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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: Better Carriers - Carrier Overhual

      Both limited radius from carrier and dies when carrier dies. You still have manual control over them while in range of the carrier. They'll also automatically chase targets in range. Similar to drone carriers in other games like BAR

      posted in Modding & Tools
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      D4rkstalker
    • RE: Better Carriers - Carrier Overhual

      Update:
      -Swapped to use bp hooking for the carriers
      -Carriers no longer start with pre-built strike wings (carriers will need ~10 mins to fully launch their strike complement)
      -Icons for the vanilla aircraft drones
      -Script refactoring + external factory bugfixes

      @Saver
      Thanks for trying and feedback!

      Imo using fully T2 units wouldn't do much in the T3 late game when everyone has cruisers and ASF swarms. Hopefully removing the starting set of strikecraft would make it feel more balanced 😛

      posted in Modding & Tools
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      D4rkstalker
    • RE: Better Carriers - Carrier Overhual

      The first set is free, the replacements are built in a separate build queue

      posted in Modding & Tools
      D
      D4rkstalker
    • Better Carriers - Carrier Overhual

      Vanilla Carriers aren't very useful.

      Now each carrier comes with their own combat air patrol complement, 10 of each: T3 Spy plane, T3 Strat Bomber, T3 Torp bomber and T3 Gunship. Atlantis gets 15 of each.

      These aircraft will automatically engage targets in range (300). They cost 66% less to rebuilt, but are slaved to their carriers.

      Carriers are 2x as expensive.

      Added a Seraphim T3 Heavy Gunship

      Mod support:
      Optional Addon, comes in either vanilla or blackops version:
      CZAR gets 15 Restorers.

      Screenshot 2026-09-29 125731.png Screenshot 2026-09-29 125746.png Screenshot 2026-09-29 150004.png Screenshot 2026-09-29 150032.png

      posted in Modding & Tools
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      D4rkstalker
    • RE: RK's explosions - Updated

      @Blackrobe
      I haven't tried the custom campaigns yet, I'll take a look

      @Blackrobe said:

      Also, I recall that each faction had their own distinct strategic weapon explosion in RK's explosions, in either skirmish or campaigns.

      Yeah I remember them having that too. the old version on the mod vault was v12, my updated version was based on the github v13, I guess they removed it for some reason. I should be able to add that back in without too much trouble

      posted in Modding & Tools
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      D4rkstalker
    • RK's explosions - Updated

      I have updated RK's explosions to the latest version of FAF.

      Additional changes:

      • Damage toggle - Explosions can now be toggled to deal damage (numbers still needs tweaking)

      • Added generic Experimental explosions - Experimentals without a custom death thread will now have a semi randomized explosion sequence. compatible with all mods in theory, as long as the Experimental's death thread does not override the vanilla one

      Screenshot 2026-09-18 123050.png
      Citadel from blackops, one of the few blackops experimentals without a custom death thread

      e8acc057-0cb7-47ca-8739-614cdc05ebea-image.png
      Aeon spaceship from orbital wars, after categorizing it as an experimental

      Screenshot 2026-09-18 124128.png
      Cybran experimental flying carrier, from brewlan

      Screenshot 2026-09-18 124222.png
      Seraphim spaceship from orbital wars, after categorizing it as an experimental

      posted in Modding & Tools
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      D4rkstalker