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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!
    cychwa_klaymbergC Offline
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    Posts

    Recent Best Controversial
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      I tried out the experimental mod in the sandbox a few times. In my view, the bonuses and penalties look good; you can use them to offset negative effects and, on paper, end up with no negative modifiers for your doctrine. Or you can make a trade-off, sacrificing one thing for another. You can apply this to specific units to boost their strengths.

      However, there are still a couple of points that left me a bit puzzled.

      In any case, the available cards sometimes force you to choose a card with better stats rather than one that aligns with a specific doctrine.
      For example, you might get a legendary card that boosts turret damage and range, and it would be far more powerful than a card tied to your chosen doctrine (such as one for ground forces).

      I’m not sure what form this mod was originally intended to take. However, I think it would be great to somehow encourage the player to focus on a specific playstyle, even if it isn't the most profitable option at the moment compared to others.
      For instance, there could be a counter tracking selected cards of a specific type, along with a bonus that scales based on that counter. That way, I’d be inclined to stick to one—or perhaps a few—specific doctrines, even if another doctrine offered a stronger base bonus. As an alternative, the counters could even be tied to specific card classes.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @KnownSniper said:

      shits bugged...

      In my opinion, everything works well. The author quickly fixes bugs and issues, although I only encountered one problem—and even that was due to a mod compatibility issue.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      awesome! ❤

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Good day! It’s great to see the mod continuing to evolve, gaining new features, and undergoing balancing.
      I’ve been thinking and would like to propose a change regarding activation/deactivation and the adjustment of coefficients.
      What do you think about slightly reworking the settings for card types and their associated coefficients?

      For example:

      Rouglike Air Cards:
      -Off
      -Halfed
      -Normal
      -Doubled

      Rouglike Navy Cards:
      -Off
      -Halfed
      -Normal
      -Doubled

      Rouglike ACU Cards:
      -Off
      -Halfed
      -Normal
      -Doubled

      Rouglike Utility Cards
      -Off
      -Halfed
      -Normal
      -Doubled

      etc...

      I think this will be a perfectly flexible setup for any type of game - from modded ones featuring new units and commanders to turret-less survival games.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Firv said:

      I vote for bigger ACU buffs!

      We’ll simply make the Cybran Commander indestructible, and no faction will be able to counter it...

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      To be honest, I’m not happy about the update—sorry. Boosting turret bonuses makes "PD-creep" and turtling even more significant.
      I’ve already struggled with turret ranges in mods, and unfortunately, that issue has only intensified now.
      I’m also not a fan of the commander buffs, unfortunately.
      Especially if you're playing with mods. Standard commanders already shut down T2 spam thanks to Overcharge... and here they get even stronger... Of course, we need to see how it plays out in practice, but I’m not happy about these new changes—don't get me wrong.

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Adding new tech levels to the game.

      Of course, try to do it, why not?

      posted in Suggestions
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Adding new tech levels to the game.

      @Dim-A-miD said:

      The fact that approximately 50 objects become obsolete every 10 minutes is normal; it's a necessary element of the game. If you exclude this, you'd end up with C&C – generals. So, some of the game's depth still relies on this approach.

      The explanation for this "depth" is as follows: as you advance to the next tech level, new mechanics become available, and objects similar to the previous tech level receive a significant stat boost. This, I believe, is also a significant part of the game's depth.

      Initially, advancing between tech levels was quite expensive, enough to build a small army and make it difficult for an opponent who decided to level up first. Nowadays, advancing between tech levels is relatively cheap, in favor of match speed.

      Thank you for your reply. Personally, I don't like this aspect. I wouldn't call it the introduction of new features—far from it. New features imply an expanded arsenal, not a narrowing of options for the sake of stronger units.

      However, you are explaining things that I resolved in my mod long ago—while retaining the dynamic pace, large-scale battles involving far more than just small groups, and a slow progression to new tech levels.

      posted in Suggestions
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Adding new tech levels to the game.

      @Dim-A-miD said:

      Although for the subjective experience, it depends on the presentation and mechanics of access.
      For example, access restrictions—Quantum Gates required.
      It seems like nothing has changed, but there's already a requirement for progress.

