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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
    • Reviewing an old mod, possibly reworking it for FAF.

      Hello, I found an old mod pack.
      Please review the AlienNationsUnitAdditions modification from it for any new or old units missing from the available modifications.

      https://drive.google.com/file/d/1DB-avopWV5mIAWbxdzi6SylmVBc-qcwD/view?usp=drive_link

      If such units are found, it would be advisable to rework the modification for FAF compatibility.

      posted in Modding & Tools
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @cychwa_klaymberg said:

      Thank you for your reply.

      Okay, then take the pictures I made.

      UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
      AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
      KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
      SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

      Maybe someday I'll want to do something like this.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @Fichom said:

      Double-decker Fatboy when

      We have a double-decker Fatboy at home...
      Total Mayhem from Total Mayhem.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @cychwa_klaymberg said:

      I’ve implemented this in a somewhat simplified way. .... , and then you can build the unit itself from that gate.

      Does this add depth to the game? No. You could churn out a thousand tech tiers, with each one simply rendering the previous one obsolete. That way, instead of having 50 units that become irrelevant just 10 minutes into the match, we could have 500. That’s great, right?

      In my case, this was the easiest approach to prevent players from "spamming" these units and abandoning standard armies, since the gates themselves are very expensive.

      The fact that approximately 50 objects become obsolete every 10 minutes is normal; it's a necessary element of the game. If you exclude this, you'd end up with C&C – generals. So, some of the game's depth still relies on this approach.

      The explanation for this "depth" is as follows: as you advance to the next tech level, new mechanics become available, and objects similar to the previous tech level receive a significant stat boost. This, I believe, is also a significant part of the game's depth.

      Initially, advancing between tech levels was quite expensive, enough to build a small army and make it difficult for an opponent who decided to level up first. Nowadays, advancing between tech levels is relatively cheap, in favor of match speed.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @speed2 said:

      That super level is just a bigger exp with a fancy name

      That's true.

      Although for the subjective experience, it depends on the presentation and mechanics of access.
      For example, access restrictions—Quantum Gates required.
      It seems like nothing has changed, but there's already a requirement for progress.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @Nuggets said:

      Deploy the T6 units to counter them!

      GSB2402.jpg
      Good, the Seraphim's super-artillery has been delivered.

      posted in Suggestions
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      Dim-A-miD
    • Adding new tech levels to the game.

      Greetings.

      Relatively soon, the game will reach its 20th anniversary, which is a significant event.

      Also, the "Sanctuary" feature is planned for next year, promising good graphics. Although the beta doesn't quite tell what the unit count will be. They do promise a super level with special units.

      I'm asking here if local enthusiasts have the desire and ability to combine the solutions from separate modifications to create additional tech levels. And beyond the experimental super level, as a countermeasure to the "Sanctuary" feature.

      It's been noted that existing modifications contain many structures and units that could be used to create new tech levels. There's also an abandoned modification that adds tech levels... In total, about half of the solutions already exist...

      UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
      AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
      KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
      SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

      posted in Suggestions
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      Dim-A-miD
    • RE: Not the novax again

      Greetings,
      I have some thoughts on the Novak, regarding its role other than as a precise alternative to artillery...

      The Novax is essentially artillery, hence its simple spam use in the late game. Since the Novax is incredibly accurate, this unit is more effective for the incidental destruction of small groups of targets, such as isolated Mex units.

      It is proposed to rework the Novax into a cannon firing a charge that effectively knocks down shields, while dealing little damage to structures and units. This way, the Novax will become a support for artillery builds.

      Additionally, make the satellite vulnerable to strategic missile defenses; for example, three missiles are needed to destroy a satellite... this would make the satellite an expensive way to defuse strategic missile defenses.

      posted in Balance Discussion
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      Dim-A-miD
    • RE: Idea: A new game project that follows the ideas of Sup Com FA and FAF

      I see... The association's position is stated very clearly.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: A new game project that follows the ideas of Sup Com FA and FAF

      I have absolutely no information about Sanctuary, other than publicly available Steam and YouTube videos.
      I believe someone started the project with their own funds, then something went wrong (possibly a planning error or something else).
      It doesn't matter whether Sanctuary manages to attract an investor or absorb them by implementing something else.

