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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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    cychwa_klaymberg

    @cychwa_klaymberg

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    Best posts made by cychwa_klaymberg

    • RE: Mass priority for upgrading mexes

      In my opinion, it's about prioritizing. Another player might prioritize building something else. In any case, you can control the construction speed by adding/reducing engineers and pausing, and this is convenient and suitable for any purpose, not just Dual Gap games.

      posted in Suggestions
      cychwa_klaymbergC
      cychwa_klaymberg
    • LAND WAR T3 modded game Tournament

      Hello Commanders!

      22.jpg

      LAND WAR T3 modded game tournament is a
      amateur 3v3 (or 2v2 if not enough participants) BO1 Double Elimination not serious tournament with mods for fun and something new expirience. The tournament is open to all players, but for max teams = 4.
      So it is 6 games total.

      The map is determined as follows - before the battle, the teams take turns removing 2 maps that will not participate in this battle, and the roulette will select the battlefield from the remaining 4 maps. If the same map appear again and again, then I reserve the right to choose another map.

      Map pool:

      OpenWorldBaseDX
      OpenWorld So
      OpenWorld Base RTX
      OpenWorldCityofHonor
      OpenWorldDesertCanyon
      OpenWorldSouthBridge
      xMesa Plains 3v3
      Desert City

      Screenshot 2024-10-17 111242.jpg

      Date: November 9
      Start from 19:00 to 02:00 UTC3

      about mods you can read here.

      Prizes:
      1st: $30
      2nd: $15
      3rd: $5

      For registration:

      You can register as a full team with someone, as a pair with someone, or alone. If you signed up alone, I will try to sort players into teams based on roughly equal average team ratings. If you registered as a team, you will most likely play with this team, however, if the average rating of your team significantly outweighs the others, then we will resolve this issue individually

      For team:
      Team name
      Players FAF nickname + rating
      Players Discord

      For player(s) without a team:
      Nick FAF + rating
      Player Discord

      I will form teams based on average rating if no team players are join tournament.

      and join here
      https://discord.gg/Ugxqh8cW
      Im create a rooms for teams

      33.jpg

      posted in Tournaments
      cychwa_klaymbergC
      cychwa_klaymberg
    • Хочу провести турик игры с модами

      Появилось желание провести что-то типа турнира по играм с модами, которые указаны вот ТУТ.
      Желательно Ру - язычные игроки.

      Командные игры 3 на 3.
      Призовой фонд:
      1 место - 3000р
      2 место - 1500р
      3 место - 500р
      8 команд максимум

      Кто хотел бы поучаствовать?

      Для команды (3 человека):
      Имя команды
      Ник капитана
      Ники фафа с рейтами
      Дискорд капитана
      Дискорды сокомандников

      Для игрока (ов) без команды:
      Ник фаф +рейт
      дискорд

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • LAND WAR T3 modded game Tournament

      Hello everyone!

      LAND WAR T3 modded game tournament is a
      amateur 3v3 (or 2v2 if not enough participants) BO1 Double Elimination not serious tournament with mods for fun and something new expirience. The tournament is open to all players, but for max teams = 4.
      So it is 6 games total.

      The map is determined as follows - before the battle, the teams take turns removing 2 maps that will not participate in this battle, and the roulette will select the battlefield from the remaining 4 maps. If the same map appear again and again, then I reserve the right to choose another map.

      Map pool:

      OpenWorldBaseDX
      OpenWorld So
      OpenWorld Base RTX
      OpenWorldCityofHonor
      OpenWorldDesertCanyon
      OpenWorldSouthBridge
      xMesa Plains 3v3
      Desert City

      Date: November 9
      Start from 19:00 to 02:00 UTC3

      about mods you can read here.

      Prizes:
      1st: $30
      2nd: $15
      3rd: $5

      For registration:

      You can register as a full team with someone, as a pair with someone, or alone. If you signed up alone, I will try to sort players into teams based on roughly equal average team ratings. If you registered as a team, you will most likely play with this team, however, if the average rating of your team significantly outweighs the others, then we will resolve this issue individually

      For team:
      Team name
      Players FAF nickname + rating
      Players Discord

      For player(s) without a team:
      Nick FAF + rating
      Player Discord

      I will form teams based on average rating if no team players are join tournament.

      and join here
      https://discord.gg/ATwY5m25
      Im create a rooms for teams

      posted in Tournaments
      cychwa_klaymbergC
      cychwa_klaymberg
    • Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

      ab1ae3e6-149b-44ae-b5a6-8951b5b5567e-11.jpg

      🌍 Spam Land Wars – Where Ground Armies Never Sleep
      “In most modes, T1 is a stepping stone.
      In Spam Land Wars… T1 is the war itself.”

