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!
  • Hotkeys

    I need help
    5
    0 Votes
    5 Posts
    135 Views
    R
    issue was in Advanced Selection Extension, its a bug in lua script (smartSelection used StringJoin that brokes). Details : ASE swaps in its own copy of the game’s smart-selection function, and that copy was written for an older FAF version that had a helper called utils.StringJoin. A later FAF update removed that helper (the game now uses string.join), but ASE’s copy still called it. So the call crashed, the game swallowed the error silently, and the ASF hotkey selected nothing. CC : @nomander
  • DDDX RPG survival (map and mod)

    Modding & Tools
    63
    8
    8 Votes
    63 Posts
    10k Views
    K
    What are the recommended system requirements for running this map?
  • Lime Map Generator (AI_MapGen)

    Mapping maps map mapping promotions
    8
    1
    7 Votes
    8 Posts
    233 Views
    LimeZ3_L
    @Szasz I recon that AI markers can be yet another tensor layer to the diffusion model. Explained simply: 3d texture = tensor layer textures = tensor layer game logic (even if hidden) = tensor layer Everything you can annotate or somehow infer from already existing maps can teach the model. So if you have good maps with already existing AI markers, the model can learn from it and create AI markers for new maps. Although I must say that is currently out of scope for my project
  • 2 Votes
    8 Posts
    167 Views
    J
    DualGap AI v3 — a team command and a new Master bot Version 3 is now in the mod vault. Enable DualGap AI in the mod manager and pick a level in the lobby: AI: DualGap Easy / Normal / Hard / Expert / Master (or the AIx versions with extra resources). v2 made the bots work as a team. In v3 the team has a command, and every bot plays from scouting only. There is also a new top level, Master, that fights on the move. Difficulty levels Level Lobby rating What it means Easy 300 Slow reactions, no team commands, no ACU tricks Normal 500 Team commands with a rough estimate of the enemy, ACU tricks Hard 700 Nearly full speed, air sweeps, bomber follow-ups Expert 850 The full v2-style bot with the team command Master 1000 Expert + attack on the move and contact tactics The ratings are for Dual Gap's 20x20 and lower on other maps. They are my best guess so far, so tell me if they feel off. What's new in v3 Team command Each team has a general staff. It compares our forces with what we know of the enemy's, zone by zone: upper mid, lower mid, water, air. Then it sets attack / hold / defend for each zone. It remembers enemy forces that went out of sight and doesn't flip-flop. Land, air, naval and strategic commands turn that into jobs. The upper AIR backs the land with gunships, the lower AIR backs the navy with torpedo bombers. A mid that is winning helps the one that is losing. The strategic command picks which enemy game ender to kill first and drops plans that can't work (no nukes into 3+ anti-nukes). Plays from scouting only, on every level A unit's type is known only once it has been seen. Radar blips are just blips. Shields count as up unless they were seen down. Blind nukes only go at a base the team has actually scouted. Master: fighting like a player Units attack on the move: direct-fire units walk and shoot instead of stopping in front of the enemy. Artillery still stops, and structures still get attack-moved. Fleets strafe back and forth across their target. In contact, a wave compares everything of ours around it with what it sees, including weapon range, then picks a tactic: push through when much stronger; a concave arc in an even fight; kiting when its weapons outrange the enemy's; holding a fortified line and baiting the enemy onto it; splitting around an enemy land T4; pulling back when the fight is lost. Artillery and battleships stand off behind the tanks. Units standing still focus fire. Damaged T2/T3 units go back for repairs. The Mavor can hit a hidden ACU under water with splash. Land war Defence lines across the land mid: the base passes, a second line, the mid defensive points and the centre. Each GROUND holds one line, moves up when it is stronger and falls back when it is weaker, unless the line is fortified. The upper bases close their own passes with T2 point defences. When the army at the line is overwhelming, it goes all-in and clears the enemy bases of its group one by one. Experimentals never retreat with the wave. A Ythotha dying among the enemy is a bomb. Defence Every role defends its base under siege: point defences against land, TMD against ships and tactical missiles, torpedo launchers against ships. If a base is getting shelled by artillery, it puts shields over the spot that is being hit. If a base is wiped out, the hidden ACU comes out and rebuilds it. Artillery, nukes, satellites The enemy anti-nuke comes before mexes when the team has a nuke. No lone missiles go into anti-nuke cover. Artillery and Novax burn the engineers that keep rebuilding a game ender or anti-nuke. Finishing the game A beaten enemy whose ACU hides under water gets hunted right away. Torpedo bombers fly in groups along the river, and fleets with nothing in sight sweep the enemy's deep water. Nukes can go after a seen hidden ACU. Variety Each bot rolls its own habits every game: timings, factory count, unit mix. Every land wave picks a manoeuvre: straight in, along the cliffs or the shore, down the middle, or waiting to go in as a double wave. Small raids hit unguarded mexes, and the bombers' focus rotates between the enemy's T3 economy, upgraded mexes and static defences. Economy In an energy stall, engineers drop non-urgent projects and build power. Far jobs go to the nearest free engineer, so there is less running across the map. Feedback Replays and logs are very welcome, especially games where the bots did something dumb. The bots log what they decide, so a game log usually shows why. Master is brand new, so reports on how it fights are the most useful right now. Full changelog: https://github.com/jaxxtrend/faf-dualgap-ai/blob/main/CHANGELOG.md Release: https://github.com/jaxxtrend/faf-dualgap-ai/releases/tag/faf-v3 Source: https://github.com/jaxxtrend/faf-dualgap-ai
  • не заходит и не создает

