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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!
    maudlin27M Offline
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    Recent Best Controversial
    • RE: Experimental changes on 2026.06.25 Feedback

      Re Q2, sucks to see the bubble shield nerfed so hard for what already was a unit I'd rarely see. Using mass costs for simplicity, before it was 7600 mass (2100+2000+3500) for a 55k shield [i.e. 7.2 shield per mass] that would (when discharged or down) regenerate at 256 health/s (150 when up).
      Now it's 5200 mass (1700+3500) for a 22k shield [i.e. 4.2 shield per mass] that would (when discharged or down) regenerate at 200 health/s (160 when up).

      As a comparison, Sera T3 mobile shield although significantly smaller, benefits from far better speed of 4 (2.2 for the SACU), and costs 720 mass for a 10k shield [i.e. 13.9 shield per mass] that when down regenerates at 250 health/s (133 when up).

      In terms of potential value from a UEF perspective, a percy gets 5.6 health per mass investment; granted this shield protects from aoe damage, but at the same time it also takes damage faster because it's easier to hit with indirect projectiles (far more so given its size compared to other mobile shields).

      Before the shield was so high in health that it could both be used as an alternative for base defences in some scenarios (e.g. I found it made a good tele defence for smd/arti/game enders compared to static shields where a SACU could teleport in and its death explosion could kill the static shields), and was an option for covering slower attacking units with the defensive buff justifying delaying the army a bit. The shield would recharge painfully slowly and coupled with the slow SACU speed it was difficult to get continued value from them (compared to mobile shields).

      Now it feels like that's been made even harder - it still has the really slow speed compared to other mobile shields, but no longer has the high health to compensate. It's also (vs single target damage) more efficient to just get percies vs getting a mix of percies and shield SACUs. I presume the intention is therefore for it to no longer be used primarily as a shield unit, but instead as a hybrid combat-shield unit, but also one where the increase in damage spill means it's worse in numbers (with its large shield size harming building it in larger numbers disproportionately compared to the other mobile shields, since it's more likely to overlap with other shields; the bulwark would be a useful counterpoint for where a high shield size can still work, but the bulwark is significantly faster and the shield size so large it doesnt need to be on the frontline). But if it's only intended to be built as a single unit to support an army, it then works out even more inefficient unless the gateway was being built for other SACUs (maybe the wider SACU changes mean it would be). So I expect I can still use it for teledefence (cheaper vs SACU tele, weaker vs tele-laser), but other mobile shield uses for it feel much weaker.

      Appreciate you primarily wanted in game testing, whereas I usually approach things from a more theoretical 'if I had the apm to use this unit however I wanted, what use cases can I see for it', since I can then both have my AI apply those use cases, and use them myself as a player occasionally. However I'm really struggling to see how I'd be better off building percies, a gateway, and 1 or more of the bubble shield units vs just building percies (given the shield gives less health than the percy),

      Also just checking how things compare at the t2 mobile shield stage re shield health vs combat unit health, t2 mobile shield gives 3k health for 220 mass (while being fast moving and recharging much faster). A pillar gives 1500 health for 198 mass. It's a similar story for othuums - i.e. T2 and T3 mobile shields give significantly more health per mass invested than an equivalent combat unit, compared to the new bubble shield SACU which gives less (so maybe its combat potential makes up for this, but then it's less of a mobile shield than before, when the rationale for the change was that it was being rebalanced with mobile shields in mind?)

      posted in Balance Discussion
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v305 Update
      29 changes, mostly from getting M28 to solo FA mission 1 with a 1.0 modifier (down from 1.3 before), including:

      • Gunships should consider attacking nearby enemy units that have moved too far away from nearby enemy AA cover (even if the enemy overall has too much AA in the area)
      • If a player's base is destroyed, M28 should consider assigning their 'base' to a further away factory (most relevant in campaign missions with timed expansions as otherwise M28 would try to avoid rallying units near the enemy base that it had wiped out some time ago, and it'd previously only reassess the enemy base location when the map expanded)
      • Engineers shouldn't dodge a bomber if they're under a shield
      • Factories to be paused when stalling energy should only not be paused if they're building engineers (and more are needed), vs before (where they wouldn't be paused if more engineers were needed regardless of what they were building)
      • Fixed a bug that wasn't increasing stealthed ACU aggression, and increased ACU aggression more generally when high health if the nearest enemy units are a bit too far away from the main enemy army.
      • Shoulder drones should be treated as engineers now (and no longer paused in sim city mode)
      • In sim city mode players now have control of transports instead of M28

      Acknowledgements

      • @nomennominandum Highlighting bug with shoulder drones being paused in sim city mode (and suggestion re transports being included in player control)
      posted in AI development
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v304 Update
      25 changes from having M28 complete missions 4-6 of the Aeon campaign, including:

      • T3 arti should consider other zones for targets if its first two fail to yield any targets (most likely where the units are outside the playable area), and should avoid firing near objectives that are to be captured (like the black sun control centre)
      • TML missiles should be dodged once M28 has intel of the missile
      • Increased pathing checks for land units to recognise when they can't path to a target location due to the playable area being smaller
      • Naval HQs should be upgraded sooner if the old HQ is destroyed and M28 has support factories of a higher tech level
      posted in AI development
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      Thanks for the feedback, I'll make a note to include transports in the units that can be controlled (hopefully for v305)

      In the case of SACUs though the problem is you can switch their upgrades around at will so there's nothing stopping turning a RAS SACU into a combat SACU (other than it being inefficient) so I'll probably leave them out for now.

      posted in AI development
      maudlin27M
      maudlin27
    • RE: Soul Ripper is suffocating in the current FAF balance

      Another significant advantage not mentioned is build time - you can build a soulripper in the time it takes for roughly 8 wailers - so it's great if you have lots of energy, mass, t3 engis, and want to quickly take advantage of an air win by your team.

      I see it as a weak to average unit - not as good as czar, and nowhere near as good as ahwassa, but I find myself using it occasionally (usually where I've not managed my air grid scaling that well and find I have mass to spend).

      Would be nice if it could have a bit higher health regen I suppose to lean more into the raiding role that iirc was the justification behind the previous changes that made it cheaper and weaker, but I'd be wary of buffing too heavily

      posted in Balance Discussion
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v303 Update

      • 2 Updates for Aeon M1 (redundancies for an issue where naval factories could get blocked by engineers they'd just built)
      • 3 Changes for Aeon M2 (Getting T1 PD at the start of the game, self-destructing friendly units on an island with nowhere to attack when near the unit cap)
      • 14 changes for Aeon M3 (including various adjustments to make the ACU both retreat into water when dying, and then pop out of the water to attack nearby land units, and adding a redundancy to cover cases where M28 loses its power and doesn't realise, so doesnt build more)
      • 12 Changes based on an AI vs AI replay, including engineers not trying to capture part-built T1 mexes, ACUs being more aggressive, and plateau factories being less likely to build units if there are no enemies on the plateau and they're stalling mass.
      posted in AI development
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v302 Update

      • New sim city mode - M28 handles giving combat units orders while you focus on ordering around engineers and deciding what factories will build. Available as part of the "M28: Combined AI-Human armies?" game settings (along with the MOBA mode)
      • 3 changes based on AI survival replay, including making units less likely to suicide into an enemy firebase, and prompting if the players haven't allowed M28 full control of attack waves
      • 17 changes for Cybran Mission 6, including making aircraft carriers run sooner from enemy naval threats, mobile sonar no longer receiving orders as though it is an amphibious unit, and gunships and torpedo bombers being more likely to attack a nearby enemy if it is too far forward from AA defences in the area (even if the AA defences are too much for a more general assault)

      Acknowledgements

      • Rama - Highlighting M28 replay involving the AI survival mod
      posted in AI development
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v301 Update