      Hello, commanders!
      I’m the regular host of Spam Land Wars—a deeply customized, ground-only, high-intensity team mode that rewrites the rules of Supreme Commander. This isn’t just “build 1000 tanks and win.” It’s a tactical epic built on economy control, unit synergy, and large-scale ground warfare—with no air, no artillery, no nukes, and no safety net.

      If you’ve ever felt that 80% of units become obsolete by minute 10… this mode is for you.

      🧩 Core Mods & Mechanics (The Backbone of the Mode)
      Here’s what makes Spam Land Wars unique:

      -All Factions FAF + Black Ops + Nomads – Play as any faction with full ACU/SACU access from the start.
      -Total Mayhem + SWLandWarTMRebalance – New experimental units at T1–T4, rebalanced T4 and all units and turrets for ground combat!
      -Advanced Shields Rebalanced – New big shields for all races (optional).
      -Hydro Power Plant – Upgradable T1–T3 hydrocarbon structures.

      • Increased max HP for T1 units 1.5 times, for T2 units - 2 times, and for T3 units - 1.5 times.
      • Changed upgrades of ACUs, like Vanila, but better!
      • ACUs have no limite for their veterancy! They receive HP and DAMAGE for each lvl of Veterancy.
      • Some EXPS and Total Mayhem pseudo-EXPS receive damage bonus increasing for veterancy lvl

      ✅ No air. No artillery. No satellites.
      ❌ No “AFK eco” win conditions.
      💥 Only steel, strategy, and thousands of tanks clashing on open fields.

      🎯 Who Is This For?
      Players tired of “T1 → T3 in 10 minutes”
      Fans of 3v3 / 4v4 team warfare
      Commanders who love deep, ground-only battles
      Total Mayhem enthusiasts craving more viable unit diversity
      This mode punishes passive play. If you hide on your base, you will be overrun by 200 T1 tanks in 6-8 minutes.

      🧠 How It Actually Works: It’s Not Just “Spam”
      Despite the name, Spam Land Wars is deeply strategic:

      T1 armies are cheap, strong, and fast to build → ideal for map control, reclaim, and pressure
      Experimental T1–T2 units provide specialized support: raiding, siege, or area denial
      T2 “MK1/MK2” tanks (UEF/Cybran/Aeon) offer mid-tier power at low cost
      T3 brings elite roles: frontline breakers, long-range snipers, and super-fast harass bots with massive regen
      T4 experimentals are NOT win buttons — they’re high-risk tools with unique functions
      🔥 Example:
      Sera Ithota = suicide bomber (massive AoE on death)
      Aeon Colossus = unit magnet (pulls enemy experimentals into melee)
      UEF Fatboy = mobile shield dome (but fragile!)
      Cybran Spider = speed and damage, but vulnerable to snipers
      They only work with army support. Alone, they die fast.

      🌐 Faction Highlights & Tactics

      T1: The Age of Steel Legions
      Every faction gets new heavy T1 tanks — the backbone of your army
      Aeon has a T1 mobile exp artillery with long range + AoE — perfect for breaking early defenses
      Experimental T1 bots exist, but are slower to produce than factory spam → use them for special ops, not mainline.

      T2: The Power of Upgraded Spam
      UEF/Cybran/Aeon: T1 tank line upgrades to MK1 → MK2 at T2 factory — stronger, faster, cheaper than standard T1.
      Cybran: Mobile Bombs + T2 Artillery Spider = devastating rear-line threats
      All factions have a good armored tank or bot.
      All factions have a support long-range T2 tank or bot.
      In combination they are stronger than separately
      UEF: T2 Rocket Launcher — huge AoE, long range
      ⚠️ Mass fabricators are now energy-hungry — spamming them crashes your grid!

