FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Nuggets
    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!
    NuggetsN Offline
    • Profile
    • Following 1
    • Followers 1
    • Topics 19
    • Posts 574
    • Groups 2

    Nuggets

    @Nuggets

    FAF Association Board
    216
    Reputation
    220
    Profile views
    574
    Posts
    1
    Followers
    1
    Following
    Joined
    Last Online

    Nuggets Unfollow Follow
    FAF Association Board FAF Association Members
    • The ReUI Slop department - minigames and other fun stuff

      Welcome to the official post of the ReUI (AI) Slop department!

      Built on top of ReUI (huge thanks to 4z0t for making this possible), this collection brings a bunch of minigames and chaos to FAF. All mods are UI-only unless noted.


      Bingo (UI-only, Singleplayer / Multiplayer):

      A synched 5x5 Bingo-field is generated (out of currently 84 tasks). When you tick a task, it lights up in your color and others cannot click it aswell. You can go for lines, but the main idea was "whoever has the most, wins". No limit on how many people play. You only need to have the bingo mod.

      b6003229-6fd5-4cd2-9c10-a271fe3184e5-image.jpeg

      (Yes the x-button does not work. It was kind of a joke at the time, maybe I will fix it at some point!)
      There is no "control" if you actually did the task. It is based on trust and fun.

      Disclaimer: This mod is not made with AI, it was purely by 4z0t !


      Battleship (UI-only, Multiplayer or Singleplayer):

      Classic Battleship against another player. Challenge someone with a hotkey, place your ships, and sink theirs. Upon pressing the hotkey, all other players with this UI mod get a popup where they can accept or decline the challenge to play battleship. The window automatically closes and declines after 3 seconds of not pressing anything. If no other player accepted (or noone else in that game has the mod) a game against a Bot is started).

      467d6637-6482-486a-8c08-60096bb1e2af-image.jpeg


      Chess (UI-Only, Multiplayer Only):

      Full chess against another player, played inside the game! Play by pressing the hotkey or accepting a challenge. (Currently there are some chess rules regarding check still missing, but the game itself is playable. Resign and Draw button also currently do not work. Fix: soon-ish). Currently there is a 10 seconds turn timer to not make it too boring.

      6755d1a0-2db9-4c1d-8365-3d8cca098251-image.jpeg


      Minesweeper (UI-Only, Singleplayer Only):

      Classic Minesweeper with a resizable grid. Configure the size and mine density via ReUI options. First click is always safe. Opened via Hotkey.

      4a06429a-3a94-4ed8-aebd-741b383bfebc-image.jpeg

      af9e9990-a755-4caf-912d-60e095ec7a3c-image.jpeg


      Name or Death: (UI only, mostly Singleplayer):

      Three minigames in one, all triggered by different hotkeys with your current selected units at stake (that means they will die if you fail):

      • Trivia: answer a question correctly or your units get self destructed (currently about 100 questions in the pool)
        0c121040-c970-419d-b58d-9030afaddecb-image.jpeg

      • 2 Truths, 1 Lie: Find the LIE between 3 statements, guess wrong and you lose your selection:
        c42b55ae-6082-48ce-95f9-5cbfccdb5d7a-image.jpeg

      • Higher or Lower: guess whether the right unit costs more or less mass than the left one. Get 4 in a row correct (amount configurable via options) or lose your units
        1975d349-d38d-4477-bdf2-65c57b2f3889-image.jpeg

      Additional info for Name or Death:

      • Trivia can be configured to auto-start every X-minutes via options
      • 2 Truthts, 1 Lie currently has about 60 True statements and 40 False
      • Required wins in a row for Higher or Lower can be configured via options.
      • Some exclusions configurable via ReUI options
      • The intended use case of this mod is for twitch. Me and farms for example have the third party software "Mix it up" running on our pc, which is logged in with the twitch account. On redemption of a channel point reward it presses a specific key, which is the hotkey ingame. For more info, pm me.

      5ca7fe41-f904-42b3-b135-e2922cb629eb-image.jpeg

      Disclaimer: Started of with only the trivia purely made by 4z0t. Then expanded with AI to include the other modes.


