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.
Posts made by Lu7ky
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RE: Team Matchmaker beta release NOW AVAILABLE!
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RE: Buff Wagner back
@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. -
RE: Buff Wagner back
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. -
RE: Mix It Up
@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. -
RE: Mix It Up
@Jip Done, I did the manual way of going via the mod tab just in case thank you.
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RE: Game was not rated. Reason: Unranked Map
@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. -
RE: Mix It Up
@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)
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RE: Mix It Up
@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). -
RE: Mix It Up
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! ~ JipFound 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!
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RE: Game was not rated. Reason: Unranked Map
@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.
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RE: Game was not rated. Reason: Unranked Map
A lot of the time a map will state it in the vault though not always accurate it can help should some homework be done
As for survival maps among others it is generally common knowledge especially if it requires the "sandbox setting"
As seen here:
P.S. thought I commented earlier but did not: if the problem is with a game being unranked they are almost always safe to leave immediately once seen in the game.
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)
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RE: Battleships shouldn't be able to damage submarines with artillery fire
(Editing cus I hit incorrect button)
@JusticeForMantis said in Battleships shouldn't be able to damage submarines with artillery fire:
Also where are the replays showing how bad the groundfire is?
Sounds like hes asking for proof yes but on how bad it is not the possibility but the extent of what it does, sounds like its still about why not if.
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RE: Ythotha should get a switch for Othuy
Ok so if I am watching the correct replay (#12288171) it appears to me that even as a non-SC expert, sending absolutely everything in to the same spot is a piss poor move either way attack move or not. Especially when you can see your own Ythotha death weapon floating around. (Witnessing what appears to be multiple factories sending units to the same spot on repeat)
While i was wrong about this particular replay being set to land only, it sure as hell played out like one. The first Ahwassa i saw did more damage than most-all of the ground army to that point. (33 ASF present at around 45 minute mark all one side)
If this is the kind of situation being complained about I see no reason to make any adjustments.
With this and minimal shielding throughout 3 of 4 players moderate air would have been the way to go. (Or even any air used correctly.) -
RE: Battleships shouldn't be able to damage submarines with artillery fire
@JusticeForMantis said in Battleships shouldn't be able to damage submarines with artillery fire:
Or you know? Maybe start paying attention to your subs? If you can actually put in effort to micro aurora then maybe you can also put some effort into sub micro? Why are you supposed to be rewarded for brain dead clicking attack move compared to your enemy spending lot of APM to micro his battleships?
I think its even less than bad micro, rather the units in question aren't moving at all.
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RE: Buff Wagner back
Can any other amphibious tank hit a submerged Wagner even? If not why buff? It is meant to travel to and stay in water.
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RE: Battleships shouldn't be able to damage submarines with artillery fire
Best solution so far above. I agree.
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RE: Ythotha should get a switch for Othuy
There is no reason ever, to build that many Yotha.
My thoughts exactly, stop playing the land only games it hurts everyone in them. -
RE: Patterned fake random
Ok, there's a lot wrong here. Randomness is always a good thing in games so games aren't always ending in the same result using the same methods.
RTS and FPS are apples and tissues, they have no business being compared and many FPS have many random factors involved, the less there are the easier it is to cheat the system in some way (devices are made for CoD that can cancel recoil, introduction of predictable recoil just makes this even easier and even so not using said device.)
Having a false random is a terrible idea, you can clearly see where your shots are landing with an RTS, the old "my bullets went right through the enemy" thing you get on an FPS becomes a problem very quickly.
There are no recoil weapons in any game, usually they are called lasers, see TF2 memes on that with the Heavy. This does happen in that game's cheaters too.
A spread pattern is great for RTS they way a shotgun is in close quarters, you aren't going to be dealing with 1 enemy ever in a proper RTS match AoE & unpredictable shot patterns FTW here on both sides (randomly).
I personally would like to see a spread pattern added to more units if anything like Strategic Bombers than to turn one into a no skill weapon that anyone can use (see new guns introduced to CoD for this that the majority of players use due to imbalance(s)).
As with fighting one unit only, using only artillery should not happen an if you are talking about the Fixed t3 or t4 installations, remember that is a half-full map range scout and target = no lose situation = no fun for anyone but the first to build one.
Randomness working is almost equivalant to luck if it isn't already and pulling off a lucky play or shot just feels satisfying in any game doesn't it?
I am sorry if i misunderstood anything written above due to any kind of language barriers but this is how I feel on the subject regardless. -
RE: 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.
Also so I don't waste the time I am asleep, I would really like to know at least your internet specs, tbh I have my suspicions this may be a you problem.