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

      A new version of SWLandWarTMRebalance (v77) is available.

      This is a fairly complete and functional version of the mod, which includes a full-fledged research mechanic.
      Research is divided into several tabs.

      2026-11-04_17-32-28.png 2026-11-04_17-33-22.png 2026-11-04_17-34-27.png

      2026-11-04_17-36-03.png
      Here is the research available at the moment:

      • Increasing the parameters of combat units
      • increasing the specified parameters for combat units belonging to particular groups (implemented via additional categories)
      • increases to stats for commanders and defenses, as well as economic boosts such as base income and percentage-based income increases and also research to increase limits for mass fabricators!
      • abilities that appear on a separate panel and can be used by the player; they are subject to a cooldown timer. Such abilities include artillery strikes, nuclear missile launches, and the deployment of faction-specific unit groups (the composition of which can be upgraded). Furthermore, the research tree contains enhancements that increase the number of units deployed and reduce the cooldown time for these abilities.
      • Ythotha’s Storm can be summoned anywhere, except for the enemy spawn point. You cannot simply cast the Itota’s Storm ability directly onto the enemy base.
      • Summon Percival (sniper bots) at the clicked location; they act as a temporary squad that deals damage for 30 seconds before disappearing.
        *The nuclear missile is implemented by summoning a missile silo to the player's base and launching a free missile. The silo consumes no resources and disappears on its own. The missile travels across the entire map and can be intercepted by anti-missile defense systems
      • Airstrikes are implemented by spawning bombers at a distance from the target; they then fly to drop their bombs at a location specified by the player. They can be shot down, and they also disappear after 30 seconds. You can even control them! 🙂
      • and other useful things

      The mod may cause a black screen if any UI mods are installed that alter the interface or add new panels and windows.

      Additionally, if certain units (such as bombers or nuclear missiles) are prohibited by the map itself or by lobby settings, they will not spawn.
      To ensure a clean gameplay experience in my mod, I have removed the available bombers from the factory build menus. We play without air units anyway; however, should you choose to enable air units, please note that these specific units will not be available for construction in your factories.

      RP points are awarded automatically over time (based on settings configured in the lobby), and their accrual rate doubles every 10 minutes, as the game’s dynamics and player power scaling are non-linear.
      I consider this a good solution; in this aspect of the game, it is fair and balanced for all players, independent of the mass they have accumulated (i.e., their economic gameplay skills) or the mass they have destroyed. Everyone starts on the same footing—the conditions are equal for all. While the balance isn’t perfect and could certainly be improved, it is reasonably adequate.

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

      cool new visual and cool changes!

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

      A new version of SWLandWarTMRebalance (v66) is available.

      A test version of the mod has been uploaded to the FAF repository. The research features have already been integrated and seem to be working well.
      Work on creating icons, refining descriptions, and making other improvements is currently underway.
      I would appreciate your feedback.

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

      A new version of SWLandWarTMRebalance (v65) is available.

      First of all - a good nerf for the Aeon ACU. His firerate reduced greatly and projectile speed, but damage increased. Its sniper ACU so low firerate is good design.
      Other ACUs and units can now quite effectively dodge his shots.

      The second change is the upgrades for Experimental units and for Psevdo-Experimental units.
      These units are divided into 3 groups: defensive, siege, and raiding. Depending on the group, they have access to 3 upgrade paths (similar to the ACU and found in the same tab). The upgrades are standard—they enhance base stats—and, naturally, they cost resources.
      This innovation is intended to improve the micromanagement of these experimental units and/or increase their relevance in the late game.
      The enhancements help make a unit stronger—especially one that has attained veteran status—turning it into a truly valuable combat asset.

      Spoiler: I’m currently working on a full-fledged upgrade (research) tree for my mod.
      I hope someone is reading this thread and finds it interesting 🙂

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: Toxic players

      Relax. I think these are people deprived of life's joys, whose pleasure comes from asserting themselves by winning a match. As someone who constantly hosts modded games, I frequently encounter insults, baseless criticism, and unreasonable behavior. I must admit, though, that on rare occasions I do find myself baffled by a player's extremely poor performance, and I might write something unpleasant or express my bewilderment in the chat. However, I mean nothing personal against the individual, so I advise you not to take it seriously or get offended 🙂

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • Neural networks for creating mods

      Greetings to all - esteemed players and members of the Supreme Commander community.
      I’ve started noticing mods in the repository that, according to their descriptions, were created using neural networks. I’d like those with experience to share some information: which neural networks do you use - or recommend using to create Supreme Commander mods? Also, what is the barrier to entry like for working with these tools? How effective is their use, and is much rework required?
      Thank you for your answers!