    I need help
    4
    0 Votes
    4 Posts
    54 Views
    C
    { "general" : { "disableSteamStart" : false, "showCyrillicWarning" : true }, "data" : { "baseDataDirectory" : "C:\ProgramData\FAForever", "themesDirectory" : "C:\ProgramData\FAForever\themes", "languagesDirectory" : "C:\ProgramData\FAForever\languages", "cacheDirectory" : "C:\ProgramData\FAForever\cache", "mapGeneratorDirectory" : "C:\ProgramData\FAForever\map_generator", "replayDataDirectory" : "C:\ProgramData\FAForever\replaydata", "featuredModCacheDirectory" : "C:\ProgramData\FAForever\cache\featured_mod", "corruptedReplaysDirectory" : "C:\ProgramData\FAForever\replays\corrupt", "cacheStylesheetsDirectory" : "C:\ProgramData\FAForever\cache\stylesheets", "replaysDirectory" : "C:\ProgramData\FAForever\replays", "binDirectory" : "C:\ProgramData\FAForever\bin", "replayBinDirectory" : "C:\ProgramData\FAForever\replaydata\bin" }, "mainWindow" : { "width" : 1352, "height" : 980, "maximized" : false, "navigationItem" : "NEWS", "x" : 301.0, "y" : 44.0 }, "generator" : { "generationType" : "CASUAL", "spawnCount" : 6, "numTeams" : 2, "mapSizeInKm" : 10.0, "fixedSeed" : false, "customStyle" : false, "reclaimDensityMin" : 0, "reclaimDensityMax" : 127, "resourceDensityMin" : 0, "resourceDensityMax" : 127, "mapCountGeneration" : 1 }, "forgedAlliance" : { "installationPath" : "C:\Program Files (x86)\Steam\steamapps\common\Supreme Commander Forged Alliance", "preferencesFile" : "C:\Users\Componelo\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance\Game.prefs", "vaultBaseDirectory" : "C:\Users\Componelo\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance", "warnNonAsciiVaultPath" : true, "autoDownloadMaps" : true, "allowIpv6" : false, "runFAWithDebugger" : false, "showIceAdapterDebugWindow" : false, "relativeGamePaths" : false, "forceAffinity" : true, "modsDirectory" : "C:\Users\Componelo\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods", "mapsDirectory" : "C:\Users\Componelo\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\maps" }, "login" : { "endpoint" : "Main server (recommended)", "refreshToken" : "ory_rt_Jt_YC7mhT7v6GzBW6h5nQT0wSEdnUbYCdYT06UGBGaU.MdnV03875-uudHQcsbz_bZgO0KCPrchfRgycfriv_X0", "rememberMe" : true }, "chat" : { "zoom" : 1.0, "previewImageUrls" : true, "maxMessages" : 500, "chatColorMode" : "DEFAULT", "hideFoeMessages" : true, "playerListShown" : true, "timeFormat" : "AUTO", "autoJoinChannels" : [ "#russian" ], "showMapName" : false, "showMapPreview" : false }, "notification" : { "soundsEnabled" : true, "mentionSoundEnabled" : true, "infoSoundEnabled" : true, "warnSoundEnabled" : true, "errorSoundEnabled" : true, "transientNotificationsEnabled" : true, "toastPosition" : "BOTTOM_RIGHT", "friendOnlineToastEnabled" : true, "friendOfflineToastEnabled" : true, "friendOnlineSoundEnabled" : true, "friendOfflineSoundEnabled" : true, "friendJoinsGameSoundEnabled" : true, "friendPlaysGameSoundEnabled" : true, "friendPlaysGameToastEnabled" : false, "friendJoinsGameToastEnabled" : true, "privateMessageSoundEnabled" : true, "privateMessageToastEnabled" : true, "notifyOnAtMentionOnlyEnabled" : false, "toastScreen" : 0, "toastDisplayTime" : 5000, "silenceBetweenSounds" : 30000, "afterGameReviewEnabled" : true, "matchFoundSoundEnabled" : true }, "localization" : { "dateFormat" : "AUTO" }, "lastGame" : { "lastGameType" : "faf", "lastGameTitle" : "111", "lastMap" : "astro_crater_battles_4x4_rich_huge.v0004", "lastGameOnlyFriends" : false, "lastGameEnforceRating" : false }, "matchmaker" : { "factions" : [ "aeon", "cybran", "uef", "seraphim" ], "unselectedQueueIds" : [ 1 ] }, "developer" : { "logLevel" : "DEBUG" }, "vault" : { "onlineReplaySortConfig" : { "sortProperty" : "startTime", "sortOrder" : "DESC" }, "mapSortConfig" : { "sortProperty" : "gamesPlayed", "sortOrder" : "DESC" }, "modVaultConfig" : { "sortProperty" : "latestVersion.createTime", "sortOrder" : "DESC" }, "replaySearch" : { "onlyRanked" : false }, "liveReplaySearch" : { "hideModdedGames" : false, "hideSingleGames" : false, "onlyGamesWithFriends" : false, "onlyGeneratedMaps" : false }, "mapSearch" : { "maxPlayersMin" : 0.0, "maxPlayersMax" : 16.0, "averageReviewScoresMin" : 0.0, "averageReviewScoresMax" : 5.0, "onlyRanked" : false }, "modSearch" : { "averageReviewScoresMin" : 0.0, "averageReviewScoresMax" : 5.0, "uiMod" : false, "simMod" : false, "onlyRanked" : false } }, "user" : { }, "filters" : { }, "replayHistory" : { }, "themeName" : "default", "preReleaseCheckEnabled" : false, "mapAndModAutoUpdate" : true, "hidePrivateGames" : false, "hideModdedGames" : false, "gamesViewMode" : "tableButton", "gameTileSortingOrder" : "PLAYER_DES", "unitDataBaseType" : "SPOOKY", "disallowJoinsViaDiscord" : false, "showGameDetailsSidePane" : true, "advancedIceLogEnabled" : false, "cacheLifeTimeInDays" : 30, "gameDataCacheActivated" : false }
  • 0 Votes
    7 Posts
    95 Views
    Brutus5000B
    For further explanation: the game doesn't have a concept of mod versions. This ever new version needs to have a different uid, otherwise it could not pick an old mod version for replays while keeping the new version for playing.
  • "Rollback netcode" video

