@Sheppy I think it would be incredibly helpful to have that feature. As someone who plays a lot of 1v1, you win or lose 1v1 games because of something different you did from your opponent. Being able to compare 1v1 data would be immensely helpful for "well my opponent won because he did X instead of what I did"
Posts
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RE: FA Companion / Training Tool
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RE: FA Companion / Training Tool
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RE: FA Companion / Training Tool
Cool tool! Got one minor bug report and one question
Bug: These aren't %

Question: Does each player need to be using this tool to get the comparative graphs you had? I can only see my own charts
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RE: Question about transferring models from SC2 for SCFA.
Could be any number of things. Press F9 to see the log and any errors you get. Also good to reference the guides here: https://wiki.faforever.com/en/Development/Modding
Side note, since SC2 models are under copyright this mod won't be allowed to be uploaded to the Vault.
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RE: aeon t3 facs april fools too late?
Let's keep this thread focused on the HQs. If you have issues with the pace of updates or FAF leadership please make a separate thread.
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RE: Just be decent in the game...
Please make a report through the client or Discord, we do not allow reports to be publicly posted.
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RE: Is this a cheat or not?
Because it's an advantage that comes with an even bigger downside: if those subs get ground fired they ALL die.
My opponent attempting to sub stack has even single handedly won me a game, because I made 2 Corsairs, ground fired the stack, and he went from a slight advantage in navy to being able to do nothing but watch as I right click his HQ.
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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.
HoreyYT has been working on such a thing in the #modding-general Discord channel
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RE: Is this a cheat or not?
Yeah this is an interaction that has been known for years. There were even balance mods which gave all torpedoes tiny aoe to prevent this. I won't speak for the balance team as I am not a member, but this would be trivial to fix if it were considered an issue.
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RE: are UEF drone respawns free?
No, they will be rebuilt automatically 100 mass per drone. This also means they take longer to be replaced if you're stalled.
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RE: Answer the question, is it possible to insult any nation in the name of a lobby?
That question was answered in my first response, and as you keep using this thread to report players despite specific instruction not to do so I'll be locking it.
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RE: Answer the question, is it possible to insult any nation in the name of a lobby?
Insulting countries, nationalities, races, religions, and sexualities are all against FAF rules and will be met with moderation action.
However making a public forum post is not an appropriate way to file a report. You can do that in the client or a ticket in Discord. I've forwarded along your image through the proper channels.
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RE: Wish-A-Mod Foundation
All units grow in size as the vet
Has some technical limitations. You can check you my W I D E ACUs mod (I think that's what it's called) for something similar to this.
The problem is there's no way to adjust the bones of a unit. So you are either stuck with units firing out of where their weapons used to be (like in the mod) or you'd have to completely replace the unit every time it vets, which would reset its orders as well as anything told to attack it.
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RE: Changing name of game from within the lobby - possible?

If you click on "FAF Game Lobby" here you'll be prompted to change the lobby title -
RE: Chicken Storm
Land factory cost mass = 240, Land factory cost energy = 2100, Mech Marine cost mass = 30, Mech Marine cost energy = 120, Mech Marine damage = theoretically infinite
This kind of breakdown doesn't provide any meaningful information. You need to demonstrate that storm is causing issues for game balance.
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RE: Idea: Experience Fabricator.
Seems like a fun mod. Would never be added to base game
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RE: Idea: Advanced adjacency of six storages with one extractor. And extractor overload.
Why:
This modification will allow for a configuration of Extractor + 6 Storages, providing a significant resource boost at the cost of a moderate increase in energy consumption. This also reduces the time and space required to build up the base with Fabricators. This is especially important in the final stages of the game.It will require the construction of Generators, which will correct the odd situation where a base has two T2 Generators, a scattering of T1 Generators, and all Extractors are already at T3 and fully equipped.
An additional improvement: this change will make building Storages for T3 Fabricators more profitable. This will add four Storages to the configuration and moderately increase the cost for a significant additional mass gain.
None of this explains what problem you're actually trying to solve. This seems to greatly change the eco balance at T2 and especially T3 for no gain
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RE: Mass priority for upgrading mexes
I wouldn't want this to be the case because it complicates the economy while providing a marginal (if any) benefit.
Currently if I'm stalling by 30%, I know that all my construction is going to be slowed down by 30%, and if I want to I can pick and choose less critical items to shut down to boost the speed of the rest. With this change, a 30% stall would have different effects on mass extractors and on the rest of my construction. And depending on the context, I might not even want the mexes to have a higher priority, they might be the thing I pause if I urgently need mass elsewhere. I struggle to imagine a situation where I would want this mex prioritization to happen.
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RE: Idea: Speed up the initial deployment of the base.
I wouldn't want this. I spend those first 45 seconds looking at the map, where reclaim is, and how I want to expand.