      Here, I propose developing a project that describes the desired outcome in sufficient detail.
      Including costs, payback, timeframe, etc.
      With this ready-made project/business plan, it should be easier to find an investor or interest a studio.

      Since I'm not qualified to fully describe the steps for implementing this idea, I'm asking for help from enthusiasts.

      posted in Suggestions
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      Dim-A-miD
    • Idea: A new game project that follows the ideas of Sup Com FA and FAF

      Greetings to everyone, from those who became a Commander 20 years ago to those just beginning to master Supreme Commander.

      I suspect most players have at some point wondered why the game only offers 4 levels and whether it's possible to add more levels and vehicles of various types. Time marches on, and games that were masterpieces 20 years ago now seem like rarities.

      Of course, Supreme Commander still holds its own thanks to enthusiasts creating mods and the FAF association making improvements. But the industry, having advanced in 20 years, is reducing the number of people willing to master Supreme Commander. The lack of source code and the ability to modify the engine... don't add to the possibilities over time.

      A conditional successor to Sanctuary – which has seen very little addition in four years, and the questionable likelihood of its release adds to the sadness.

      Apparently, only a new game can fulfill the wishes and aspirations of players.
      Therefore, it is proposed to formulate the wishes of modification enthusiasts and the association more specifically in the form of a document describing both the desired form of the new project inheriting the immersive/soul/experience, as well as the desired new expansions and additions.
      It is proposed to supplement and/or revise the proposed early concept.

      I believe that a developed, detailed proposal is, at a minimum, better for finding investors and a studio than simply "I want," even from a large number of interested parties. At best, I will be able to find several investors and organize my own studio...
      I am attaching a link to the materials where I have formulated a draft suitable for my skills.

      P.S. 1. It is highly advisable to implement a version and edit tracking system to avoid creating multiple versions with discrepancies in edits...

      P.S. 2. It is also desirable to have an artist draw a complete row of one factory across the tech levels, along with examples of individual buildings and units from T1 to T6, and a view of two or three experimental units.
      (Please note: AutoCAD is used, which is not suitable for working with a large number of inserted image links... To develop a detailed proposal, it is advisable to use more suitable tools...)

      https://drive.google.com/file/d/1qOBcPBYC4y3mp8RDi1cO_hLypRpCn7ZS/view?usp=drive_link

      posted in Suggestions
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      Dim-A-miD
    • Idea: Dependence of unit efficiency on remaining durability.

      More details:

      We propose introducing some realism by reducing the main stats of units and structures based on their remaining hull durability. This is based on the HP/efficiency scale of units in Dune 2.

      The reduction is non-linear, becoming especially significant at low unit durability. At high unit durability, the loss in effectiveness is minimal.

      For example:

      1. A scale with five linear durability ranges: 0-20%, 20-40%, 40-60%, 60-80%, 80-100%.
        Within these ranges, the reduction in selected unit stats will be: 50%, 37%, 25%, 15%, 7%.
      2. A more detailed solution, a scale with seven non-linear durability ranges, roughly:
        0-5%, 5-10%, 10-20%, 20-35%, 35-50%, 50-75%, 75-100%. This is a very rough breakdown; a more precise distribution would be desirable.
        The efficiency reduction will be: 85%, 65%, 45%, 30%, 23%, 11%, 5%. The general idea is that the ranges are smaller, with less remaining durability. With good durability, the efficiency reduction is small.

      Additionally
      With almost full hull durability at 80-85%, the reduction in performance is not necessary. It can be assumed that the unit has not suffered significant damage that would affect its combat performance.

      Next:
      It is proposed to reduce stats such as damage for lasers, rate of fire for others, speed, construction power, and view range.

      This change will improve the situation with experimental units, which have approximately 10% durability remaining but still retain the same destructive power. This will allow them to destroy remaining objects and units as if they were brand new, in some cases taking minimal damage and even replenishing durability by receiving veterancy upgrades.