      T3: Elite Roles, Not Just Bigger Guns
      Super Heavy Battle unit (one per faction) → frontline “fist” of your army
      T3 Sniper Bot → 70+ range, supports from safety
      Super Fast Harass Bot → 6.0+ speed, massive regen, but fragile in direct combat → perfect for hit-and-run raids

      T4: Titans with Purpose (Not Power)
      T4 units are not army-winners. They’re tactical gambits:
      Sera Ithota: Die → wipe out enemy army
      Aeon Colossus: Pull → disrupt enemy formation
      Cybran/UEF Experimentals: High DPS, but die fast without escort
      ❗ One T4 vs. 50 T2 = quick death.
      ✅ One T4 + 100 T2 = game-changing push.

      🚀 Join the War!
      We host regular 3v3 and 4v4 matches on 20×20 km maps with wide open battlefields.
      This is not a casual mode — it’s intense, coordinated, and deeply rewarding for teams that master unit composition, timing, and terrain control.

      “Spam” doesn’t mean “mindless.”
      It means “relentless.”

      Also i created a mod specifically for this mode that changes some units and buildings. I'd love to hear your suggestions, feedback, and opinions!

      So here are the changes the mod SWLandWarTMRebalance brings now.

      T1 Tier.
      The remaining experimental T1 units have their health increased. Their role is now to accompany the army and primarily provide damage control. Experimental T1 light bots (Cybran, Aeon) have also received a health boost and can now be fully utilized in place of factory tanks. However, building them is still inconvenient - it is easier to produce tanks from a factory.
      I disable some tanks in game preset because they are essentially unnecessary and only confuse the player.

      T2 Tier.
      The transition to T2 technology at the factory is slow and takes about 10 minutes. With engineering support, it's naturally faster.
      -Some T1 experimental combat units have been moved to T2 level, receiving increased cost and more health. They were too strong for T1 level and easily withstood T2 troops.
      -The T2 tanks used in the mode have been improved. They now have an additional 20% health and build faster. This allows them to quickly form large groups and effectively combat the massive spam of T1 tanks. And their new, increased base health + health increase from the T2 HP increase X2 mod, makes them capable of fighting experimentals and heavy blockposts.
      Cybran Hoplites have increased attack range and mobile bombs have increased movement speed 😉
      -T2 heavy turrets from the Total Mayhem mod have been reworked and are now roughly equal in stats. Their modded range is now 74, and their DPS is around 400. The T1 Pen MK2 version ( T1 but build by T2/T3 enge or ACU) was also nerfed, dealing less damage and reducing its range.
      -The Cybran mobile experimental artillery has been redesigned. It deals more damage per shot, but is also significantly more expensive. It is the longest-range unit in the game (110 range). However, due to the cost, building large numbers of them is dangerous and is not a decisive tactic now.

      T3 Tier.
      The transition to T3 technology at the factory is slow and takes about 40 minutes. With engineering support, it's naturally faster.
      -The Seraphim and UEF's T1 and T2 experimental tanks have been upgraded to T3 and redesigned to resemble the T3 of the Aeon experimental tank Granite. Each faction now has a T3 experimental semi-sniper tank with a 60-range fire range. The Cybran's T3 experimental spider has also been redesigned. It has a splash, more damage, and a range of 60, but is more expensive than similar tanks from other factions.
      -T2 mobile shields (UEF, Aeon) have been moved to T3, their shield capacity has been increased to 25,000, and their shield radius has been increased. They are now more convenient for covering your army. Same as Sera T3 mobile shields.
      -The Percival (UEF) has been reworked and is now a heavy sniper unit with a 70 range. T3 snipers (Sera, Aeon) have also been reworked. The Cybran sniper tank has been added. These units serve as support troops for the main army and are long-range units.
      -The Loyalist, Titan, and Hardbinger have been reworked. They are now very fast light units with a speed of 8 and high health regeneration. They can't effectively combat T3 tanks and T2 heavy tanks, but are ideal for quick runs to the rear, destroying mobile shields, and so on. For Seraphim, a similar bot was transferred from T2 level (it was still worse than Ilshavoh and, for some unknown reason, more expensive). They are renamed to «Super fast haras bot».
      -T3 tank rebalancing. Many T3 units were extremely weak. I disabled some in the preset. Others were rebalanced to a common denominator. This is what came out of it in the end:
      The Cybran Destructor was a highly unbalanced unit compared to most others. Its weakness was its low health pool, and that was it. They simply marched in and slaughtered everything, any defense, any tank, or experimental unit. No other faction could counter it due to the lack of heavier equipment with good dps and health. Just like the Aeon Hydra, which, despite costing much more, was the best unit in the game. The UEF's Bull tank was inferior, but cheaper, and easier to tune quickly and relatively early. Because of this, the UEF could easily win games too. Thus, the balance of T3 vehicles used to be like this: early UEF Bull tanks could finish the game, a little later, Cybran Destructor could easily end the game and a little later, Aeon Hydra could easily end the game. And in these scenarios, there would be nothing to counter.
      So I rework a T3 tank from factory for each faction, renamed it to "Super Heavy Battle Tank/Bot" and equated it to the Aeon Hydra. Now every faction has super heavy tanks, like the «fist» of the army in the late stages. I also took the same Destructor and Bull as a basis and made analogs for them from Seraphim (Othuum) and Aeon, and renamed them to Heavy Battle Tank (Meh). So, each faction now has super tanks, as well as cheaper tanks for the earlier game, while the tanks are different and not completely copied from each other.
      Each faction now has a Tier 3 experimental Titan. This is a support unit, expensive, and can't fully compete with a Tier 3 army on par. However, in large numbers, it's still stronger than regular tanks. When plentiful, they can finish the game, but at a cost of 20,000+ mass, even 15 of these units is a serious budget hit. And unlike tanks from the factory, they are built on the ground, and therefore do not have a discount from T2 fabricators, as well as mass extractors or power generators.

