Vault has v1.0 because v1.1 was removed for some reason, but you can still download it from the original forum post: https://forums.faforever.com/viewtopic.php?f=41&t=17047
Best posts made by Nomander
@jip You get (3) when you place a new assist order on a damaged factory that is making units.
When the engi arrives to the assist position, if there is a unit in the damaged factory, it will get an order to repair the unit and then assist the factory. Notably this happens for every engi individually, so you will see many stacked orders like the old spread attack.
Pathing problems appear because repair range is dependent on unit size, and assist range is dependent on factory size. So a small unit like a destroyer will require the engis to move towards it to repair it.
Engis can get stuck pathing in the cycle of: arrive at assist position -> get repair + assist order -> move to unit to repair it -> unit finishes, rolls off, and factory starts new unit -> engi arrives at assist position after that happens
In addition, if the unit is destroyed in the damaged factory, all engis will again get repair orders on the next unit.
Summits for friendly-fire, an hq for making destroyers, and t1 engi spam show this off easily.
On a side note, you can drag orders like assist and repair onto in-progress units, which can get annoying for land and air facs where the unit and factory share the same location for orders.
Latest posts made by Nomander
@mostlostnoob The previous exploit was based on the fact that Armies 1, 2, etc spawned on markers 1, 2, etc., so you could look at the spawn marker positions from the save file and associate them with an Army, identifying which player got what slot (Armies also contain player name and faction data).
This got patched by FAF by scrambling the marker positions upon sim initialization for random spawn settings maps. This scrambling isn't reflected in the save file obviously, so there is no way for the UI to know what players spawned where, only where the spawn points are. The "... (Revealed)" spawn settings work by adding the newly scrambled positions to the Sync table for the UI to access and use to place the visual elements.
My version of the reveal positions mod still looks at markers in the save file, but it doesn't show player names if the spawn settings scrambled the spawns.
Vault has v1.0 because v1.1 was removed for some reason, but you can still download it from the original forum post: https://forums.faforever.com/viewtopic.php?f=41&t=17047
@jip You get (3) when you place a new assist order on a damaged factory that is making units.
When the engi arrives to the assist position, if there is a unit in the damaged factory, it will get an order to repair the unit and then assist the factory. Notably this happens for every engi individually, so you will see many stacked orders like the old spread attack.
Pathing problems appear because repair range is dependent on unit size, and assist range is dependent on factory size. So a small unit like a destroyer will require the engis to move towards it to repair it.
Engis can get stuck pathing in the cycle of: arrive at assist position -> get repair + assist order -> move to unit to repair it -> unit finishes, rolls off, and factory starts new unit -> engi arrives at assist position after that happens
In addition, if the unit is destroyed in the damaged factory, all engis will again get repair orders on the next unit.
Summits for friendly-fire, an hq for making destroyers, and t1 engi spam show this off easily.
On a side note, you can drag orders like assist and repair onto in-progress units, which can get annoying for land and air facs where the unit and factory share the same location for orders.
@waffelznoob said in I am abandoning Aeon:
Its mml might be the worst though so that's one point for you
Aeon MML has 2 hp on the missile, so it's the second best.
Cybran (super rapid fire splitting missiles) > Aeon (2 HP + high alpha dmg) > UEF (2 shot burst of 1 HP missiles) > Seraphim (rapid fire 1 HP missiles)
Arguably, aeon has the best MML if the cybran split missiles hit a shield before being shot at by TMD.