      Additional Info for multiplayer mods:

      All of the mods have an entry in ReUI Options to disable receiving requests in case you dont want that or someone spams them.
      2b428a7a-1ad4-464f-9365-ec45422e7000-image.jpeg

      Example:

      e523facd-c8ff-4f31-99f2-fbcf29e8119c-image.jpeg

      This is what a popup looks like when you are challenged to any of the games:

      6e578d8c-4b09-4998-a020-356c19300a0b-image.jpeg


      Guess Elo (Sim mod):

      And last but not least is the only sim mod in this list (ranked mod!). Hides all player names and shuffles colors at the start of the game. Players are assigned random names from a configurable list (currently about 18 names). Names and true colors can only be revealed as observer when clicking the reveal button. (Not really a ReUI mod, but it kinda fit into this post)

      There is a UI-only version in the vault, but it has many limitations. I recommend using the SIM-mod if you are interested in this.
      455ca92b-c164-4c2c-9947-4effa9b158f8-image.jpeg


      All mods, except Guess Elo SIM, require ReUI. Guess Elo has incompatibilities with mods that affect the chat, such as the emoji mod. If you have a mod that conflicts with Guess Elo, you will not be able to chat.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Chicken Storm

      @Caliber said:

      Cost of that damage = zero no mass no energy cost just free dps.

      Thats insane. From now on i will build the storms instead of the chicken!

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • RE: Why does everything suck so much right now?

      Well, i think the reason everything seems worse is quite obvious.. the connection issues. It's as simple as: there are connection issues > games is not fun > am not motivated to play that much (or at all) > incapable of finding games (at least high rank games).

      There are a bunch of complaints regarding this change or that change (which do have an impact), but i still firmly believe that the main issue is that i can't just start a game and know it will be a good game (connection wise).

      posted in General Discussion
      NuggetsN
      Nuggets
    • The wall situation

      If walls die when no share is enabled, why do they stay with the dead player on full share? Its an annoying mechanic if nobody can self destruct them anymore.
      And then if you reclaim allied walls you get banned...

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • Overhauling the FAF ruleset

      FAF rules, or rather, their application has gone downhill for quite some time. I keep hearing about more and more completely ridiculous bans based on some very ridiculous rules (or how they are written).
      I completely understand that rules have to be written rather broad to not have someone go around them. But improving on the current ruleset is imo the best first step to fixing this.
      (FYI: this is a different and more broad topic compared to my overwork of the exploit-rules)

      Here is the rules page: https://faforever.com/rules


      So here are some rules and my recommended changes, including reasoning (going from top the bottom according to the rules page):

      1. 1cc77d7a-b2b5-44f2-a3e6-0d0e3d204155-image.png
        -> Friendly fire — Do not maliciously reclaim allied units or purposefully fire on allies

      Reasoning is quite simple. Units are in the way of me building something (doesn’t have to be on the front, can literally be anywhere) – for example a random T1 air unit. In theory I get banned because I reclaim this if he doesn’t respond to pings. Not always can you just build somewhere else.
      (Check rule-wording on the rule of “Helping enemy team” -> here the word maliciously is used, so I think its appropriate here aswell)


      1. 0203e7f6-d9ea-478b-a135-ab985112921d-image.png
        ->

      Not quite sure how to formulate a better rule here, because this rule shouldn’t even exist. A simple chat message like “Make Torps!!!” (based on a recent ban) can be bannable. You should be allowed to tell someone how to play, BUT not be toxic about it or spam it. Telling someone how to play, even if they didn’t ask for it, is completely normal, just like in any other game.


      1. d40312d2-171c-4f34-ba61-37c5df028a7d-image.png
        ->

      Another rule where I am not 100% sure how to formulate it correctly. But I think this is pretty nonsense, because 1) try to tell this to anyone on Dual Gap, Setons or Astro (literally the most played maps). If I take a mex which DOES belong to someone else, you can 95% of the time see him reclaiming it to get it back.
      Or lets take a different example where there actually are no “reserved” mass extractors: Mapgen. So in theory I can get a spawn with 3 mex and try to rush some air with it, meanwhile the guy next to me takes every mex around me and doesn’t want to give me any. So how is this not game ruining for the player who doesn’t get any?
      Tons of example more here but I think you get the point.


      1. 71e6d256-c050-4f78-a954-6cd61c6fc524-image.png

      Here the point of lagging games or connection issues are missing. I have had games where the lag (for me) was horrible, and I did not want to play that. But apparently nobody else in this game shared this opinion and wanted to continue. So according to these rules I am forced to play, or I can get banned upon report. So, I think we can add:

      • Leaving in case of very noticeable connection issues is allowed.

      1. a09ef8eb-928f-463e-9b73-88c300113f03-image.png
         Do not self-destruct, also known as or “CTRL-K”, your base or significant quantities of units, unless your team agrees.
        This was a big topic for me and others because of, shockingly, some more bans. My intention of changing the rule is that if the game is over the team can ctrl k their bases as they wish, as long as they all agree. Yes, that includes 1 person ctrl-k-ing his base and the rest continues playing, because the team should be able to do whatever they want with their bases as a team. The enemy team should have no say whatsoever on this, because why would they? How is self destructing a base more game ruining than recalling? In both cases you “take the fun of destroying the enemy base”.

