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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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    Topics

    • cychwa_klaymbergC

      Mod for dynamic growth in prices for economic buildings

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      cychwa_klaymbergC
      it sounds complicated
    • cychwa_klaymbergC

      Question about veterancy

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      For FAF you should use the documentation in the intellisense docs: https://github.com/FAForever/fa/blob/9868135d041a49e4e48afce1ae8dcbd8d5c814bc/engine/Core/Blueprints/UnitBlueprint.lua#L81 Setting up intellisense is easy, it's just VSCode and the FA Lua extension. It will show tooltips for documentation, add autocomplete, and help navigate the code. Further instructions for a dev environment are here: https://faforever.github.io/fa/development
    • cychwa_klaymbergC

      Nuke

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      If that doesnt work for you try this instead. create mod folder like this your mod name --mod info.lua --units --projectiles place "UEB2305" unit bp and script into units folder place "TIFMissileNuke01" projectile bp and script into projectiles folder modify unit UEB2305 like this = ProjectileId = "/mods/yourmodname/projectiles/TIFMissileNuke01/TIFMissileNuke01_proj.bp", modify projectile as you wish. 100% works you may have to adjust mesh if you dont include those files aswell
    • cychwa_klaymbergC

      Black Ops Acus

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    • cychwa_klaymbergC

      Hava a question...need help

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      cychwa_klaymbergC
      Thanks for answeers. I simply made a script (essentially copied it) similar to the T2 Seraphim station, attached it to both the hive and the unit, and it wouldn't even run. I figured that since the unit already had the script and it was stored elsewhere/in the mod/, my mod couldn't call it correctly. So you understand, I have a Merge mod file only
    • cychwa_klaymbergC

      Stupid new lobby description

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      cychwa_klaymbergC
      At first, I thought it was a new feature where lobby descriptions can't be longer than two lines. Well, if it's a bug, it's great that we (or rather, you) found it.
    • cychwa_klaymbergC

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

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      cychwa_klaymbergC
      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.
    • cychwa_klaymbergC

      Looking modder

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    • cychwa_klaymbergC

      LAND WAR T3 modded game Tournament

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      cychwa_klaymbergC
      We have no enought members...
    • cychwa_klaymbergC

      LAND WAR T3 modded game Tournament

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      cychwa_klaymbergC
      @kriegmarine hi. Thats about October - 9 T3 land tourney?
    • cychwa_klaymbergC

      Хочу провести турик игры с модами

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      https://forum.faforever.com/topic/1478/how-do-i-host-a-tournament/1
    • cychwa_klaymbergC

      Land modded war like another expirience

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      cychwa_klaymbergC
      Im try with all faction T1 engi mod without All ACU and this is more interesting and tactically