    General Discussion
    2
    1 Votes
    2 Posts
    111 Views
    D
    If I recall correctly Quakeworld, the netcode mod for the 1st person shooter Quake, did exactly this.
  • 0 Votes
    1 Posts
    63 Views
    No one has replied
  • 9 Votes
    27 Posts
    2k Views
    B
    Hello, I wanted to try this mod, but it makes it so that the building panel disappears. screen: [https://prnt.sc/JSuVaq697Eru] I have disabled absolutely all mods, this one is the only one active.. Also tried to enable UI mod tools - does not help. Any advice?
  • Вечная авторизация

    Game Issues and Gameplay questions
    3
    1 Votes
    3 Posts
    108 Views
    S
    Проблемма долгой загрузки решается установкой нового FAF client ссылка: https://github.com/FAForeverRustClient/FAForeverRustClient/releases/tag/v0.8.0
  • 1 Votes
    4 Posts
    136 Views
    S
    @zlo pls download the latest release here: https://github.com/FAForeverRustClient/FAForeverRustClient/releases/tag/v0.8.0 this issue should be fixed already.
  • Problem with templates, can anyone help me?

    I need help
    6
    0 Votes
    6 Posts
    66 Views
    wilson_W
    There's a hotkey you can bind to cycle through and build them.
  • 0 Votes
    1 Posts
    41 Views
    No one has replied
  • Neural networks for creating mods

    Modding & Tools
    5
    0 Votes
    5 Posts
    160 Views
    NuggetsN
    I've had my AI create the document. No guarantee on anything in there, but thats basically the info its using for me and its working great. https://drive.google.com/file/d/1mSeR1qdLo9m2N5cTELc5W9PXrE-RsA7W/view?usp=sharing
  • End game Freeze Issue

    Suggestions
    5
    0 Votes
    5 Posts
    132 Views
    BlackYpsB
    We still need logs to investigate this
  • Better Carriers - Carrier Overhual

    Modding & Tools
    9
    4
    2 Votes
    9 Posts
    202 Views
    D
    Both limited radius from carrier and dies when carrier dies. You still have manual control over them while in range of the carrier. They'll also automatically chase targets in range. Similar to drone carriers in other games like BAR
  • AI Wave Survival Mod Information

    Modding & Tools
    176
    8
    9 Votes
    176 Posts
    38k Views
    R
    @Retributer Yeah, Rift Orbs really aren't balanced for vanilla play. I had some plans sketched out for adding a Rift War section to the game, basically rifts opening up everywhere and different kinds of rifts. Could add a vanilla option for Rift Orbs that don't have T3PD equivalent built in. @raider00321 Ah, I thought I fixed that bug. Will have to add in a NIL check.
  • Stepping away from FAF — permanently

    General Discussion
    8
    1 Votes
    8 Posts
    518 Views
    N
    @Nuggets You're right, I found a different private message where he said it more explicitly.
  • 0 Votes
    4 Posts
    92 Views
    wilson_W
    Thanks for the quick response, gods. I was 99% expecting this to be the outcome. It was worth asking anyways
  • Can't access FAF replays

    FAF support (client and account issues)
    3
    0 Votes
    3 Posts
    151 Views
    B
    ok problem solved - if anyone will have this kind of problem as we here - uncheck "run as admin" this specific exe file - "C:\ProgramData\FAForever\replaydata\bin\ForgedAlliance.exe" it looks like because of FAF replays have separate engine to run. this specific file which is used toi run replays ForgedAlliance.exe - is hidden in FAF folder in "replaydata\bin"