      • 20 changes based on Cybran Mission 5, including M28 having a chance to treat another location as its core base if its core base is destroyed (so it's not completely out of the game); Land units that outrange the enemy navy should proceed with attacking other land threats if the navy is out of range; ACUs should engage non-combat enemies in their range instead of ignoring them when building; Cybran destroyers owned by players can toggle amphibious mode when built if M28 has control of them; Land units should be more aggressive against short ranged direct fire units that they can't see (and hope they get visual of them) rather than retreating and waiting for radar.
      • 4 fixes for games in LOUD, relating to some error messages, Seraphim unit callbacks not triggering, and recognising the range of units with a depth charge attack.
      • 5 changes to reclaim, including fixing an issue where engineers were meant to be prioritising high value reclaim in a nearby area but were instead getting the closest reclaim.
      • Various changes to eliminate several error messages periodically appearing (relating to 'invalid args to yield' and 'call expected but got number') which mostly related to where I was trying to exit a function early by doing 'return nil'.

      Acknowledgements

      • Nomander – Providing a solution for toggling amphibious mode on player controlled Cybran destroyers
      • Heaven1508 – Providing a log containing some error messages in a LOUD game relating to M28
      posted in AI development
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      Realised I forgot to post the v299 changelog

      v299 Update

      • 9 changes specific to Cybran mission 4's logic for not attacking the mainframe (due to it causing mission failure) to make units a bit less cautious around outlying areas and hence less likely for M28 to be stuck in a stalemate
      • 11 other changes from Cybran mission 4, including fortifying the mainframe nodes, allowing M28 to get slightly closer to the unit cap before self destructing units, and having ACUs be aggressive if they are pushed to the edge of the map (so they dont just keep trying to run while being fired on)
      • 2 Changes from other replays tweaking some changes made in recent updates

      v300 Update
      Since it's version 300, this was a very special update!

      I forgot to disable debugging options when uploading v299, realised an hour later, and so v300 is just removing those debugging options...

      posted in AI development
      maudlin27M
      maudlin27
    • RE: Is this a cheat or not?

      You can do the same with gunships - group them up with distribute orders, and you can stack 80 gunships in one spot! If the group now attacks an enemy they only see a few gunships, so 80 vs 80 specter gunships the grouped will always lose. Generally it will be the ungrouped may lose 10 units.

      posted in General Discussion
      maudlin27M
      maudlin27
    • RE: Is this a cheat or not?

      @ZooDoo4U How is it unfair if both players can do it and there is a clear tradeoff to doing it?

      They stack 80 subs, you do splash damage and kill/heavily damage 80 units with a single shot (the tradeoff/risk of doing it)

      Or, they stack 80 subs, you stack your 80 subs, you're both roughly equal on the fight.

      I also don't see how something is a cheat just because it is considered unfair.

      posted in General Discussion
      maudlin27M
      maudlin27
    • RE: Mod for dynamic growth in prices for economic buildings

      @Defiant https://forum.faforever.com/topic/10117/player-modifier-pcx-balance-games-between-different-rated-players

      posted in Modding & Tools
      maudlin27M
      maudlin27
    • RE: Any active analysis being done on faf playerbase? Would be curious what the current #s are for active players and such

      https://forum.faforever.com/topic/9118/faf-statistics-megathread-2-statistics-boogaloo

      posted in General Discussion
      maudlin27M
      maudlin27
    • RE: Mod for dynamic growth in prices for economic buildings

      It'll be in the mod folder, e.g.:
      C:\ProgramData\FAForever\user\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\PlayerModifierPCx

      It applies a resource buff to every resource generating unit when that unit is created, with the buff being a factor determined by the game options

      If you need help on modding more generally I'd suggest asking in the modding discord channel part of the FAF discord:
      https://discord.com/channels/197033481883222026/832710161847287819

      posted in Modding & Tools
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v298 Update

