This is fantastic. And opens the door to all types of lobby skins and QOL features. Is this supported/Ban safe?
Posts
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RE: Lobby modification - Minigames and hide not in-use lobby options
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RE: ACU Walk Animations – Adjustments as a Test Mod
Okay animations aren't safe. But things like LOD cut off and HP bar size are almost certainly replay/desync safe. And could potentially be exposed for UI modding
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RE: ACU Walk Animations – Adjustments as a Test Mod
@Saver Loved the animations and your factory work. Shame its wrapped up.
As an aside. Has there been any consideration to expand the white list of "sim safe" .bp values to change? It seems like plenty of fields (LOD cut off, HP bar size, selection size, selection priority) are all desync/sim safe. And could be exposed to UI mods similar to the way strategic icons are.
If animations are sim safe, users could have whichever animation or mix animations they like. Its just a shame that someone like Saver has to climb a mountain to get his work integrated. When users would 100% pick and choose which of Saver's animations they like if it were enabled as a UI mod.
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RE: Desync Postmortem
@BlackYps You're concerns are valid. And this map drawing desync situation is perhaps a worse case scenario. Of creating a new issue, that chameleons as a standard issue of FAF, while not being so overt and clear, to cause an immediate rollback/investigation.
Although some of the engine patches seem to be working client side without causing desyncs in game or replays. FAmods, Allied Radar Rings and Minimap Range Rings for example. Holding back new QOL features or mechanics from being tested due to fear of lack of testing seems counterintuitive.
There is a consideration, that perhaps engine patches (along with exciting/experimental balance changes to entice hosting) should be pushed to beta-balance to get testing and samples. I don't know if there are metrics for the most played beta-balance/develop period, but when the SACU changes were live it seems that we got a large sample of games to pull information from.
Yeah the pressure and negative feedback directed at team leads for FAF issues (which they rarely had anything to do with) is unfair, and generally helpful.
Thanks for all you do!
Cheers, -
RE: Supreme Commander 2 in FA
If this has a working noah unit cannon in FA my dreams since 2010 have come true.
If you have REPO please share, thank you again and cheers.
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RE: Template Workshop Tool
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
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RE: Better Carriers - Carrier Overhual
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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Rally Gift Mod Preview:

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.
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RE: FA Companion / Training Tool
To clarify, one needs teh FAF_Metrics_exporter UI mod, and the website opened and logged into?
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RE: DropEngie Mod Showcase
@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. -
RE: T3 Mobile Arty & Spearhead Cost Adjustments
@Caliber
Perhaps that is extreme, but spearheads are clearly undercosted and T3 Marty is under utilized. -
RE: 'go/play offline' button in the client
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.luabehind the target to the shortcut -
DropEngie Mod Showcase
FAF's Issues with Transports and Engineers
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.
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- When an engineer is on a transport, it cannot receive any orders barring an unload order.
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- When an engineer with queued orders are on a transport its almost impossible to determine what order is has vs the other engineers.
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- In the selection bar, its impossible to see which engineer, is assigned what.
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.

DropEngie mitigates and simplifies these problems
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.
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RE: Increase back up distance for Megalith
The simplest QOL change would be to increase the assist range to 15, so it serves the dual purpose of being a reverse guide.
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RE: Union control big trouble
@brainstormer
video explainingYou 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.
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Improved Selection
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:
- "Select Fighters" selects all friendly fighters, excluding any that are currently excluded.
- "Select Bombers" selects all friendly bombers, excluding any that are currently excluded.
- "Select Gunships" selects all friendly gunships, excluding any that are currently excluded.
- "Select Torps" selects all friendly gunships, excluding any that are currently excluded.
- "Exclude / Include Air Combat from Selection" toggles whether the selected fighters, gunships, torp and bombers are excluded from the selection hotkeys.
Adds Five pairs hotkeys for land management:
- "Select all onscreen mml/sniper", "Add selected units to MML/Sniper selection"
- "Select all onscreen directfire", "Add selected units to Direct Fire selection"
- "Select all onscreen land AA", "Add selected units to Land AA selection"
- "Select all onscreen shields/deceivers", "Add selected units to Shields/Deceivers selection"
- "Select all onscreen direct/fire experimentals", "add selected units into Direct Fire experimental Selection (when engineers are selected this hotkey interrupts pathfinding instead)."
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RE: Mystery power draws - how to pinpoint?
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
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RE: Disconnection but match Continues
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.