Going to test this now myself, but noticed we may need to post install instructions here for the less tech inclined.
Such as: does this overwrite the original if installed over it or just don't do that if you want to keep both.
Best posts made by Lu7ky
With the auto share methods noted as well, I ofc discourage this kind of behavior but someone may really focus on the abuse by developing and using an auto Ctrl+k UI mod.
I played a game with someone with 400 ping no lag (American with admitingly shitty internet vs Candian with proposed great internet).
Kicking aussies on assumption yes is bad, rehosting takes time but not that much
If you are having a problem being kicked from games a better solution would be to host your own then restrict access to who could improve your issue
Another one would be join the games that have only those in your area. (also this allows you to see better if its not even a them problem)
Also you only answered part of my post,
@Lu7ky said in As an Australian let me just say: either ban all Australians or change the tickrate to 1000ms. Either way, the current situation is not working as it is.:
Things would go much better for you if you explained what the current situation is and why your propositions would solve it.
Things would go much better for you if you explained what the current situation is and why your propositions would solve it.
@Jip Done, I did the manual way of going via the mod tab just in case thank you.
New Entry: King of the Hill mod by user: Jip
At the time of posting this mod was Version 9 (updated 2020-08-01) and 58.5 Kb.
Newest update: (2020-12-24) at 200.9 kb. (Version 10)
King of the Hill (often known by the abbreviation KoTH) does not always involve literal hills rather, metaphorical ones. In this mod you (and your opponents) along with any teams made try to put as much mass value on the center of the map to score points and ultimately win the game.
(The built in KoTH mod is currently out of order and will not generate the hill.)
Fun fact this mod was made to replace what is currently the built-in version! ~ Jip
Found under the Mods tab within the FAF client with a brief search you can find this mod quickly.
Below is one way of how to do so, please note position(s) may vary in the future.
The mod functions by drawing a circle in the center of the map (with default settings) where units are recognized by mass cost (extra for your ACU). The hill is owned and scores are earned by the team with the highest number (above a certain increasing threshold). It can be contested by any other player or team. The team with the point under control will have a mass income penalty while simultaneously gaining a benefit decided by the host in the lobby (only one may be set if any and may not be changed in game).
All teams will start with their faction at T1. The team owning the point will receive points over time. Points will automatically unlock T2, T3 then T4 with the currently leading team getting their respected tier first.
The player or team reaching the goal amount of points will receive the win should there be any opposing players left.
Map choice can make this play out very different each time.
Putting your ACU on the point or general flanking the point can be very dangerous but rewarding if done correctly.
Set up long range fire-bases to remove or keep the enemy off of your point!
Spam is important but lower mass value units will not be as effective later.
Pick a strategy and commit to it as you opponent may have all of their army in one spot.
Forge temporary alliances in games with more than 2 sides to take down those closing in on victory.
Adjustable settings: (mod native found at bottom of options panel after AI)
Possible settings (not mod native) to help "mix things up":
Change victory conditions away from "assassination" to discourage sniping and encourage forward ACU movement along with point focus.
Change share conditions to allow the game to continue gloriously with "full share".
Change share conditions to change the tides of battle with "traitors" or "liberators".
Change base game type: I recommend LABWars, Nomads and Claustrophobia.
Cons:
Does not pair well with 1 team games (ex. Survival).
Only loosely affects 1 vs 1 games.
Requires download from all parties and will not appear in custom games by default (Check the "Show Modded Games" box under the Play tab).
FAF Specific. (Though those here are likely from FAF.)
Always un-ranked.
AI do not play well with this mod.
Map choice dependent (prefers multi path maps).
Discourages land only settings (only a con to some).
May not pair well with heavy resource or unit mods.
Experiment and try this nifty mod today!
Today, as the first entry to this article:
With Traitors setting is enabled, any player defeated will be forced to give all remaining units and buildings to their killer.
If the Defectors setting the highest scoring player (ally of foe) gets the units.
This is how you can set up and play Traitors and Defectors .
As the title of this post suggests I would like you to mix up your games.
I hope that as you read this you can keep and open your mind further.
I am going to be suggesting many mostly uncommon game settings, maps, mods and modes over time. Of course I would encourage everyone to do the same to the best of their abilities.
To start us off I am going to lay out 2 settings you may not know you had available.
Settings;
- Traitors: Setting found under "Share Options" within the lobby.
Not FAF specific.
No separate downloads or updates required.
Can be played ranked or un-ranked.
Can be played with AI.
Can be played in FFA & team games.
Can be played with other modes (ex. Phantom, Nomads etc.)
Does not affect performance any more than Full Share.
With this setting enabled, any player defeated will then be forced to give all remaining units and buildings to their killer. This function is very similar to that of "Full Share" under the same drop down menu.
With Traitors, you will need to be more aggressive and more defensive in your tactics.
Create a 'snowballing' effect by taking out an enemy with a large army.
Make your enemy need to change tactics putting them off edge by eliminating a player who may have been their counter.
Set up new and more diverse bases faster with inherited enemy factories, economy buildings and units.
Put your opponents on a two front war with the remains of another player killed behind or beside them.
Boost the morale of your team by taking out major players and put fear into your enemies by bringing the might of an extra army to bear.
Reinforce yourself and avenge any units fallen in successfully taking out an opponent.
This sounds very simple and it is, once in a lobby you are ~3 clicks away from a Traitors game.
- Defectors: Also found under "Share Options" within the lobby
Very similar to a Traitors game, Defectors: offers nearly everything the same only the highest scoring player, allied or not, even if they did not assist in or make the kill will obtain the remaining buildings and units.
Whether or not you allow the score to show or not will be up to you!
