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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!
    HotCheeseInRearH Offline
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    Posts

    Recent Best Controversial
    • RE: FA Companion / Training Tool

      To clarify, one needs teh FAF_Metrics_exporter UI mod, and the website opened and logged into?

      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • 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.

      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: T3 Mobile Arty & Spearhead Cost Adjustments

      @Caliber
      Perhaps that is extreme, but spearheads are clearly undercosted and T3 Marty is under utilized.

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • 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.lua behind the target to the shortcut

      posted in Suggestions
      HotCheeseInRearH
      HotCheeseInRear
    • 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.

        1. When an engineer is on a transport, it cannot receive any orders barring an unload order.
        1. When an engineer with queued orders are on a transport its almost impossible to determine what order is has vs the other engineers.
        1. 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.

      icon.png

      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.

      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • 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.

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Union control big trouble

      @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.

      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • Improved Selection

      icon.png
      Video Overview

      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:

      1. "Select all onscreen mml/sniper", "Add selected units to MML/Sniper selection"
      2. "Select all onscreen directfire", "Add selected units to Direct Fire selection"
      3. "Select all onscreen land AA", "Add selected units to Land AA selection"
      4. "Select all onscreen shields/deceivers", "Add selected units to Shields/Deceivers selection"
      5. "Select all onscreen direct/fire experimentals", "add selected units into Direct Fire experimental Selection (when engineers are selected this hotkey interrupts pathfinding instead)."
      posted in Modding & Tools
      HotCheeseInRearH
      HotCheeseInRear
    • 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

      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • 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.

      posted in Suggestions
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Wish-A-Mod Foundation

      @FreadyFish Sorry to necro this but could you share this as a zip file?e

      posted in Modding & Tools
      HotCheeseInRearH
      HotCheeseInRear
    • T3 Mobile Arty & Spearhead Cost Adjustments

      #7188

      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:

      • 800->720M
      • 8000->7200E
      • 4300->3600BT

      Spearhead:

      • 400->480M
      • 3000->3600E

      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%.

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Do you think late T4 stage on land/navy maps is too short due to T3 arty or game enders?

      @FtXCommando

      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.

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: [MOD UI] NextUI.Icons

      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.

      posted in Modding & Tools
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Experimental changes on 2026.06.25 Feedback

      @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.

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Experimental changes on 2026.06.25 Feedback

      @Skrat So no one surveyed played a game of FAF develop to test the changes?

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Content Creators Updated

      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
      posted in General Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: How to cap t3 Power gens and T3 mass fabricators?

      Bind your context templates key.

      posted in I need help
      HotCheeseInRearH
      HotCheeseInRear
    • RE: Chicken Storm

      Sorry to Necro. But where is this idea that "the storm is free" coming from? The storm has always been part of the chicken, and presumably balanced in the cost by GPG and the balance team over the last 19 years.

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear
    • RE: purpose of sera t3 subs?

      @Prophet Disable torpedo retargeting for subs, and enable it for torp bombers IMO

      posted in Balance Discussion
      HotCheeseInRearH
      HotCheeseInRear