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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!
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    Posts

    Recent Best Controversial
    • RE: Ban EcoManager & Similar Mods

      I think people overstate the usefulness of the eco management, except for maybe the mass fab parts + prevent stall to keep shields up late game.

      Maybe integrate some of the UI features and if/when mass fab management is in the base game the mod can be removed from the vault. I haven't been maintaining it for years anyway.

      New UI options available for all players and better performance by providing sim-side data:

      • Mex overlay for level / upgrade status
      • Build status% of your teammates nukes / anti
      • Mex upgrade: One click / right click assist start mex upgrade

      Features which already moved into FAF:

      • Upgrade shields multiple levels at once
      • Queue up acu/scu enhancements with shift
      • Auto build mex storage rings

      Features that can be removed:

      • Autoshare

      Only shares resources with other ecomanager players. Had a use in the RAS air builds @ setons but now useless, replaced by one click share in the UI.

      Only nice thing is when the ACU dies it instantly dumps all units / mass / energy to the rest of the team instead of 5+ second delay

      • Energy throttle

      Basically only useful for mass fabs and somewhat prevent shield stall late game. Otherwise mess up more than it helps

      • Mass throttle

      Not very efficient and cannot compete with someone semi-competent manually upgrading mexes.

      posted in General Discussion
      C
      Crotalus
    • RE: Questions about performance

      @jip game_15190526.log

      posted in General Discussion
      C
      Crotalus
    • RE: Questions about performance

      Played a fafdevelop game where ACU upgrade after it should finish got stuck and acu was constantly -7 mass.

      (I was assisting ACU with cybran t1 assault bot)

      This error popped up in the log:

      warning: Error running OnStartBuild script in Entity url0107 at 25034d08: ...gramdata\faforever\gamedata\lua.nx5\lua\sim\unit.lua(901): attempt to call method IsUnitState' (a nil value) stack traceback: ...gramdata\faforever\gamedata\lua.nx5\lua\sim\unit.lua(901): in function UpdateAssistersConsumption'
      ...gramdata\faforever\gamedata\lua.nx5\lua\sim\unit.lua(971): in function UpdateConsumptionValues' ...gramdata\faforever\gamedata\lua.nx5\lua\sim\unit.lua(852): in function SetActiveConsumptionActive'
      ...gramdata\faforever\gamedata\lua.nx5\lua\sim\unit.lua(2570): in function <...gramdata\faforever\gamedata\lua.nx5\lua\sim\unit.lua:2533>

      posted in General Discussion
      C
      Crotalus
    • RE: How long should FAF keep old replays?

      Before deleting any replays, consider the following:

      • New format for .fafreplay, compressed achive of the scfareplay-file and the json-data without the final b64-encoding
      Comparsion of size:
      scfafreplay: 1222 KB
      fafreplay-current: 260 KB (21.2% of original size)
      fafreplay-zip: 196 KB (16.0% of original size)
      fafreplay-7z:: 141 KB (11.5% of original size)
      
      • Publish the replay vault (maybe IPFS?) so people can mirror / clone the replays for historic reasons.

      • Create a service that collects local replays from players to be able to repair current broken / missing ones in vault

      EDIT:
      Did some more testing and the compression numbers were a bit messed up earlier. I've updated the post now with my results.

      posted in General Discussion
      C
      Crotalus