Cons:
100% Ineffective in 1 vs 1 and unified team games (ex. Survival).
May not play well on maps where opponents teams are bundled too closely.
While most effective in "Assassination" other victory conditions may not play as well
Encourages snipes over the usual spam.
Encourages 'picking on the little guy' when not all players are equally matched.
If mods that have similar and automatic functions to this are used or enabled they will cause interaction problems.
Players may choose to Ctrl+K (force kill) their units upon their defeat to cheat the system .
Check in for future additions here as I shall personally update this as time goes on.
I encourage you to comment with your findings and suggestions.
Further posts from me here will not be as long should detailing them allow it.
Thank you for your guidance in this, community & staff.
Latest posts made by Lu7ky
Going to test this now myself, but noticed we may need to post install instructions here for the less tech inclined.
Such as: does this overwrite the original if installed over it or just don't do that if you want to keep both.
@advena said in Buff Wagner back:
It meet but barely.
Tbh you are missing 1 key point, and I've hinted at it several times just maybe not in away you understood properly.
You need to explain how you are using these in your personal games and what you've seen. While a replay would help a simple description of where the problem may be occurring can be done in text.
Still brings up the point that NO other default T2* hover tank can even hit a Wagner once it is under water.
Still brings up finding then using the unit for it's desired purpose.
@Psions Tbh it very likely will be a huge thing to code especially as Traitors and Defectors are built into the vanilla game. That is if (and I heard we don't) have full access to the original game's code.
To do this we would most likely need to recreate the mods from scratch then employ an override to the game's settings and any user created mods. This again though results in full access to then adjusting the original code.
@Jip Done, I did the manual way of going via the mod tab just in case thank you.
@gumpy Yes this is a good idea (to be more accurate with the info)
Sorry if i sounded rude I just was not in a good mood at the time.
@Jip Nice, I think I shall work that fun fact in now and check out those options, i assume the download the same one (will be checking either way)
@Jip Thank you greatly, please try to update me when you do so I can test and update this article.
What it appears is the points shown as required are up to date while the actual are not and T4 is equal to that of the cap (game ends at same time it is unlocked).
New Entry: King of the Hill mod by user: Jip
At the time of posting this mod was Version 9 (updated 2020-08-01) and 58.5 Kb.
Newest update: (2020-12-24) at 200.9 kb. (Version 10)
King of the Hill (often known by the abbreviation KoTH) does not always involve literal hills rather, metaphorical ones. In this mod you (and your opponents) along with any teams made try to put as much mass value on the center of the map to score points and ultimately win the game.
(The built in KoTH mod is currently out of order and will not generate the hill.)
Fun fact this mod was made to replace what is currently the built-in version! ~ Jip
Found under the Mods tab within the FAF client with a brief search you can find this mod quickly.
Below is one way of how to do so, please note position(s) may vary in the future.
The mod functions by drawing a circle in the center of the map (with default settings) where units are recognized by mass cost (extra for your ACU). The hill is owned and scores are earned by the team with the highest number (above a certain increasing threshold). It can be contested by any other player or team. The team with the point under control will have a mass income penalty while simultaneously gaining a benefit decided by the host in the lobby (only one may be set if any and may not be changed in game).
All teams will start with their faction at T1. The team owning the point will receive points over time. Points will automatically unlock T2, T3 then T4 with the currently leading team getting their respected tier first.
The player or team reaching the goal amount of points will receive the win should there be any opposing players left.
Map choice can make this play out very different each time.
Putting your ACU on the point or general flanking the point can be very dangerous but rewarding if done correctly.
Set up long range fire-bases to remove or keep the enemy off of your point!
Spam is important but lower mass value units will not be as effective later.
Pick a strategy and commit to it as you opponent may have all of their army in one spot.
Forge temporary alliances in games with more than 2 sides to take down those closing in on victory.
Adjustable settings: (mod native found at bottom of options panel after AI)
Possible settings (not mod native) to help "mix things up":
Change victory conditions away from "assassination" to discourage sniping and encourage forward ACU movement along with point focus.
Change share conditions to allow the game to continue gloriously with "full share".
Change share conditions to change the tides of battle with "traitors" or "liberators".
Change base game type: I recommend LABWars, Nomads and Claustrophobia.
Cons:
Does not pair well with 1 team games (ex. Survival).
Only loosely affects 1 vs 1 games.
Requires download from all parties and will not appear in custom games by default (Check the "Show Modded Games" box under the Play tab).
FAF Specific. (Though those here are likely from FAF.)
Always un-ranked.
AI do not play well with this mod.
Map choice dependent (prefers multi path maps).
Discourages land only settings (only a con to some).
May not pair well with heavy resource or unit mods.
Experiment and try this nifty mod today!
@gumpy I kind of feel it does , specifically these parts of it.
@Lu7ky said in Game was not rated. Reason: Unranked Map:
Speaking up and asking is another good way to tell, it is very likely they don't know for sure but that is a sign to get out
Another way to tell is to download then test the map in question should all else fail by creating a custom lobby and starting the game, even with sandbox it will show in the usual spot with the usual text (on top of any other unranked factors)
I would like to mention as well that I do not wish to repeat myself even if it just involves the quote function because to me it seems like what is half of the text in that reply you quoted wasn't read at all. If a misunderstanding occurred that is ok just say so instead of simply writing something like.
@gumpy said in Game was not rated. Reason: Unranked Map:
This doesn’t help
If the case is where
@gumpy said in Game was not rated. Reason: Unranked Map:
when you join a game and the map itself is hidden in the vault.
Simply joining will download the map, I hope this clears up any misunderstandings and that I didn't come off too rudely I am not in a good mood due to some incidents last night.