<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Player Modifier PCx - balance games between different rated players]]></title><description><![CDATA[<p dir="auto">The Player Modifier PCx sim mod allows you to set build rate and resource modifiers (similarly to an AIx player).  With the mod enabled if you go to game options you should see options to change the modifier applied to each player based on their player slot:<br />
<img src="/assets/uploads/files/1778703791070-57fc96c9-f38b-46c4-906e-ad835e6dfd6c-image.jpeg" alt="57fc96c9-f38b-46c4-906e-ad835e6dfd6c-image.jpeg" class=" img-fluid img-markdown" /></p>
<p dir="auto">For example, you could use this to balance out games involving players with significantly different skill levels to give each player/team a decent challenge.  As a very rough guide, playing against someone around 400 rating lower than me I found a 1.1 build and resource modifier gave us both a reasonable chance to win.</p>
<p dir="auto">Another example of how it could be used would be to give one player a high modifier and have them solo a team of players with a normal modifier.</p>
<p dir="auto">History:<br />
v1-2 - Release<br />
v3-4 - Expanded game options to allow 0.1 to 0.4 modifiers<br />
v5 - Modifiers should now apply to units when they get a RAS upgrade</p>
]]></description><link>https://forum.faforever.com/topic/10117/player-modifier-pcx-balance-games-between-different-rated-players</link><generator>RSS for Node</generator><lastBuildDate>Fri, 05 Jun 2026 03:29:02 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10117.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 13 May 2026 20:27:38 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Player Modifier PCx - balance games between different rated players on Fri, 15 May 2026 20:45:11 GMT]]></title><description><![CDATA[<p dir="auto">I'd expect it to be compatible with mods that change blueprint values on units to alter their resource generation values.</p>
<p dir="auto">It might be compatible with mods that change resources/similar it might not (I've not tested, but if I was to guess I'd expect it to be compatible).</p>
]]></description><link>https://forum.faforever.com/post/73118</link><guid isPermaLink="true">https://forum.faforever.com/post/73118</guid><dc:creator><![CDATA[maudlin27]]></dc:creator><pubDate>Fri, 15 May 2026 20:45:11 GMT</pubDate></item><item><title><![CDATA[Reply to Player Modifier PCx - balance games between different rated players on Fri, 15 May 2026 08:07:12 GMT]]></title><description><![CDATA[<p dir="auto">Hello!</p>
<p dir="auto">This is really cool! Will your mod work correctly if, for example, I enable a x2 resource mod? Or, for example, if there's a mod that changes the base mass yield of mass extractors and fabricators?</p>
]]></description><link>https://forum.faforever.com/post/73109</link><guid isPermaLink="true">https://forum.faforever.com/post/73109</guid><dc:creator><![CDATA[cychwa_klaymberg]]></dc:creator><pubDate>Fri, 15 May 2026 08:07:12 GMT</pubDate></item></channel></rss>