      Furthermore, it makes sense to repair experimental units, preventing significant damage accumulation and maintaining their effectiveness.

      Please join the discussion.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: Extended veterancy

      @Sprouto said:

      There was a mod, many years back, called Total Veterancy - that extended the concept pretty much along the lines described above. It was quite popular, balance issues aside.

      The primary drawback of this method is performance. Unit buffs are very memory intensive - especially when considering stacking multiple unique buffs, and even moreso when you consider that buffs are stored per unit - this adds up VERY quickly, not just for adding and removing the buffs, but the amount of memory consumed by each buff, for each unit, grows very quickly and will grow to a point where it will lead to memory cap crashes.

      The mechanics for doing this work are pretty sound, but fairly code heavy.

      Total Veterancy now includes veterancy for literally everything that works.
      All extractors, generators, and factories level up simply by existing. Acu and construction engineers, and even units produced by factories, had a % of the factory's veterancy.
      Hence the memory issues.

      This version offers a very limited version, which eliminates the madness and chaos of crowds of upgraded units.

      Like an acu upgraded at level 100 on a construction site, which can detonate everything at a huge distance with one shot.

      I am sure that everything should work out correctly here, distortions are possible (acu seraphim), but they can be compensated for separately.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: Extended veterancy

      @Nuggets said:

      This is not really something to be approved or denied by the moderation team, but balance team.
      For something like this to uave any chance it would have to exist as a mod first. Me and AI could look into this but there will always be something not balanced right or declined, so i dont have any big hopes.

      Regardless, the main issue will be the strong singular units will become even more powerful. Take tele-laser acu for example. It teleports into a base and gets vet like crazy, same for almost any experimental or billy nuke. I wouldnt even know how to balance this

      Interesting.
      I suspect that fears that the tele-laser and billy nuke will become greatly unbalanced are greatly exaggerated.
      The proposed experience accumulation here is nonlinear, just like the gain decreases with level.
      Here, fewer experience levels could be made for the acu... As a last resort.

      On the other hand, if the Experimental has reached the base, it only means someone has already lost. And it makes no difference whether the Kolos left the base at level 5 or 16.

      If you can find the time, do it. The main thing is to ensure the main part is balanced. Rare imbalances can be identified and corrected individually.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: Extended veterancy

      @Saver said:

      I don't think the idea is bad. That would give the veterans more weight and also make them somewhat more robust.

      @Nuggets said:

      While i would love something like this, the problem is that any buff is way more powerful for some units than others. Kiting units getting speed is an example for that.
      To balance this you would have to adjust the buffs based on the unit and then it becomes inconsistent and hard to track.
      Maybe a way to fix that is to have a tooltip of what vet does for this unit but have fun balancing that, as that would require tons of effort.
      Of course you could also just ignore that vet impacts some units more than others (it basically already does that, because health is more relevant to some than others).

      Okay, we're waiting for the moderators' opinion on this idea... I really hope that it will be implemented, in the proposed form or in some other form.
      .

      @cychwa_klaymberg said:

      In this case, the Seraphim will have a greater advantage due to their passive regeneration system on the commander, as it's easier to heal and level up damaged units with the Seraphim faction. Other factions won't have such capabilities.

      I'm almost certain that everything can be further adjusted for the Seraphim; if a decision is made, additional balancing will still be required.
      .

      @cychwa_klaymberg said:

      Secondly, i think, it will... ...to upgrade.

      Moreover, this may reduce the players' desire to build regular units, because experimental units will be upgraded on them.

      There aren't many experimental units, and you can set up personal veterancy gain trajectories for them.

      posted in Suggestions
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      Dim-A-miD
    • Idea: Extended veterancy

      Expansion of the veterans system.

      An expansion of the experience bar cap is proposed, along with an adjustment to the required amount of mass to reach subsequent levels of progress.

