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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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    Recent Best Controversial
    • RE: FA Companion / Training Tool

      Cool tool! Got one minor bug report and one question

      Bug: These aren't %
      4cbb2bda-2be0-48a5-b323-7cb30a25680f-image.jpeg

      Question: Does each player need to be using this tool to get the comparative graphs you had? I can only see my own charts

      posted in General Discussion
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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.

      posted in Modding & Tools
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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.

      posted in General Discussion
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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.

      posted in General Discussion
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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.

      posted in General Discussion
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    • RE: Wish-A-Mod Foundation

      @Defiant said:

      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

      posted in Modding & Tools
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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.

      posted in General Discussion
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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.

      posted in General Discussion
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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.

      posted in General Discussion
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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.

      posted in General Discussion
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    • RE: Wish-A-Mod Foundation

      @Defiant said:

      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.

      posted in Modding & Tools
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    • RE: Changing name of game from within the lobby - possible?

      0d70425d-2f9d-4c33-afa6-d8cad52a3886-image.jpeg
      If you click on "FAF Game Lobby" here you'll be prompted to change the lobby title

      posted in General Discussion
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    • 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.

      posted in Balance Discussion
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    • RE: Idea: Experience Fabricator.

      Seems like a fun mod. Would never be added to base game

      posted in Suggestions
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    • RE: Help me create a music mod

      ec1b90f0-5543-419d-a5f7-a5b59fd0d28d-image.jpeg
      59826318-a76a-465a-9ef9-af4b6d12a36a-image.jpeg
      You can use any of these mods as reference.

      posted in I need help
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    • RE: Idea: Advanced adjacency of six storages with one extractor. And extractor overload.

      @Dim-A-miD said:

      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

      posted in Suggestions
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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.

      posted in Suggestions
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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.

      posted in Suggestions
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    • RE: MassFabs AutoOff feature impact on economy

      Here's the discussion topic from when this feature was being introduced https://forum.faforever.com/topic/3944/auto-mass-fab-feedback-discussion/

      When this happens

      I would say your energy economy is far from typical for a multitude of reasons.

      You build more energy storages - until the bar is full again your massfabs are off. Not desirable and just plain wrong.

      It's rare to have enough energy storage to run mass fabricators for any appreciable length of time. I don't see any reason to do that instead of just building more power generators.

      You have a temporary mass influx due to reclaim for instance or teammate donating - You use more energy while building - energy drops (taken from the storage) - massfabs are off.

      This would mean your economy is only balanced by your mass stall, and a correction of your mass stall would result in an energy stall. That means you have far too many mass fabricators for your energy income, and the auto-off feature is keeping your shields and radar from shutting off.

      During you eco scaling up - constant energy fluctuations which are normal and expected - again some or all massfabs can be off.

      No, if you're building mass fabs you are well into T3 pgen territory, and at that point your energy is generally going to be completely full 100% of the time. Having fluctuating energy that late in the game is abnormal and unexpected.

      Upgrading RAS

      You should absolutely not be upgrading RAS off of stored energy.

      Suggestions

      The auto-off functionality cannot be toggled on a per-player basis for technical reasons that are discussed in the post I linked. And personally I struggle to imagine a situation where I want my mass fabs to be dipping into my energy storage.

      posted in Balance Discussion
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    • RE: What does it means when someone's handle has changed to Anonymized_12345 ?

      It means that account has been deleted by their request

      posted in General Discussion
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