      1. Exploits

      I don’t think I need to mention it here, because there is an entire thread of this, which will (hopefully) at some point made into a proposal by me. Just wanted to have this here on the list to get an overview of what I’d like to get changed.


      1. 6bc3e1e6-cff1-49b1-972e-6ab44b08eda0-image.png

      This rule is fine, but I just wanted to post this here for context for the actual rule I think needs changing:

      ff549c9f-f937-4c9a-a407-e6fec40b69c4-image.png

      So the first rule allows me to insult people if its not based on the reasons mentioned. But this rule means I must always be respectful. So, respectfully, fuck off (a joke).
      I don’t want to imply here that I would like everyone to go mental and insult. But I would like some more leeway here.

      Here is the chat-log of a recent ban. Now I don’t know if its because of toxicity or “controlling behaviour”:

      Player 1 to allies: DO SOMETHYING
      Player 1 to allies: STOP SLURPING AND PLAY
      Player 1 to allies: YOU CLOWN
      Player 1 to allies: YOUR OPPONENT IS NORTHH
      Player 2 to allies: relax, we're doing fine
      Player 1 to allies: no we are not
      Player 1 to allies: he's drooling over his keyboard
      Player 1 to allies: TORP NOW OR I QUIT
      Player 1 to allies: 10 seconds to comply
      Player 1 to allies: WALK THEM UP MID
      Player 1 to all: can't play this with drool zone

      But in my opinion even this should not be bannable for multiple reasons:

      1. whoever got “flamed” here did not reply or say anything (as in “stop” or something like that)
      2. There is a mute function

      There are no direct insults anywhere in this (I sure hope we can at least call people a clown...) so I think the way to go about this is not moderation->ban but rather the mute function ingame. But if you disagree I’d love to hear why exactly, because this doesn’t even haven an insult (yes, its not necessarily respectful, but still “normal”).


      1. And here we have the biggest of them all:
        242c93de-7130-44b2-9a71-98d50a0c4efc-image.png

      The discussion of bans. The foe of all moderators (for some reason).
      Jokes aside I don’t even know how or where to start here. Why is this not allowed? Is the reason to not have spam on the forum / chat that discusses bans? Basically this means bans are discussed everywhere but the FAF discord / forum. I get that the moderators don’t want to publicly reply everywhere something is posted regarding a ban, but this rule could simply be changed to moderators won’t do public statements regarding bans. This way moderators themselves can discuss it (if they want), but don’t need to and also don’t need to reply.
      For these kind of discussions (and the exploit-thread) it is quite annoying to not be allowed to talk about the specific bans.
      I don’t know if in other similar sized communities this kind of rule exists, but I can’t imagine so (feel free to prove me wrong though, this is just my opinion). I know this is not the intention, but what it actually feels like is that we have tons of ridiculous bans and then can’t talk about them (this is not just my opinion / feeling).


      So I posted this specifically in the general chat and not association forum to get responses / ideas from all. I just hope it doesn't escalate into something again and then locked.

      posted in General Discussion
      NuggetsN
      Nuggets
    • New "Random Events" Mod!

      Hello everyone, head of the ReUI slop department here.

      I have been switching some of my focus to SIM mods and have recently made a new mod called "random events", which triggers, as the name says, random events during the game!
      Basically every set interval (configurable via the lobby, default is 2 minutes) it triggers an event for everyone in the game. The event is the same for everyone. It can be a one time thing of "Get 5000 mass" or a duration event of "+50% Damage" (for all units). Each event has a popup like this:

      6a391d5f-33e7-43d4-af04-fecfebdd4f65-image.jpeg

      With the current version 5, which I just released, we are at 111 events, each weighed the same (completely random). What is also (since version 5) included, is a visual indicator of what event is currently active and when the next event will trigger:

      3e1c1966-7412-4933-9dc8-1d14b26db63b-image.jpeg

      Each event is active until the next event (except the one-time events, which are... one time), but this is configurable via the lobby options to last longer, shorter or even the entire game so they stack, but the default is until the next event.
      A "no event" timer for the start of the game can also be configured to have more "peace" at the start. Default is 0, so the first event will trigger when the first timer runs out (default 2min).

      Overall I'd say this is a mod to really mix games up and have some chaotic gameplay. Feel free to give ideas for events!


      And lastly a message to this bozo with this review lol:
      6ce8975e-09b5-4fab-84f3-d60112b31f3b-image.jpeg

      Yes, as is the case with every random mod, it is always biased towards the enemy!! Jokes aside, he clearly didnt get how it works, because everyone gets the same buffs..