      Experimental Tier:
      The FATBOY has become a large mobile shield dome and is very vulnerable underneath it. It has only 5,000 health, but 65,000 shields and a huge shield radius. Its cannons have been reworked, giving it a much slower rate of fire and range. It is now a defensive support unit.

      ITHOTA has become a mobile, fast bomb. She has only 27,000 health and the same vanila weapons, but upon death, she deals monstrous area-of-effect damage and then spawns a ball of lightning.

      COLOSUS has become a kind of experimental unit. It doesn't have much health, but its movement speed has increased. It also deals increased damage with its hands. This makes it good at pulling in T3 experimental units, quickly breaking them with its hands. However, it's very vulnerable to head-on combat.

      The Cybran Spider and UEF Bloodasp have also been redesigned. They now have significantly less health but faster movement speed. They now contribute significantly to an army's damage output, but are weak in small numbers without support or escort.

      Economic.
      All T2 massfabs was rebalance. They now generate more mass, but require a lot of energy to maintain. Spamming them mindlessly in large quantities will ruin your economy. This is designed to allow you to increase your base's income without overextending yourself by creating huge fields and filling them up. After all, why fight for intermediate points if you can just spam T2 fabricators, right?
      The T3 Mass Fabricator has been moved to the T4 tier and requires less energy than a T2 pile for the same income.
      The increased cost of the Tech Specialist mod SACU now has made bots very expensive and time-consuming to build. Building them for income is not the right strategy. They're more for reclaiming on battlefield, so they don't die from every sneeze, like engineer groups.
      Due to increased cost and time, nuclear missiles, like anti-nukes, now take a long time to recharge. Without help from engineers, this takes about 40 minutes. Furthermore, with four commanders on the battlefield, it's quite difficult to assess the situation and inflict significant damage with a nuclear missile, as well as kill four commanders at once.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      @NoRest4TheWicked
      You forgot about Mavor, Salvation, and Nukes. How many Mavors we need vs 5 factories with t1 subs production?)))) absurd)))

      Do you realize it's incredibly stupid to claim that high-level troops with splash damage can counter T1, T1 Karl! submarines? And what if you don't have splash damage?
      Half the units you listed are ground units, but what if there's no land from which T2 or T3 artillery can radius them? What if you're playing a Cybran and you don't have splash damage on your ships? What nonsense.
      You say that this is simply a mechanic, although ground units, for example, do not behave this way, and large battles on the ground take place according to completely different scenarios and are more predictable.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: LAND WAR T3 modded game Tournament

      @indexlibrorum said in LAND WAR T3 modded game Tournament:

      Do you have a particular time in mind?

      I think that over these few days the battles will be spread out over time.

      posted in Tournaments
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Commander Survival Kit (A new SIM Mod)

      Greetings! I liked your mod, very cool 🙂 I think it would be great to add a function to disable/enable abilities in the game lobby, for example, if we want to play without air or airstrikes

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • Land modded war like another expirience

      Hey all!

