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    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!

    Wish-A-Mod Foundation

    Scheduled Pinned Locked Moved Modding & Tools
    63 Posts 20 Posters 3.5k Views 2 Watching
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    • ArranA Offline
      Arran
      last edited by

      Sercammus faf mod to not break all cycle type hotkeys (e.g. for factories or templates). In this mod I like the ACU info card, construction prediction times and mostly ECO stall predictions on constructions.

      1 Reply Last reply Reply Quote 0
      • ArranA Offline
        Arran
        last edited by

        A mod to play as Nomads in the Co-Op missions. If there is another way to accomplish this outside of a sim mod, let me know!

        1 Reply Last reply Reply Quote 0
        • O Offline
          obituarypizza
          last edited by

          is there already a mod that allows you to ban units for ai but not human players? if not i think that would make a fine addition.

          1 Reply Last reply Reply Quote 0
          • C Offline
            Caliber
            last edited by Caliber

            Allow a dead team mate acu to respawn from quantum gateway.

            1 Reply Last reply Reply Quote 3
            • D Offline
              DarkStalker69
              last edited by

              Hi does someone know which mod adds the donut icon to the zcar? and other cool icons for other experimentals

              wilson_W 1 Reply Last reply Reply Quote 0
              • wilson_W Offline
                wilson_ @DarkStalker69
                last edited by

                @DarkStalker69 calibers experimental icons

                1 Reply Last reply Reply Quote 1
                • D Offline
                  Defiant
                  last edited by

                  All units grow in size as the vet

                  DeribusD 1 Reply Last reply Reply Quote 0
                  • DeribusD Offline
                    Deribus Moderator @Defiant
                    last edited by

                    @Defiant said:

                    All units grow in size as the vet

                    Has some technical limitations. You can check you my W I D E ACUs mod (I think that's what it's called) for something similar to this.

                    The problem is there's no way to adjust the bones of a unit. So you are either stuck with units firing out of where their weapons used to be (like in the mod) or you'd have to completely replace the unit every time it vets, which would reset its orders as well as anything told to attack it.

                    1 Reply Last reply Reply Quote 1
                    • cychwa_klaymbergC Offline
                      cychwa_klaymberg
                      last edited by

                      A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.

                      Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.

                      N D 2 Replies Last reply Reply Quote 0
                      • N Offline
                        Nuggets FAF Association Board @cychwa_klaymberg
                        last edited by

                        @cychwa_klaymberg said:

                        A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.

                        Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.

                        Should be doable even with AI. If you take my "Casino" mod there are unit buffs in the shop, which could in theory also be tied to vet level (i think). So if you give my mod as input into the AI it will probably figure it out

                        1 Reply Last reply Reply Quote 0
                        • gabrilendG Offline
                          gabrilend
                          last edited by

                          I think it'd be neat if you could select multiple types of factories at once and have the ability to queue up build orders from both air, navel, and land. Whichever factories can complete an order will attempt to do so, and the other requests will be ignored - sorta like queueing up a t2 gunship on a t2 air factory, and then assisting the t2 factory with a t1 factory - nothing will happen because the t1 factory can't build a t2 gunship. Similarly, if you select a land and an air factory, you'd have the ability to queue up both medium tanks and interceptors. The air factory would work on the interceptors and the land factory would work on the tanks. Then, if we had a keybind to select all factories of all types, we'd be able to direct every single piece of our productive machinery toward a singular purpose or plan / design with ease.

                          1 Reply Last reply Reply Quote 0
                          • D Offline
                            Defiant @cychwa_klaymberg
                            last edited by

                            @cychwa_klaymberg said:

                            A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.

                            Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.

                            If you haven't try the total Veterancy mod.

                            1 Reply Last reply Reply Quote 0
                            • D Offline
                              Defiant
                              last edited by

                              For non serious games.. An all upgrades mod, which let's ACUs get conflicting upgrades simultaneously at some expensive rate. Shielded, Billy, Tele UEF ACU. Cloaked, Mazer, Tele Cybran ACU. Etc.

                              DeribusD 1 Reply Last reply Reply Quote 0
                              • DeribusD Offline
                                Deribus Moderator @Defiant
                                last edited by

                                @Defiant said:

                                For non serious games.. An all upgrades mod, which let's ACUs get conflicting upgrades simultaneously at some expensive rate. Shielded, Billy, Tele UEF ACU. Cloaked, Mazer, Tele Cybran ACU. Etc.

                                HoreyYT has been working on such a thing in the #modding-general Discord channel

                                1 Reply Last reply Reply Quote 0
                                • gabrilendG Offline
                                  gabrilend
                                  last edited by

                                  a mod where t1 units are fast and t3 units are slow

                                  1 Reply Last reply Reply Quote 0
                                  • gabrilendG Offline
                                    gabrilend
                                    last edited by

                                    a map where there are no resources in the center of the map, nothing to fight over, and each player's starting base is on-top of a hill.

                                    1 Reply Last reply Reply Quote 0
                                    • gabrilendG Offline
                                      gabrilend
                                      last edited by

                                      A mod where all units (artillery, tanks, point defence, etc) can fire farther if they are aiming downward. [higher height elevation aiming at a lower elevation]

                                      1 Reply Last reply Reply Quote 0
                                      • gabrilendG Offline
                                        gabrilend
                                        last edited by

                                        A mod where t1 energy structures can be upgraded to t2 and produce an equivalent amount of energy to 1/9th of a t2 power generator and then to t3 to produce an equivalent amount of energy to 1/16th of a t3 power generator

                                        And t2 power generators could be upgraded to produce an equivalent amount of energy as 9/16ths of a t3 power generator

                                        1 Reply Last reply Reply Quote 0
                                        • gabrilendG Offline
                                          gabrilend
                                          last edited by

                                          A mod where UEF has longer range, Aeon has stronger shields, and Cybran has more units

                                          seraphin get a minor boost in everything because they're already so good

                                          1 Reply Last reply Reply Quote 0
                                          • gabrilendG Offline
                                            gabrilend
                                            last edited by

                                            A mod where UEF has larger health, Aeon are more expensive and powerful, and Cybran are faster

                                            seraphin get a minor boost in everything because they're already so good

                                            cychwa_klaymbergC 1 Reply Last reply Reply Quote 0

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