      Since it was requested here is a list of all events as of V11:

      Duration stat modifier events (58)

      1. Power Dampening Field - All weapons deal 50% less damage
      2. Weapons Hot - All weapons deal 50% more damage
      3. Overclocked Servos - All units move 50% faster
      4. Gravitic Anchor - Everything moves at half speed
      5. Grid Brownout - Energy production cut by 50%
      6. Mass Shortage - Mass production cut by 50%
      7. Supply Crisis - Mass and energy production cut by 30%
      8. Power Surge - Energy production boosted by 50%
      9. Industrial Frenzy - Engineers and factories build twice as fast
      10. Crazy Engies! - Engineers get a 100% speed boost
      11. Armored Advance - Land units: +10% damage, speed and HP
      12. Tailwind - Air units: +10% damage, speed and HP
      13. High Tide - Naval units: +10% damage, speed and HP
      14. Steel Legion - Land units: +20% damage, speed and HP
      15. Air Supremacy - Air units: +20% damage, speed and HP
      16. Fleet Command - Naval units: +20% damage, speed and HP
      17. Bogged Down - Land units: -20% damage, speed and HP
      18. Turbulence - Air units: -20% damage, speed and HP
      19. Rough Seas - Naval units: -20% damage, speed and HP
      20. Fortified Positions - Defensive structures deal 50% more damage
      21. Targeting Scrambled - Defensive structures deal 50% less damage
      22. Reinforced Plating - All units gain +50% HP (buildings excluded)
      23. Rapid Fire - All weapons fire twice as fast
      24. Jammed Barrels - All weapons fire at half speed
      25. Blind Playthrough - Line-of-sight vision disabled - radar only
      26. Gold Rush - Mass extractors produce double
      27. Mass Drought - Mass production cut in half
      28. Power Surge - Power generators produce double
      29. Energy Crisis - Energy production cut in half
      30. Economic Boom - Mass and energy production +50%
      31. Recession - Mass and energy production halved
      32. Glass Cannons - Units deal double damage but have half HP
      33. Fortified - Units have double HP but deal half damage
      34. Berserk - More damage, faster fire, less HP
      35. Pacifism - All weapons deal only a quarter damage
      36. Sharpshooters - All weapons deal +50% damage
      37. Adrenaline - Units move and fire 50% faster
      38. Featherweight - Units move twice as fast but have half HP
      39. Overdrive - Faster firing but more fragile
      40. Spray and Pray - Fire much faster but each shot hits softer
      41. Reckless Assault - All-out attack: hit harder and faster, but paper-thin
      42. Battle Frenzy - Everything combat-related is boosted
      43. War Economy - Production surges but units are weaker
      44. Scorched Earth - Hit harder at the cost of survivability and economy
      45. Last Stand - Massively tanky but slow and weak on offense
      46. Fragile - Everything has half HP
      47. Paper Thin - Everything has just 10% HP
      48. Industrial Boom - Engineers and factories build twice as fast
      49. Bureaucracy - Everything builds at half speed
      50. Reinforced Bunkers - Defensive structures have triple HP
      51. Air Superiority - Air units gain +50% damage and HP
      52. Clipped Wings - Air units have half HP
      53. Grounded - Air units move at half speed
      54. Naval Dominance - Naval units have double HP
      55. Landlubbers - Naval units deal half damage
      56. Tank Rush - Land units move 50% faster
      57. Commander Boost - Commanders gain double HP and +50% damage
      58. Radar Jamming - All radar, omni and sonar go dark - line-of-sight only

      Instant events (45)

      (some of these are in theory not instant, because they are played out over a period of time to prevent lag)