      This topic is more of a small reference/description for some Sim mods that I use for the strange game mode, but it turns out to be very interesting.


      Main differences and exceptions:

      • no air units
      • no T4 units
      • no T3 arty/sats etc...
      • T2 costs x2 T3 costs x3
      • longer time to obtain T2 and T3 technologies
      • x2 resourses and a lot more energy prodaction for Hydrocarbon
      • new land units and PD's from Total Mayhem mod
      • x2 HP for units and buidings, PD's has 20% more range
      • BO ACU for another ACU upgrades


      The essence of this mode

      Large ground unit armies, including experimental units with their own characteristics of use and combat commanders. With these settings, turrets are not something insurmountable at the T1-T2 stage of the game, but have good support. Due to the fact that the increased time for obtaining T2 technology, as well as the increase in prices of more technologically advanced units, T2 technology does not dominate so much over T1, and T3 over T2, which, on the other side, allows you to use most of the units throughout the game.
      Also, due to the increase in the cost of T3 technology and T3 equipment, the Total Mayhem mod units are not unbalanced a lot.
      Building factories surrounded by extractor masses gives a good discount due to the acceleration of factories bp, which creates additional points of interest on the map.
      Lots of reclaim near the starting positions, as well as large groups on the map, create additional zones of interest and conflict in the early stages of the game.
      The lack of air units (except scouts), artillery, and satellites allows you to concentrate in combat zones without fear of something flying in and destroying your economy.
      The large spaces on the maps allow squads to perform well in a variety of situations. It's impossible to block a T1 turret, and some of Mayhem's strong turrets have been removed entirely. Meanwhile, properly designed bunkers perform well when an army is defending.
      Quite strong combat commanders, especially in the early game, but not so strong that they can single-handedly fight T3 armies or large amounts of spam without support.


      join the game, I hope you find it interesting 🙂


      list of modifications used:

      -Total Mayhem
      -BlackOps: ACUs
      -x2 resourses, build power, build range, RAS
      -HydroPowerPlant T1-T3
      -x2 build power
      -defence range buff
      -T1/T3 - x1,5 HP
      -T2 - x2 HP
      -All faction FAF, BlackOps, Nomads
      -Tech Age
      -Tech Specialists
      -Advanced Shields
      *thanks a lot for this mods .^^,

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: LAND WAR T3 modded game Tournament

      @zneste im set another time, maybe this time we play 🙂

      posted in Tournaments
      cychwa_klaymbergC
      cychwa_klaymberg

    Latest posts made by cychwa_klaymberg

    • RE: Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

      New version SWLandWarTMRebalance (v35) is available.

      The new patch is built around 2 things.

      Firstly, the fleet, as well as land units, have been reworked for Survival modes and for naval warfare in versus. The fleet now has twice the health, but submarines have received a 50% damage boost. T2 pseudo-experimental ships have also been reworked and moved to T3. This UEF ship has also become a Seraphim faction ship.

      Secondly, the mod had a huge problem with scaling the economy, in my opinion. It was possible to achieve some crazy income figures, especially when a player left one team (either desync or something) and their economy was transferred to another player. Having received an economic boost, this player built matter fabricators much faster, and as a result, it was almost impossible to win due to the lack of artillery, air, or any other means (we are playing Land War mode).
      So Balthazar kindly helped me out and created a mod that adds limits on fabricators to the game. Now you can't spam them in large quantities. Currently, the limit is set at 25, but this may be changed later. I am very grateful to Balthazar, thank him very much.

      However, now that there are strict limits on fabricators, I've moved the T2 UEF matter fabricator as an intermediate mass extractor between T2 and T3. Now the T3 mass extractor produces more mass than before, and therefore costs more. However, I had to remove T3 mass extractors from other factions; they are only upgraded in the UEF.

      I hope this won't confuse players too much.
      Also, the AEON faction's Mass Fabricator has become a building that generates a very small income (0.25), but retains the same adjacency bonuses and provides a very significant discount to factories, especially when building expensive units. There is no limit on UEF and AEON Mass Fabricators, as they now have different functions.

