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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: Replays cutoff after the first disconnect/ejection?

      If your own replay isn't good, go on the vault and try the online one.

      posted in General Discussion
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    • Replay Watching

      Due to my responsibilities, I'm often without time to commit to a full game, so I watch replays.

      THANK YOU for keeping older replays, replayable.

      For the future, it would be fun if the replay vault had the ability to accept comments and ratings again. I know this is low priority relative to the impactful things like DDOS.

      apprecaited,
      Def

      posted in General Discussion
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    • RE: How to cap t3 Power gens and T3 mass fabricators?

      Just use templates.

      People generally don't put anything around T3 power generators except items for adjacency for things consuming power (Air, Radar, Mass Fabs). Rarely do you see anyone over 1200 surround with e-storage. Same with T3 mass fabricators, such as surrounding with storage.

      posted in I need help
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    • RE: Wish-A-Mod Foundation

      For non serious games.. An all upgrades mod, which let's ACUs get conflicting upgrades simultaneously at some expensive rate. Shielded, Billy, Tele UEF ACU. Cloaked, Mazer, Tele Cybran ACU. Etc.

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

      @cychwa_klaymberg said:

      A mod that increases damage by +5% (or +10%) for each veterancy level, but not for all units, only for those added to the list or those whose Blueprints it's added.

      Let me explain. For example, the Total Mayhem mod has a lot of "experimental" T1-T2-T3 units, but their relevance quickly fades. This kind of damage bonus could greatly enhance them and encourage players to use and level them up wisely.

      If you haven't try the total Veterancy mod.

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

      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.

      posted in Modding & Tools
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    • Idea: Tilt Shift

      Probably impossible with the core codebase, it would be fun to have a "tilt shift" view making it appear you are looking down at a mini world.

      Wikipedia example:
      https://en.wikipedia.org/wiki/Tilt–shift_photography#/media/File:Campos_do_Jordão_-_Tilt_Shift_(6902992816)_(2).jpg

      posted in Suggestions
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    • RE: Wish-A-Mod Foundation

      All units grow in size as the vet

      posted in Modding & Tools
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    • RE: very slow game that make go out

      Not a solution, but a workaround is to turn off T1 spam land, air, and navy units. You can find this in Restrictions under game options. This may help as slowdown in AI games seems to be clogged units trying to pathfind.

      posted in Game Issues and Gameplay questions
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    • RE: FAF Statistics Megathread 2 Statistics Boogaloo

      Interesting. Is there some context around this?

      posted in General Discussion
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    • RE: My Suggestion for a Private VPN Server for FAF – Test Run

      interesting!

      posted in General Discussion
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    • RE: DDoS and now something new again?

      @LimeZ3_ said in DDoS and now something new again?:

      HBO in network security

      What is "an HBO in network security"?

      posted in General Discussion
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    • RE: Do not call gg BEFORE killing your opponent's ACU

      @Cyborg16 Some people don't value sportsmanship.

      posted in General Discussion
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    • RE: Another Novax conversation

      I don't like SMD auotmatically attacking SAT because it would drain SMD. Could we make it a fire option?

      posted in Balance Discussion
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    • RE: Game keeps freezing after it ends

      I think he is referring to playing online and people ALT-F4 to leave the end of the game early. This causes the game to hang, unresponsive. There can be no way to exit.

      posted in Game Issues and Gameplay questions
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    • RE: Game keeps freezing after it ends

      Does this occur when you play a local game (no other human players)?

      posted in Game Issues and Gameplay questions
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    • RE: AI-Uveso (v116) - AI mod for FAForever

      Thank you for Uveso!

      posted in AI development
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    • RE: What is considered a fast mavor in eco (dual gap)

      Also, there is a super cool replay analysis tool which can show you across many game how quickly someone built Mavor or Yolo etc.. https://kazbek.github.io/FAF-Analytics/ReplayAnalysis

      Unfortunately it is not working at the moment, perhaps due to the DDOS attack on FAF.

      posted in General Discussion
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    • RE: What is considered a fast mavor in eco (dual gap)

      37 is a somewhat slow. 30 is a good time.

      And you probably know..
      Typically you should rally your team to help too (give them hives and/or ask them to give mass).
      And, best to not assume at the start a Mavor is always the right answer (e.g. opponent North side is late to anti nuke, a teammate is crippled in a way which will lose the game, etc.)
      And, it is a big mistake to build a game ender without shields, shield assist ready, and teledefense... even if it takes a little longer.

      posted in General Discussion
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    • RE: Open discussion on testing and rollout of the new ice adapter

      @Brutus5000 Consider adding an idiot proof notification system of some kind. People who find they can't join games may not be aware of Discord, these forums, etc.

      posted in General Discussion
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