      1. Scattered Debris - A light shower of reclaim falls across the map
      2. Salvage Storm - A heavy shower of reclaim falls across the map
      3. Mass Meteor Shower - A massive deluge of reclaim falls across the map
      4. Structural Collapse - Every unit and building drops to 10% HP (commanders safe)
      5. Ion Storm - Every unit and building loses half its current HP
      6. Nanite Bloom - All units and buildings repair to full HP
      7. Commander Meltdown - Every commander drops to 1 HP (it can regenerate)
      8. Decimation - 20% of every player's units are destroyed (commanders safe)
      9. Sabotage - 20% of every player's buildings are destroyed
      10. No Fly Zone - Half of every player's air units fall from the sky
      11. Quantum Flux - Half of all T1 units morph into random T1 units
      12. Quantum Flux - Half of all T2 units morph into random T1 units
      13. Quantum Flux - Half of all T3 units morph into random T1 units
      14. Rogue Scouts - Every T1 land and air scout mutates into a hostile T2 unit that leaves no wreck
      15. Defenses Rebel - Every defensive structure turns hostile and fires on its former owner
      16. Factory Uprising - All T1 factories turn hostile and mass-produce attackers - land makes tanks, air makes bombers, navy makes frigates
      17. Massive Downgrade! - All T2 units become T1, all T3 units become T2
      18. Massive Upgrade! - All T1 units become random T2 units
      19. Viva la Resistance! - All engineers transform into UEF Mech Marines
      20. Your ACU Had a Child! - Every commander spawns a second commander
      21. Total Lockdown - No orders can be given for 20 seconds
      22. Total Bankruptcy - In 10 seconds, everyone's stored mass and energy is set to 0
      23. Signal Blackout - All scouts, radar and sonar are destroyed
      24. Mass for Everyone! - Every player receives 5,000 mass
      25. Huge Mass for Everyone! - Every player receives 10,000 mass
      26. Musical Commanders - Every commander is teleported to a teammate's position
      27. Bug Infestation - Land units mutate into Cybran bugs!
      28. Mass Crash - In 10 seconds, all stored mass is set to 0
      29. Return to Sender - Every commander is teleported back to its start position
      30. Naval Disaster - Half of all naval units are destroyed
      31. Cull the Weak - All T1 mobile units are destroyed
      32. Veteran Boost - Every mobile unit gains a veterancy level
      33. Elite Forces - Every combat unit gains two veterancy levels
      34. Mantis Swarm - Thirty Mantis appear next to each commander
      35. Robin Hood - Mass taken from the richest on each team, given to the poorest enemy
      36. Mutiny - A quarter of each army defects to hostile forces
      37. Mass Mutiny - Half of each army defects to hostile forces
      38. Defection! - Half of each player's engineers defect to an enemy
      39. Mass Defection! - Every engineer defects to an enemy
      40. Beetle Mania - A quarter of all T1 combat units defect and mutate into hostile Fire Beetles!
      41. Engineer Infestation - Half of all T1 engineers defect and mutate into hostile Fire Beetles!
      42. Doppelganger - Half of all units transform into a random unit of the same tier and type!
      43. Sabotage Ring - 10% of all structures defect to hostile forces!
      44. Resurrection - Every unit lost in the last minute returns where it fell
      45. Rise of the Fallen - Every wreck on the map comes back to life

      Special events (14)

      1. Dark Age - No T3 units or buildings can be built
      2. Ground Stop - No land units can be built (engineers excepted)
      3. No-Fly Zone - No air units can be built
      4. Naval Blockade - No naval units can be built
      5. Stone Age - No T2 or T3 units or buildings
      6. Factory Freeze - No new factories can be built
      7. Disarmament - No new defensive structures can be built
      8. Engineer Strike - No engineers can be built
      9. Economic Sanctions - No economy structures (mass extractors, power, fabricators) can be built
      10. Sensor Blackout - All radar, sonar and omni structures are destroyed and none can be rebuilt
      11. Tier 2 Lockout - No T2 units or buildings can be built
      12. Skip the Basics - No T1 units, buildings or engineers can be built
      13. Meteor Shower - Explosive shells rain across the map
      14. Soul Harvest - Units you kill rise again under your command - no wreck left behind
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Username rules updates

      This post? Fantastic. Clearly addresses each of our concerns, points out problems our solution has, and describes where our communication has failed.

      The situation is: mod team comes out with a (ridiculous) change. Now WE have to take the time to formulaten an article on why this is bad. You are saying it is not acceptable to just write "bad change, reverse". You want an entire article with pro, cons, examples and whatever.
      How about YOU (mod team) post a 'proposal' and not a change that might be reversed if enough people complain (obviously this is not appicable to every change, but it clearly is here).

      I don't even know how to say how ridiculous it is that a rule is getting an insanly strict update (not sure how to formulate that), and you expect people to go "Yeah ok, it helps moderation".

      Maybe a bit of an exaggeration but this is what it feels like to me.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Remove Novax omni?

      Remove novax laser instead

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • 3v3 Seasonal Mapgen Tourney

      The first seasonal Mapgen Tournament is divided into four distinct seasons, each representing 1-2 unique biomes from Mapgen. As players advance through the tournament, they will progressively experience the biomes of later seasons, showcasing the diversity of Mapgen.

      Tournament Dates:
      11.01.2025, 14 UTC for the Main Tourney
      18.01.2025, 14 UTC for the semifinal + final

      Tournament Director: Nuggets
      Tournament Organiser: Sainse
      Challonge: https://challonge.com/3v3seasonalmapgen
      Communication: A Channel in the official FAF discord: https://discord.com/channels/197033481883222026/1323688978922213517
      Captains-Channel: https://discord.com/channels/197033481883222026/1326590378949742622
      Coverage: https://www.twitch.tv/faflive

      Rewards:

      200$ - Sponsored by FAF.