      Also, T4 (T3 reworked) Mass Fabricators are now built only on HydroCarbon plant nodes. This makes these nodes additional areas of interest.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Wish-A-Mod Foundation

      @gabrilend said in Wish-A-Mod Foundation:

      I think you'd be surprised about how much more interesting the game feels as each faction's playstyle becomes more distinct.

      I think you'll be surprised that I understand the idea itself. But I also support Nuggets' comment. Besides, I play a different mode and with mods.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Wish-A-Mod Foundation

      @gabrilend
      It's not at all difficult to do, but why bother? Factions and units for the standard game mode are well balanced and take into account the countermeasures of other factions. For example, submarines, torpedo planes, and so on. If a faction is strengthened in one aspect, it will either be too strong or weak in others in different situations (mainly depending on the map). For example, in a single-lane battle, speed isn't particularly beneficial, but damage or health are much more significant.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      I'll expand on my answer to clarify my position.
      I only play modded Mass Battles with ground vehicles. Therefore, my opinion is biased. However, in my games, proper retreat and army positioning are crucial. And if the ground vehicles were as described in this thread, it would be a complete failure. So I understand the author of this thread, who plays ground battles and then suddenly encounters "what we have" with submarines.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      @NoRest4TheWicked
      You forgot about Mavor, Salvation, and Nukes. How many Mavors we need vs 5 factories with t1 subs production?)))) absurd)))

      Do you realize it's incredibly stupid to claim that high-level troops with splash damage can counter T1, T1 Karl! submarines? And what if you don't have splash damage?
      Half the units you listed are ground units, but what if there's no land from which T2 or T3 artillery can radius them? What if you're playing a Cybran and you don't have splash damage on your ships? What nonsense.
      You say that this is simply a mechanic, although ground units, for example, do not behave this way, and large battles on the ground take place according to completely different scenarios and are more predictable.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Is this a cheat or not?

      Yes, I remember such moments. Especially in the Total Mayhem mod, which featured pseudo-experimental gunships. These gunships were wildly imbalanced in huge numbers precisely because of this effect.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Mod for dynamic growth in prices for economic buildings

      😮
      it sounds complicated

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Mod for dynamic growth in prices for economic buildings

      @Defiant said:

      A very different option is to make a Handicap sim mod, which nerfs players to earn lower eco income throughout the game. This could be a nice way to challenge more experienced players.

      Yes, I agree. Such a mod already exists, but it won't solve my problem; it will only prolong it and give some players an unfair advantage early on. Plus, it's not always clear what level the player is facing. It could be someone with a 100 rating and 10 games, who's been playing mods their whole life and is very good. Or it could be someone with a 1500 rating and 1000 games, but knows nothing except Dual Gap.

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Mod for dynamic growth in prices for economic buildings

      @maudlin27 Can you write in more detail how this works and in which folders it is located?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg
    • Mod for dynamic growth in prices for economic buildings

      Our game has one distinctive feature that makes it stand out from many other games. I'm talking about economic growth, which, under certain conditions, scales almost infinitely, is limited only by the overall unit limits, and can lead to some crazy resource income values. For some, this is good; for others, it's bad. I can confidently say that more advanced players, thanks to their experience and skill, grow their economies much faster and better than average players, snowballing their economic superiority. I don't want to talk about countermeasures, raids, long-range artillery, and everything else that, in the standard game, is essentially game-breaking and won't allow the economy to grow indefinitely. I understand that. However, I still set myself the goal of somehow balancing or complicating economic growth.

      I have two ideas for how to change this.

      • set a hard limit on buildings of a specific type, for example, T3 Mass Fabricators based on their ID.
      • somehow dynamically increase the construction cost of a building of a specific type, for example, T3 Mass Fabricators based on their ID.

      I tried to use a neural network to force it to write me scripts for both options, but unfortunately, it didn’t lead to any results.
      Basically, what the neural network sent simply resulted in a black screen or a complete breakdown of the commander.
      The latest code she sent me looks like this. It's supposed to change resource consumption, even without changing the cost in the Blueprint or the cost display on the icon, but it still doesn't work.