      • 14 changes from Cybran M3, including having amphibious and naval units consider if they can path along the entire travel path to get to the zone they plan on targeting, having the Cybran trucks run to the gateway, adding support for missions like this that add unit and upgrade restrictions after the start of the game, fixing a bug that meant a zone would fail to request reinforcements in some cases, and fixed a bug that could cause subs to get stuck in a loop of attacking and consolidating if the nearest enemy was in the opposite direction to the enemy base.
      • 8 changes from an M28 vs RNG replay, including increased ACU aggression where ACUs have lots of upgrades, greater ecoing by the air/eco slot in preference to front combat slots, and getting T2 sooner on plateaus once they have lots of T2 or T3 mexes
      • 2 bugfixes from pull requests by art-wiedzman (relating to building away from T2 arti and reclaiming T1/T2 pgens)

      Acknowledgements

      • @art-wiedzmin - Spotting 2 bugs a bug with how M28 got the average position of units and calculated whether it could reclaim t1/t2 pgens, and providing PRs with fixes (the PRs were provided back in March but I only just noticed them!)
      posted in AI development
      maudlin27M
      maudlin27
    • RE: Mod for dynamic growth in prices for economic buildings

      You could alternatively reduce the resources generated by such buildings by using a sim mod and applying buffs to the units either when created or on an ongoing basis
      Eg resource generation of the nth building is max(1, 100 - n) / 100%

      The PCx mod is an example of using buffs to modify resource generation values

      posted in Modding & Tools
      maudlin27M
      maudlin27
    • RE: Player Modifier PCx - balance games between different rated players

      I'd expect it to be compatible with mods that change blueprint values on units to alter their resource generation values.

      It might be compatible with mods that change resources/similar it might not (I've not tested, but if I was to guess I'd expect it to be compatible).

      posted in Modding & Tools
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v297 Update

      • 4 changes from Wonder replays, including fixing a bug where M28 in an air slot would rush a land experimental instead of trying to build up an air grid, and capping the amount of T2 arti to get in response to nearby enemy fixed shields
      • 2 changes from M28 vs M28 replay, including fixing an issue where engineers could search for reclaim in an area with none
      • 4 changes from Cybran M1, including air units idling on the ground sometimes to gain fuel
      • 6 changes from Cybran M2, including fixing an issue where frigates were being treated as anti-air units instead of combat units

      Acknowledgements

      • Radde - Wonder replays and a Xander replay
      posted in AI development
      maudlin27M
      maudlin27
    • Player Modifier PCx - balance games between different rated players

      The Player Modifier PCx sim mod allows you to set build rate and resource modifiers (similarly to an AIx player). With the mod enabled if you go to game options you should see options to change the modifier applied to each player based on their player slot:
      57fc96c9-f38b-46c4-906e-ad835e6dfd6c-image.jpeg

      For example, you could use this to balance out games involving players with significantly different skill levels to give each player/team a decent challenge. As a very rough guide, playing against someone around 400 rating lower than me I found a 1.1 build and resource modifier gave us both a reasonable chance to win.

      Another example of how it could be used would be to give one player a high modifier and have them solo a team of players with a normal modifier.

      History:
      v1-2 - Release
      v3-4 - Expanded game options to allow 0.1 to 0.4 modifiers
      v5 - Modifiers should now apply to units when they get a RAS upgrade

      posted in Modding & Tools
      maudlin27M
      maudlin27
    • RE: M28AI Devlog (v305)

      v296 Update

      • UEF M4 - 6 changes, including sending sweeney to the gateway and building the 3 t2 radar
      • UEF M5 - 2 changes, including sending trucks to the gateway; a separate change was made to the PC AIx mod to allow 0.1-0.4 modifiers so I could check just how low a modifier M28 could use and still win
      • UEF M6 - 13 changes, including building more RAS in campaign, atlantis surfacing to release stored air units, grouping amphibious units like fatboys in the same zone when preparing for an underwater attack on nearby land
      • Xander replay - 8 changes, including making ASFs commit to an air fight more than before, but also being more reluctant to engage if they'd previously lost an air fight
      • 2 misc changes, including that subs should surface to use their deck gun on undefended Aeon engineers

      Acknowledgement

      • Radde - Xander replay used for some of the above changes, and prompting me to make subs use their deck gun
      posted in AI development
      maudlin27M
      maudlin27