      1st place: 150$
      2nd place: 50$

      (All payments must follow FAF official payment guidelines: https://forum.faforever.com/topic/7161/faf-official-tournament-payout-guidelines)
      1st place avatar: 2c143561-ca27-4ee7-9b4c-27319aad2656-1stplace.png
      2nd place avatar: 307c1fa5-df8b-4cc1-bd97-d35c8db5debf-2ndplace.png
      3rd place avatar: 1391af60-8010-4ebb-88c7-1dad9864999d-3rdplace.png

      If you would like to contribute please contact Nuggets (discord: nuggets3858) directly.

      Signup / Team setup:

      This 3 vs 3 tourney is open to everyone, single signups only with captains pick system (highest rated players pick out of the other signed up players). Captain amount depends on sign ups, but a minimum of 6 and maximum of 8.
      Lowest rated to highest rated captain for first AND second pick.
      Signups will close on the 8.01.2025 for the captains pick to then commence. Team-name can be sent after the pick is done.

      Tournament Format:

      This 3v3 tournament will be a Double Elimination with BO3s for each round in the top bracket leading up to a BO5 in the final. Loser’s round will be BO1, except for Round 3 and 4. Teams consist of 3 players.
      For every game the lower rated captain picks the first map (and then alternating) which cannot be used again. There are no Vetoes.
      See example here (Line showcasing the first and second day):
      391fb1c0-d088-4eba-b4b8-6ce9ea942193-image.png

      Tournament rules:

      • If one team member cannot participate, the player can get replaced by other registered participants
      • Rating of the player replacing the missing team member cannot be over 100 rating higher.
      • Be online at least 20 minutes before tourney start (in FAF)
      • and of course the official FAF tourney rules: https://forum.faforever.com/topic/6167/official-tournament-rules

      Map Pool:

      Pre-generated Mapgens ranging from 13.75km to 15km. Here are the maps sorted by biome (check challonge to see what biome applies).
      Prayer (Spring):
      neroxis_map_generator_1.13.0_2kuhanlp7gp5k_ayfqecagaqaag7l5
      neroxis_map_generator_1.13.0_5olsex57hnbwu_ayfqecagayaag7l5
      neroxis_map_generator_1.13.0_kkv5b7jqofyno_aygaecagaaaag7l5
      neroxis_map_generator_1.13.0_o37tmjsmcnv4s_ayfqecagaiaag7l5
      neroxis_map_generator_1.13.0_owavgud5elgic_ayfqecagauaag7l5

      Wonder (Spring):
      neroxis_map_generator_1.13.0_jkavwb6ztlwfi_ayfqecalayaag7l5
      neroxis_map_generator_1.13.0_zbqwmeptqeyw4_ayfqecalbaaag7l5
      neroxis_map_generator_1.13.0_zemtvo6dqvbxm_ayfqecala4aag7l5

      Desert (Summer):
      neroxis_map_generator_1.13.0_3z6l55ixujatk_ayfqecabbaaac7l5
      neroxis_map_generator_1.13.0_7vystflniyyp2_aygaecaba4aag7l5
      neroxis_map_generator_1.13.0_lumt66h7fk7vu_ayfqecabayaag7l5
      neroxis_map_generator_1.13.0_ovizjqwawzzye_aygaecabbiaag7l5
      neroxis_map_generator_1.13.0_qzazesm45emlm_aygaecabaqaag7l5

      Stones (Summer):
      neroxis_map_generator_1.13.0_3rfzvvddshdig_ayfqecahaaaag7l5
      neroxis_map_generator_1.13.0_bsf2tkse4as2k_ayfqecaha4aag7l5
      neroxis_map_generator_1.13.0_xpg5lszfoxuom_ayfqecahaqaag7l5

      Sunset (Autumn):
      neroxis_map_generator_1.13.0_5tqoj4aycbvek_ayfqecaibiaag7l5
      neroxis_map_generator_1.13.0_bvvtx63iyal6g_aygaecaiayaag7l5
      neroxis_map_generator_1.13.0_fzvmoftip575k_bagaecaiaeaag7l5
      neroxis_map_generator_1.13.0_r4u65meyrsi4y_aygaecaibiaag7l5
      neroxis_map_generator_1.13.0_wfm3l33qnjrfq_aygaecaibaaag7l5

      Frithen (Winter):
      neroxis_map_generator_1.13.0_b7uvlkxztdol4_aygaecadayaag7l5
      neroxis_map_generator_1.13.0_k5a2cwqcew3wc_aygaecadbaaag7l5
      neroxis_map_generator_1.13.0_omcpiej72fvce_aygaecadbaaag7l5
      neroxis_map_generator_1.13.0_tdbgkhkcqr5qq_ayfqecadaaaag7l5
      neroxis_map_generator_1.13.0_w56bzxr5u5kmu_aygaecadbiaag7l5