      The proposal is based on ideas and their implementations in various projects. Much of this comes from the veterancy reward concept for destroyed mass from the FAF developers, another part from the modification in Total Veterancy (by Eni's), and others from other strategy games like C&C, Company of Heroes, etc.
      The excessive buffing occurring in Total Veterancy (by Eni's) is proposed to be avoided by reducing the buff effect received with leveling. The effect is reduced every 3 levels.

      The experience cap is proposed to be significantly expanded. However, restrictions on the maximum possible unit level should be introduced depending on the tech level.
      For example: for T1 – 7 levels, for T2 – 10 levels, for T3 – 13 levels, and for T4 – 16 levels.

      For example:
      Every subsequent 3 levels, the veterancy effect is 1/3, 1/4, or 1/5 less than the previous 3-level scale step. (Every 3 levels, the veterancy effect is 1/4 or 1/5 less, counting from the previous 3-level scale step.) (These values ​​are approximate.)

      Additionally.
      In addition to the standard progression, an additional line of buffs is offered for each unit type: land, water, and air. Additional buffs are introduced at a certain level and increase the unit's effectiveness.

      For example, for ground units:

      • every level, speed increases by 1%.
      • every 2 levels...
      • every 3 levels, damage and range of all the unit's weapons increases by 3%.
      • every 5 levels, the unit's defensive field is created or increased by 15% of its durability.
        Additionally, for each specific progression level, larger one-time bonuses can be assigned that strengthen the unit that has reached that level.
      • at level 7... 9, etc...

      This change is intended to diversify the gameplay, where there may be a desire to give units as much veterancy as possible. The introduction of individual buffed units will have little effect on the balance. But with a large number of units with high veterancy levels, an unexpected advantage may appear, all other things being equal.

      The idea combines well with the "experience fabricator" presented earlier.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: Extractors T2 and T3 increase the capacity of attached storage facilities.

      @IndexLibrorum said:

      Ideas such as these are best worked out as a mod. It is exceedingly unlikely any such changes will be made to the default game.

      I suspect I don't have much time left before FAF ends up on the "undesirables list"; the EA and Ubisoft launchers were recently "isolated."

      So I'll slowly lay out all my thoughts. If you like anything, I'll be happy.

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: Experience Fabricator.

      There was little confidence that the balance team would agree to the integration in its original form.
      Perhaps some enthusiasts will like it, with the subsequent creation of a separate mod partially implementing the idea.

      posted in Suggestions
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      Dim-A-miD
    • Idea: Extractors T2 and T3 increase the capacity of attached storage facilities.

      T2 and T3 extractors increase the capacity of attached storage units.

      Inverted adjacency bonus for extractors and storage units.
      This proposal is based on reversing the idea of ​​T2-T3 storage unit modifications.

      More details
      1.1 Balanced capacities for T2 and T3 mass storage units are determined.
      1.2 Potential upgrade costs for four T2 and T3 mass storage units are determined.
      2.1 The cost of upgrading the storage units is added to the cost of upgrading the extractor.
      2.2 An adjacency bonus is added to the extractor, increasing the storage unit's capacity.
      Result: When upgrading extractors, storage units automatically increase their capacity according to their tech level.

      Additionally, adjacency can be implemented similarly for energy storage units.

      Why
      Storage unit modifications that increase their tech level consume a lot of player attention. This is corrected here: storage units will always match the extractor's tech level.

      I hope that with sufficient development and balancing it will be included in the game...

      posted in Suggestions
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      Dim-A-miD
    • RE: Idea: Advanced adjacency of six storages with one extractor. And extractor overload.

      @FtXCommando said:

      Wonder open

      It will always be easier to skip t2 when there’s 7 acus walking around because ACU counter units basically only exist at t3 stage. If you want t2 stage to exist for 8 minutes on a 7v7 it will be completely oppressive in a 2v2, game isn’t built for 7v7 lobbies.

      Well... 2v2 is a fast, small map where tactics decide everything, and a couple of three extractors are favored.
      I'm saying everything can be effectively adjusted.

      (Interesting... for example, it's possible to nerf the ACU - in the "new balance," where units became "slower," the changes barely affected the ACU.)

      posted in Suggestions
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      Dim-A-miD