Amazing, I was thinking about making something like this in a webapp, this is fantastic. No more going into skirmish to test your templates!
oh this is a webapp, just needs to be deployed on a site
Amazing, I was thinking about making something like this in a webapp, this is fantastic. No more going into skirmish to test your templates!
oh this is a webapp, just needs to be deployed on a site
I have not tried it but by "slaved to their carriers" what does that entail? AI control only? limited radius from carrier?, Dies when carrier dies?
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A mod to gift units produced out of specific factories, to a specific ally. Still in beta currently, but will be put on vault soon.

Units marked for rally gift are filtered, if mixed with non-rally gifted units. Can hold shift to box select anyway, choosing individually also works. higher resolution video.

Factories are marked, with the ally you've chosen to gift to, and the units coming out are marked too.

If you have the mod enabled, when allies use it their factories are marked, and their way points are marked.

Hotkey Support.

Icon in orders pan of factories. Right click icon to cancel.

Use mouse, numrow or numpad to choose ally.

Escape rightclick or zero to escape menu.
To clarify, one needs teh FAF_Metrics_exporter UI mod, and the website opened and logged into?
@Firv
All engies must have orders before boarding the transport. Send a clip of the issue. The order you drop them in does not matter, the engie with the build order closest to the mouse cursor when is selected to disembark next.
@Caliber
Perhaps that is extreme, but spearheads are clearly undercosted and T3 Marty is under utilized.
win + r C:\ProgramData\FAForever\bin\ForgedAlliance.exe hit enter
or go to that directory and make a shortcut. If you wana play campaign offline modify the shortcut to add /init init_coop.lua behind the target to the shortcut
Forged alliance has a robust queuing system and transport system, that seem to be at odds with one another in plenty of cases, especially engineers.
So simple efficiency such as, dropping six engineers on six different mexes to build them all queued up is borderline impossible.
Previously one needed to ensure they got on 1 by 1 in the right order, and that you remembered which order you queued the mexes. Or the player needed to drop them off one by one without a queued build order and just give the order as they land.
Additionally, we all know the most efficient way to eco generally is to have a cluster of engineers upgrade a mex 1 by 1. However, engineers are the slowest (non ACU/scathis) unit in the game. Making travel time a major factor to be worked around. Resulting in an ideal eco having a couple groups of engineers alternating pause orders. to mitigate travel issues.
Queuing up transportation in-between was possible but extremely tedious and error prone.
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With one hotkey both of these issues are solved.
Select engies->hold shift place a move order->hold shift, right-click on transport->hold shift queue a mex for each engie selected->distrubute orders->once engies are loaded into transport, select the transport -> press the hotkey, release the hotkey-> hold shift and left-click on the queued mexes-> the right engie will drop on the right mex everytime
WIP at some point i may have nice gifs and guides but currently watch the video and read the description.
The simplest QOL change would be to increase the assist range to 15, so it serves the dual purpose of being a reverse guide.
@brainstormer
video explaining
You can hit alt+f2 (labeled something like open spawn unit menu in hotkeys), then double click the name at the top you want to control.
If you have no scoreboard mod, just click the name on the scoreboard you want to control.
If you have reui, shift click the ACU icon corresponding to the player you want to control.
For SSBHC (needs to be this version) shift click the ACU icon corresponding to the player you want to control.
REQUIRES REUI
Options to exclude control groups for land selection and to include torps under the regular bomber hotkey.
Four hotkeys for air combat management:
Adds Five pairs hotkeys for land management:
Economic overlay does have the nasty problem of no scaling whatsoever. Fine at a 1280 × 1024 19" LCD the game is designed for. Sort of unusable on modern high res monitors
Literally switch to the DC player by clicking the scoreboard (or alt+f2 and clicking their name) Shift box their whole army, and give it to yourself or whoever is their neighbor. 4z0t's scoreboard and SupremeScoreboardHC both support union control directly through the scoreboard aswell.
@FreadyFish Sorry to necro this but could you share this as a zip file?e
TLDR: T3 MArty goes from being 200% mass cost and 179% build time of a Spearhead. To 150% mass cost and build time of a Spearhead.
T3 mobile arty:
Spearhead:
Both units now have a 18m/s drain from a T3 factory.
T3 MArty completes construction in 40 seconds instead of 47.78 seconds. Another way to look at it:
Reduce T3 MArty cost by 10%.
Reduce T3 MArty BT by 16.3%
Increase Spearhead Cost by 20%.
Easy start to help the SMD vs SML issue.
SML:
1080->810bp
Anti Nuke Projectile:
259,200->194,400BT
This makes ten T3 engies assisting an SML reduce its reload time from:
240->184.5s (current balance)
To
240->171.3s (changed balance)
Minor nudge in the right direction while not impacting, un assisted SMDs at all.
This looks tremendous. Please offer them in 1440p and 4k friendly sizes! I know there is a console command/setting to scale the icons, but that tends to distort them.
@Skrat you're argument comes from incredulity and false/extreme analogy.
An extreme change like 100x UEF ACU is much different from the multi faceted and wholistic changes being discussed in this thread.
@Skrat So no one surveyed played a game of FAF develop to test the changes?
I'm a neophyte but working on tutorials:
Creator Description Link Cheese's Cheese FAF Tutorials, Tricks. Focus on math. https://www.youtube.com/@CheesesCheeseFAF