      Crystalline (Winter - FINAL):
      neroxis_map_generator_1.13.0_3l7tzvc2jfqhq_ayfqecambiaag7l5
      neroxis_map_generator_1.13.0_25loae6qwquyw_ayfqecamaaaag7l5
      neroxis_map_generator_1.13.0_mnnk2mswc7jva_ayfqecambaaag7l5
      neroxis_map_generator_1.13.0_q55npq7ne5ppq_ayfqecama4aag7l5
      neroxis_map_generator_1.13.0_t6mv5pegqitce_ayfqecambiaag7l5

      Currently signed up / picked :
      963b91b0-7774-4936-9f1d-357bb5c9fd78-image.png

      Rule update.

      In order to provide more equal opportunities for both teams:

      Map pick rules for Bo3 (and only Bo3)

      "Lower rated captain picks first map, highest rated second map. After that the team who lost 2nd game choses 3rd map"
      Map pick rules for Bo3 (and only Bo5):

      For Bo5 the rule is still the same as before:

      "For every game the lower rated captain picks the first map (and then alternating) which cannot be used again. There are no Vetoes"

      posted in Tournaments
      NuggetsN
      Nuggets
    • RE: Username rules updates

      This change is actually insane. Aswell as the reasoning behind the decisions. Imagine creating rules based on the size of the community. Say faf suddenly grows by 100k people. Are we now changing rules because of that?

      The real question is "who asked" (as in who asked to check / control usernames). I do not mean this as a joke. Up to now literally no moderator cared until there was a report. So it literally did not matter unless someone is annoyed about you and wanted to pay you back. Now I'm supposed to stick to username from myself and i better not rename to somebody else (even by accident)!

      You (moderation team) are now saying EVERY player must know the other players. There can be no confusion on usernames. Do I even have to talk more about this?

      The example with the confusion regarding screenshots also has little relevance in my opinion. Surely chat logs must be saved somewhere, so reports should only be possible with a timestamp. Just like when reporting something ingame.

      Also, when is the discord username purge coming?
      Apparently there is a guy on FAF since 2013 or something called Nugget, so i guess i'm not allowed to have my username anymore - gg (also getting ready to report anyone with Nugget in their name).

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      And since I have been working on another update in parallel to the previous one, here is V17. I did get 1-2 messages saying that the normal stat changes events could be a bit lame, so I decided to make more "special events":

      Changes:

      • The event that take mass from the richest and gives to the poorest player now announces who got mass from who
      • The event that locks controls for 20 seconds now has a secondary announcement when controls are "free" again

      Additions:

      • Martyrdom (duration) - Units explode on death, damaging friend and foe alike. Damage and AoE scale with tech level
      • Static Storm (duration) - Any unit standing still for 3+ seconds takes 5% of its max HP per second until it moves. ACUs and buildings are safe.
      • Buy One Get Two (duration) - Every unit a factory builds comes out twice. (Experimentals are not doubled)
      • Mass Production (duration) - Units up to T3 cost 50% less and build twice as fast.
      • You Are What You Kill (duration) - Units transform into whatever unit they kill. Only unit-vs-unit kills count - killing buildings does nothing, and structures and commanders never transform.
      • Mitosis (duration) - Dying units split into two random units one tier lower in the same domain (T3 → two T2s, T2 → two T1s, T1 → nothing).
      • Roulette Factory (duration) - Factories produce a random unit of the ordered tier and domain instead of what was queued.
      • Cell Division (instant) - Every unit on the map splits in two - both copies at half health. Commanders excluded.

      So now there are 130 events!

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      V16 with some bugfixes / changes!

      • Commanders copied from "your acu had a child" now also copies upgrades
      • Commanders inherited from "soul harvest" (killed enemy commanders) now also keep upgrades
      • Fixed the bug where units sometimes spawn underground or in a weird way when transforming
      • Fixed income buff being reset after making mass storage for adjacency on mex
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Historical Replays and 404'd Links

      I have downloaded them onto my server and they will be used for Vindex's faftracker to get even more results and things you can search for. In theory I can even offer to make them downloadable via a UI (this already exists) but I am hesitant to make it public so my internet doesnt go to shit if 10 people randomly decide "yeah i want everything" and starts to download everything.
      Maybe I can limit it somehow, but havent figured it out yet.

      posted in I need help
      NuggetsN
      Nuggets
    • RE: Experimental changes on 2026.06.25 Feedback

      Bad is a normal statement, you are correct. But just saying bad is also not helpful. If this was a vote made by the balance team to "all of faf" then you could argue its a yes or no. But when adjusting balance on fafdevelop just saying bad is not relevant. Bad can mean many aspects, its not some universal thing.
      One player could argue that bad regarding sacu is the fact that they are cheaper, the other could mean with their bad that the adjacency buff is too strong. We will never know unless these people clarify.