      I’ve implemented this in a somewhat simplified way. Each faction has one "super-unit" (these are units from Total Mayhem as well as original ones, but with modified stats—including size). To build them, you first have to construct a Quantum Gate (found in the builders' "Experimentals" tab), and then you can build the unit itself from that gate.

      Does this add depth to the game? No. You could churn out a thousand tech tiers, with each one simply rendering the previous one obsolete. That way, instead of having 50 units that become irrelevant just 10 minutes into the match, we could have 500. That’s great, right? 🙂

      In my case, this was the easiest approach to prevent players from "spamming" these units and abandoning standard armies, since the gates themselves are very expensive.

      posted in Suggestions
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      I can say without exaggeration that he is one of the best modders I’ve seen in FAF. Maybe not the best, but certainly one of them. He listens to requests and builds in versatility, which is crucial for configuring other mods, maps, and game modes. Hats off to him!

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: How do you think Sanctuary: Shattered Sun will affect FAF daily player count?

      Honestly, in my opinion, Supreme Commander is easier on my eyes - it doesn't cause them pain (now)

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      ...and also for commanders, and for the economy.
      Yes, I understand what that implies; nevertheless, we’ll be able to toggle between air on/off and naval on/off. For example, for land wars navy and air doesnt mean something, like as survivors games too.
      By the way, I haven't seen any bonuses for boosting shields—such as shield radius or shield strength. Do they not exist, or did I just have no luck seeing them?

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Is it possible to make the "Air" bonuses category in the lobby settings bannable, just like the "Navy" category?

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Spam Land Wars mode as new experience – Where Ground Armies Never Sleep

      New version SWLandWarTMRebalance (v44) is available.

      The biggest and most significant change during this time is the addition of massive units known as "Destroyers." I’ve named them "Terminus." These are powerful engines of destruction boasting immense damage output, regeneration, and a massive health pool. However, their long-range guns and missile launchers have a slow rate of fire, so sending them blindly into a frontal assault is a bad idea. These units can only be built at Quantum Gates and come at a very high cost. They aren't a "silver bullet" for victory, but they do have the power to turn the tide of battle.
      For obvious reasons, it is advantageous to build them using fabricators in Quantum Gates—surrounded by mass—due to the discount.

      The next major change involved the cost and construction time of the nuclear missile itself. Both were increased significantly—so much so that using engineers to assist construction is pointless (the silo's own health also increased manifold; nevertheless, the missile takes 11 minutes to build). Furthermore, the missile silo can only be built on a hydrocarbon slot. This presents the player with a choice: invest resources in a nuke for the chance to destroy a large amount of the enemy's mass, or build a mass fabricator on that spot to generate resources.

      In my view, these changes have had a positive impact on gameplay. The tactical significance of the Hydrocarbon slot has increased, and new possibilities have been added to the endgame.

      Minor changes:

      • Tier 2 mobile missile launchers have gained greater range and a higher price. They now deal more splash damage, making them quite effective despite the presence of long-range Tier 2 and Tier 3 units.
      • The UEF's T2 "pseudo-unique" missile station has received increased missile speed, and each missile now has more health. Its cost has been increased. This should make it a more powerful weapon than it was before.
      • Each faction received one "new" pseudo-experimental unit. These are existing units that have been scaled up in the blueprint to fill missing niches.
      • The Cybran T2 stealth field was removed from the factory and became a pseudo-experimental T2 unit. It now costs 5,000 mass and provides a large stealth radius. This change was made to prevent the Cybran faction from dominating too heavily through invisibility on large maps, where it is physically impossible to build enough radars to cover every area (after all, we are playing on 20x20 km maps).
      • Fewer Mongoose units fit inside the transport. Their ability to fire at long range—and from within the transport, no less—turned this "ghetto gunship" into a potent area-control weapon. It’s a cool feature, though it’s been somewhat toned down now.
      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Awesome mod!

      posted in General Discussion
      cychwa_klaymbergC
      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