‚ .

    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 ๐Ÿ™‚ .

  • FAF changes summary

    General Discussion 11 days ago
    0 Votes
    4 Posts
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    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

  • 2 Votes
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    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
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  • 0 Votes
    5 Posts
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    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.

  • 0 Votes
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    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

  • 3 Votes
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  • FAF Statistics Megathread

    General Discussion 1 Dec 2020, 12:52
    7 Votes
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    @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.

  • 6 Votes
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    but does not work with Supreme Score board 2 ๐Ÿ˜ž

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

  • Im done with billy nukes

    General Discussion 20 days ago
    -2 Votes
    31 Posts
    839 Views

    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

  • 14 Votes
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    What is the development team doing?!

  • Galactic War 2025

    General Discussion 29 days ago
    29 Votes
    12 Posts
    1k Views

    maybe the Resistance knows more, he invited me to participate in it

  • 0 Votes
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    No one has replied