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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!
    C Offline
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    Recent Best Controversial
    • Build order optimization simulation? Possible?

      I am an Astro whore, nay glutton and I constantly try to improve build order optimization/speed depending on certain roles/situations/skills of team members. I imagine this could be useful for other maps too. I am wondering if it would be possible to build a mod that allows a player to setup a private lobby, add a "Builder Order Optimization AI" and let it build based on certain criteria that the user sets. Or maybe the build model could be simulated another way outside of faf?

      Curious if this is a thing? Maybe it has been done before?

      posted in Modding & Tools
      C
      c0rtex
    • RE: Novax written out of the will, and banned from Christmas.

      I like @exselsior's suggestion - make it a recon unit like Aeon eye.

      posted in Balance Discussion
      C
      c0rtex
    • RE: Mystery power draws - how to pinpoint?

      Economic Overlay - for having played so long I didn't even know about that! Wow. Thanks!

      posted in General Discussion
      C
      c0rtex
    • Mystery power draws - how to pinpoint?

      Sometimes I go through the same build order 1000x and in some instances there's a huge power draw where there shouldn't be and I can't pinpoint where it's coming from. Are there any economy mods that show you the power draw from specific units? Or something to that affect?

      posted in General Discussion
      C
      c0rtex
    • RE: 4z0t's ScoreBoard

      @maudlin27 I don't see a "4z0t's ScoreBoard" in the Mods tab. He calls it ReUI.Score (on the github page and here). This is what I've selected before creating a game:
      36ab798b-dcc7-4743-9124-e35c897f65ba-image.png 0c56732b-30db-489b-9705-ed4184eed7c7-image.png

      posted in Modding & Tools
      C
      c0rtex
    • RE: 4z0t's ScoreBoard

      Are there instructions for install? I put this in my mods directory, selected it before creating the lobby and in-game it does not materialize. I still see the default score board.

      posted in Modding & Tools
      C
      c0rtex
    • RE: Historical Replays and 404'd Links

      @ZLO That worked, thank you! Seems no one is seeding, but that doesn't surprise me.

      posted in I need help
      C
      c0rtex
    • RE: Historical Replays and 404'd Links

      @ZLO That magnet link doesn't seem to be valid - I tried it with uTorrent and with a torrent checker and both come up with an error.

      posted in I need help
      C
      c0rtex
    • RE: Historical Replays and 404'd Links

      @Nuggets said:

      I have downloaded them onto my server and they will be used for Vindex's faftracker to get even more results and things you can search for. In theory I can even offer to make them downloadable via a UI (this already exists) but I am hesitant to make it public so my internet doesnt go to shit if 10 people randomly decide "yeah i want everything" and starts to download everything.
      Maybe I can limit it somehow, but havent figured it out yet.

      Would definitely be interested in acquiring the file! Would there be a way to split it up into chunks maybe?

      posted in I need help
      C
      c0rtex
    • Replay filter for average player rating ?

      I'd like to be able to search for replays that have an average player rating of my choosing. Is it possible to implement this or is there a way to do it already?

      a0d6fbd0-bcdd-474e-ba24-85f8bd755b98-image.png

      posted in Suggestions
      C
      c0rtex
    • ICE Adapter down? Cant create a game

      Error details:

      Client Version: 2026.4.1
      java.util.concurrent.ExecutionException: org.springframework.web.reactive.function.client.WebClientResponseException$InternalServerError: 500 Internal Server Error from GET https://api.faforever.com/ice/session/game/27409847
      at java.base/java.util.concurrent.CompletableFuture.wrapInExecutionException(CompletableFuture.java:345)
      at java.base/java.util.concurrent.CompletableFuture.reportGet(CompletableFuture.java:440)
      at java.base/java.util.concurrent.CompletableFuture.get(CompletableFuture.java:2094)
      at com.faforever.client.task.SimpleTask.call(SimpleTask.java:25)
      at javafx.concurrent.Task$TaskCallable.call(Task.java:1407)
      at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:328)
      at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1090)
      at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:614)
      at java.base/java.lang.Thread.run(Thread.java:1474)
      Caused by: org.springframework.web.reactive.function.client.WebClientResponseException$InternalServerError: 500 Internal Server Error from GET https://api.faforever.com/ice/session/game/27409847
      at org.springframework.web.reactive.function.client.WebClientResponseException.create(WebClientResponseException.java:319)
      Suppressed: The stacktrace has been enhanced by Reactor, refer to additional information below:
      Error has been observed at the following site(s):
      *__checkpoint ⇢ 500 INTERNAL_SERVER_ERROR from GET https://api.faforever.com/ice/session/game/27409847 [DefaultWebClient]
      Original Stack Trace:
      at org.springframework.web.reactive.function.client.WebClientResponseException.create(WebClientResponseException.java:319)
      at org.springframework.web.reactive.function.client.DefaultClientResponse.lambda$createException$1(DefaultClientResponse.java:214)
      at reactor.core.publisher.FluxMap$MapSubscriber.onNext(FluxMap.java:106)
      at reactor.core.publisher.FluxOnErrorReturn$ReturnSubscriber.onNext(FluxOnErrorReturn.java:159)
      at reactor.core.publisher.FluxDefaultIfEmpty$DefaultIfEmptySubscriber.onNext(FluxDefaultIfEmpty.java:122)
      at reactor.core.publisher.FluxMapFuseable$MapFuseableSubscriber.onNext(FluxMapFuseable.java:130)
      at reactor.core.publisher.FluxContextWrite$ContextWriteSubscriber.onNext(FluxContextWrite.java:109)
      at reactor.core.publisher.FluxMapFuseable$MapFuseableConditionalSubscriber.onNext(FluxMapFuseable.java:300)
      at reactor.core.publisher.FluxFilterFuseable$FilterFuseableConditionalSubscriber.onNext(FluxFilterFuseable.java:338)
      at reactor.core.publisher.Operators$BaseFluxToMonoOperator.completePossiblyEmpty(Operators.java:2093)
      at reactor.core.publisher.MonoCollect$CollectSubscriber.onComplete(MonoCollect.java:144)
      at reactor.core.publisher.FluxMap$MapSubscriber.onComplete(FluxMap.java:144)
      at reactor.core.publisher.FluxPeek$PeekSubscriber.onComplete(FluxPeek.java:263)
      at reactor.core.publisher.FluxMap$MapSubscriber.onComplete(FluxMap.java:144)
      at reactor.netty.channel.FluxReceive.onInboundComplete(FluxReceive.java:419)
      at reactor.netty.channel.ChannelOperations.onInboundComplete(ChannelOperations.java:467)
      at reactor.netty.channel.ChannelOperations.terminate(ChannelOperations.java:521)
      at reactor.netty.http.client.HttpClientOperations.onInboundNext(HttpClientOperations.java:956)
      at reactor.netty.channel.ChannelOperationsHandler.channelRead(ChannelOperationsHandler.java:115)
      at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
      at io.netty.channel.CombinedChannelDuplexHandler$DelegatingChannelHandlerContext.fireChannelRead(CombinedChannelDuplexHandler.java:434)
      at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:361)
      at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:325)
      at io.netty.channel.CombinedChannelDuplexHandler.channelRead(CombinedChannelDuplexHandler.java:249)
      at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:355)
      at io.netty.handler.ssl.SslHandler.unwrap(SslHandler.java:1526)
      at io.netty.handler.ssl.SslHandler.decodeJdkCompatible(SslHandler.java:1384)
      at io.netty.handler.ssl.SslHandler.decode(SslHandler.java:1435)
      at io.netty.handler.codec.ByteToMessageDecoder.decodeRemovalReentryProtection(ByteToMessageDecoder.java:545)
      at io.netty.handler.codec.ByteToMessageDecoder.callDecode(ByteToMessageDecoder.java:484)
      at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:296)
      at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
      at io.netty.channel.DefaultChannelPipeline$HeadContext.channelRead(DefaultChannelPipeline.java:1429)
      at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:918)
      at io.netty.channel.nio.AbstractNioByteChannel$NioByteUnsafe.read(AbstractNioByteChannel.java:176)
      at io.netty.channel.nio.AbstractNioChannel$AbstractNioUnsafe.handle(AbstractNioChannel.java:445)
      at io.netty.channel.nio.NioIoHandler$DefaultNioRegistration.handle(NioIoHandler.java:388)
      at io.netty.channel.nio.NioIoHandler.processSelectedKey(NioIoHandler.java:596)
      at io.netty.channel.nio.NioIoHandler.processSelectedKeysPlain(NioIoHandler.java:541)
      at io.netty.channel.nio.NioIoHandler.processSelectedKeys(NioIoHandler.java:514)
      at io.netty.channel.nio.NioIoHandler.run(NioIoHandler.java:484)
      at io.netty.channel.SingleThreadIoEventLoop.runIo(SingleThreadIoEventLoop.java:225)
      at io.netty.channel.SingleThreadIoEventLoop.run(SingleThreadIoEventLoop.java:196)
      at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:1195)
      at io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
      at io.netty.util.concurrent.FastThreadLocalRunnable.run(FastThreadLocalRunnable.java:30)
      at java.base/java.lang.Thread.run(Thread.java:1474)

      posted in FAF support (client and account issues)
      C
      c0rtex
    • RE: Filters not working?

      @nomander I can add a bit more here - if you enter the filter details, search, and THEN save the query it will remember the filter details for that saved Favorite. 🙂

      posted in General Discussion
      C
      c0rtex
    • Request: Allow lobbies to restrict by # of games played

      I like that we can restrict by rank, but would there be an option to restrict access to lobbies based on the # of games played, or a combination of the two?

      posted in Suggestions
      C
      c0rtex
    • RE: Filters not working?

      @nomander I see where I was going wrong now - it does work. I have to make sure the player's name, map name, etc, is entered into the search fields first before hitting the search button. However, it seems I can't use my Favorites first and then apply the filter.

      posted in General Discussion
      C
      c0rtex
    • Filters not working?

      I have tried filtering the duration of the replays I'm looking for but the filter doesn't seem to work. Here I've put 20min as a minimum to filter out all the junk, but even then I still get the 47s and 2s garbage. Filter also seems not to work when I try to apply it to average game rating. Or am I doing something wrong? Is there a better way to do it?

      731d941c-a61f-43ab-b3ce-15be69fb8e95-image.png

      posted in General Discussion
      C
      c0rtex
    • RE: [MOD UI] Build Grid

      Fabulous!

      posted in Modding & Tools
      C
      c0rtex
    • RE: Anyway to see the build grid?

      @IndexLibrorum Looks like that is the final version he posted a preview of above. Thanks for the heads up!

      posted in General Discussion
      C
      c0rtex
    • RE: Anyway to see the build grid?

      Wow, that was quick. The first one seems to be closest to what I am thinking. I imagine a slight;y visible grid overlay over the entire map using the x,y snap coordinates, not something that moves with the cursor necessarily. I tried using Claude to build it but ran up my usage limits. :X

      posted in General Discussion
      C
      c0rtex
    • RE: Anyway to see the build grid?

      @magge This looks interesting! Would there be a way to see the overlay/static grid that's anchored to the map (what the building tile "snaps to" when laying down a build order)? Versus the grid following your cursor?

      posted in General Discussion
      C
      c0rtex