      The only thing the vote told us is that something needs to change. For all we know substracting 100 hp from all support commanders is enough to make it good in the eyes of the players who voted.

      I'm not trying to shittalk here or anything. Im just saying if we could get the reason for WHY its bad, it would be 1000x more helpful. Even if its just 1 sentence

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      @Firv said:

      Having 3 events pop up and everyone vote for what event to get would be funny. In a tie have both of them appear at once!

      What do you mean? Isnt that what I implemented? Except with the tie causing both to happen

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Experimental changes on 2026.06.25 Feedback

      This is not really useful at all if they dont say what is bad about them. They could all have different ideas about what is bad...

      posted in Balance Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      @magge said:

      Could the numbers also be randomized?

      I think it may be fun to have a regular mode with standard values, and a separate "Chaos" mode where the numbers can vary much more.

      Yes, but it kind of depends what the goal is. I feel like I set everything to have a decent / big impact. If you randomize and go in 2 different directions I feel likes its either not as interesting because it was nerfed or way too brutal.

      BUT I was thinking of doing a separate mod that is essentially this popup (like roguelike) choose 1 of 3 stat modifiers with different rarities. But not sure!

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      V15:

      • Changed how lockout works. When for example defences are locked they are actually removed from the build menu, so there is no "way around" to still build them

      • New Mode: "Voting" and "Voting + no repeat"

      image.png

      With Voting enabled, 15 seconds before an event starts everyone gets a popup to vote for the next event!

      4d28d068-31b1-46ca-b73e-97cdca1cf2ca-image.png

      Votes are counted in the background and you will see which event got selected with how many votes. On draw, one of them gets selected at random. 1 seconds before the next event starts, the voting window will automatically disappear in case you didn't vote, otherwise it disappears when voting for one of them.
      (Clicking I don't care forfeits your vote)
      As you can read in the small text "Targets are locked in now - destroying your own units will not dodge the result" there is no "exploit" to not lose your units to the enemy. The moment the popup appears, the mod saves your current units and if you should self destruct them, the event still triggers for them!

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      Patch notes of V12/13:
      Generally I change and added more things to make some events that basically did nothing more relevant and removed a bunch of negative speed modifiers because they were just annoying and it felt like playing on -5.

      Event changes:

      • Armored Advance - now +50% damage and HP (was +10% damage/speed/HP). Speed bonus removed.
      • Tailwind - now +40% damage and HP (was +10% damage/speed/HP). Speed bonus removed.
      • High Tide - increased to +30% damage, speed and HP (was +10%).
      • Steel Legion - increased to +30% damage, speed and HP (was +20%).
      • Air Supremacy renamed to Iron Wings - now +10% damage and +50% HP (was +20% damage/speed/HP). Speed bonus removed.
      • Fleet Command - increased to +50% damage, speed and HP (was +20%).
      • Bogged Down - now -40% damage and HP (was -20% damage/speed/HP). Speed penalty removed.
      • Turbulence - now -40% damage and HP (was -20% damage/speed/HP). Speed penalty removed.
      • Rough Seas - now -40% damage and HP (was -20% damage/speed/HP). Speed penalty removed.
      • Gravitic Anchor (was -75% speed) - removed.
      • Sabotage Ring - walls are no longer counted toward the 10% and can no longer be converted.

      Fixes changes to behaviour of hostile AI (hostile civilian):

      • Rogue Scouts - the hostile units now actively hunt players instead of stopping after their first move.
      • Mutiny and Mass Mutiny - defected units now actively attack instead of sitting idle.
      • Hostile units and factories (Rogue Scouts, Mutiny, Mass Mutiny, Factory Uprising) now receive resources and attack orders for 10 minutes

      New events:

      • Made of Glass (duration) - All units drop to 1% max HP. Buildings excluded.
      • Condemned (duration) - All buildings drop to 10% max HP.
      • Blood Money (duration) - Every enemy unit you kill refunds its full mass cost to you and leaves no wreck.
      • Spoils of War (duration) - Kill an enemy unit and gain a same-domain copy one tier lower. T1 kills give a T1 unit.
      • Reinforcements (duration) - Every kill spawns a random same-tier, same-domain unit for the victim next to the ACU
      • Survival of the Fittest (instant) - Damaged units die; healthy units drop to half HP. Commanders and buildings are safe.
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" Mod!

      @VindexNoob said:

      Can you please be more precise? Thank you.

      I can add a list of all events, but i felt like it would spoil a lot Well, whoever wants to read it can read it. I updated the main post.

      posted in General Discussion
      NuggetsN
      Nuggets