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

      @Nuggets said:

      I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?

      Oh, I just caught a glimpse of the mod in the repository—that’s all. Personally, the English version suits me perfectly. And yeah, I agree: translation looks like a thankless, insignificant task that hardly anyone really needs

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

      Hello!
      I saw the Russian localization for the mod, and that’s fantastic! However, it creates a problem in international games—specifically when a Russian player doesn't know English, or vice versa.
      Is there any possibility of allowing each player to choose their own localization at the start of the game? That would be absolutely wonderful!

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

      As always, I’m glad to see the mod evolving, improving, and introducing new features!

      In my opinion, Duplicator is a very weak class... sure, it might work—say, to boost a legendary economy card—but it might also fail, leaving you stuck with whatever you get...

      Also, wouldn't you want to add rerolls for getting the class?

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

      I’m not sure. I had invested heavily in range, fire rate, and damage. The tanks were firing flawlessly—no misfires, and the shells were reaching their targets and exploding (these are slow-firing tanks, not ones that shoot a million rounds a second). Yet, damage was registering on one player but not the other. A couple of minutes later, damage stopped registering on the second player as well.
      You can see this start at the 50:50 mark of the match.

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

      A new version of SWLandWarTMRebalance (v55) is available.

      There are many small, specific fixes—honestly, I’ve already forgotten most of them...
      Nevertheless, here are the main changes added since my last comment here:

      • The ACU Overcharge has been reworked. Its cooldown has been reduced to 8–10 seconds, depending on the faction and the commander's combat potential. In automatic mode, Overcharge deals 12,500 damage to a single target, whereas in manual mode, it deals 4,000 damage within a radius of 6 units.
      • The Twister MK2 and MK3 received dome shields with capacities of 500 and 1000.
      • The price of heavy T2 turrets has been increased to an average of 3,500, depending on their functionality. Small dome shields have also been added for heavy T1 turrets. However, their damage output has been reduced, making these turrets more defensive than offensive.
      • T3 Mass Extractors can no longer be built from scratch by engineers or ACUs. The only way to obtain one is to build an intermediate Mass Extractor and upgrade it. This change prevents players from skipping the economic upgrade phase and introduces an element of risk (as intermediate extractors are prone to exploding).
      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      log where tanks not damage (problem start at 50:50 game time)
      https://drive.google.com/file/d/1NzI_xxYk50Srlkfv2PClB0HKuwcY5TGa/view?usp=sharing

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

      @Nuggets said:

      its unfortunately an engine limitation that some units cant shoot that far with range buffs. With mobile arty you will see this almost immediatly with a range buff. I expect static arty to not be much different.

      I think you know more than I do, but I’ll ask out of curiosity. Is this due to the limitations of the projectile blueprint?

      Unfortunately, I can't share the battle log right now—I'm not at home and am using a different device. However, if you're interested in the nonsense we get up to, here is the replay.

      https://replay.faforever.com/27714707

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

      Hello! After playing a few games on the new patch, I noticed the following:

      1. The "Same rarity" setting for cards isn't working. This might depend on the class or the cards players choose during the game... but even a reroll changes the slot rarity, whereas the slot rarity shouldn't change. The "same cards for everyone" option isn't working either. I haven't received any official feedback, but I suspect this is the case—the difference in stats between us was simply too large.

      2.Towards the end of the match (about an hour in), my tanks stopped dealing damage to Tier 3 artillery, and shortly after, to enemy engineers as well. They would fire, and the shell would land and explode (causing area-of-effect damage), yet no damage was actually dealt. I’m not sure if this affected all units... but eventually, the same thing happened to another player. So now, my tanks are unable to kill units belonging to two different players...

      1. Cybran T3 artillery has started behaving strangely with the range bonus. Sometimes it fires, sometimes it doesn't...
      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      @Nuggets said:

      Anyway it will be fixed as soon as a i merge the experimental version with the default version.

      Still, could you apply the changes to this mod as well? I like the current version as it is—except, of course, for the fact that cards of the same rarity don't work with the reroll.

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

      Its true, rerols enabled.
      Got it, thanks a lot for the answer 🙂

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

      The translator must have gotten it wrong.
      It specifically refers to cards of different rarities.
      For instance, one player said they got one yellow card, I got three in a match, and another said they got five.

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

      Hi there!
      I’m writing about the Roguelike mod. Yesterday, we played a few games with the "Same Rarity" option enabled; afterwards, the guys shared what drops they’d received, and it turned out that the yellow cards had dropped differently for everyone...

      posted in General Discussion
      cychwa_klaymbergC
      cychwa_klaymberg
    • 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