      local EcoGroupMapping = {
      ['ueb1201'] = 'T2_Energy', ['urb1201'] = 'T2_Energy', ['uab1201'] = 'T2_Energy', ['uxb1201'] = 'T2_Energy',
      ['ueb1303'] = 'T3_Mass', ['urb1303'] = 'T3_Mass', ['uab1303'] = 'T3_Mass', ['uxb1303'] = 'T3_Mass',
      ['ueb1104'] = 'T2_Mass', ['urb1104'] = 'T2_Mass', ['uab1104'] = 'T2_Mass', ['uxb1104'] = 'T2_Mass',
      }

      -- 1. ВАШ ХУК НА НАЧАЛО СТРОИТЕЛЬСТВА (Через ветеранство фундамента)
      local oldVeterancyOnCreate = VeterancyComponent.OnCreate
      function VeterancyComponent.OnCreate(self)
      if oldVeterancyOnCreate then oldVeterancyOnCreate(self) end

      local id = self:GetUnitId()
      local groupName = EcoGroupMapping[id]
      
      if groupName and self.GetFractionComplete and self:GetFractionComplete() < 1 then
          local brain = self:GetAIBrain()
          if brain then
              if not brain.CustomEcoGroupCount then
                  brain.CustomEcoGroupCount = { T2_Energy = 0, T3_Mass = 0, T2_Mass = 0 }
              end
      
              local currentCount = brain.CustomEcoGroupCount[groupName] or 0
              local priceMultiplier = math.pow(2, currentCount)
      
              if priceMultiplier > 1 then
                  local bp = self:GetBlueprint()
                  if bp and bp.Economy then
                      local extraMass = bp.Economy.BuildCostMass * (priceMultiplier - 1)
                      local extraEnergy = bp.Economy.BuildCostEnergy * (priceMultiplier - 1)
                      local buildTimeSeconds = bp.Economy.BuildTime / 10 
      
                      FloatingEntityText(self.EntityId, string.format("Налог на группу %s: х%d!", groupName, priceMultiplier))
      
                      self:ForkThread(function(buildingSelf)
                          local taxMassSec = extraMass / buildTimeSeconds
                          local taxEnergySec = extraEnergy / buildTimeSeconds
      
                          while not buildingSelf:IsDead() and buildingSelf:GetFractionComplete() < 1 do
                              -- Проверяем наличие ресурсов, чтобы не уходить в ошибку при нулевом балансе
                              if brain.GetEconomyStored then
                                  brain:DumpMass(taxMassSec)
                                  brain:DumpEnergy(taxEnergySec)
                              end
                              WaitSeconds(1.0)
                          end
                      end)
                  end
              end
          end
      end
      

      end

      -- 2. БЕЗОПАСНАЯ ИНЪЕКЦИЯ ХУКОВ В КЛАСС UNIT (Чтобы не ломать Командира и другие моды)
      local oldUnitOnStopBeingBuilt = Unit.OnStopBeingBuilt
      Unit.OnStopBeingBuilt = function(self, builder, layer)
      if oldUnitOnStopBeingBuilt then oldUnitOnStopBeingBuilt(self, builder, layer) end

      local id = self:GetUnitId()
      local groupName = EcoGroupMapping[id]
      
      if groupName then
          local brain = self:GetAIBrain()
          if brain then
              if not brain.CustomEcoGroupCount then
                  brain.CustomEcoGroupCount = { T2_Energy = 0, T3_Mass = 0, T2_Mass = 0 }
              end
      
              local newCount = (brain.CustomEcoGroupCount[groupName] or 0) + 1
              brain.CustomEcoGroupCount[groupName] = newCount
      
              FloatingEntityText(self.EntityId, string.format("Группа %s: %d шт. Следующее х%d дороже!", groupName, newCount, math.pow(2, newCount)))
          end
      end
      

      end

      local oldUnitOnKilled = Unit.OnKilled
      Unit.OnKilled = function(self, instigator, type, overkillRatio)
      local id = self:GetUnitId()
      local groupName = EcoGroupMapping[id]

      if groupName then
          local brain = self:GetAIBrain()
          if brain and brain.CustomEcoGroupCount then
              local currentCount = brain.CustomEcoGroupCount[groupName] or 0
              if currentCount > 0 then
                  brain.CustomEcoGroupCount[groupName] = currentCount - 1
              end
          end
      end
      
      if oldUnitOnKilled then oldUnitOnKilled(self, instigator, type, overkillRatio) end
      

      end

      Please tell me how I can do it?

      posted in Modding & Tools
      cychwa_klaymbergC
      cychwa_klaymberg