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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!
    NuggetsN Online
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    Posts

    Recent Best Controversial
    • RE: Supreme Commander 2 in FA

      @Zopto said:

      @Nuggets

      Due to FAF rules, I wouldn't be allowed to upload this mod to the FAF Vault because of copyright concerns. Realistically, I don't think anyone would care and I highly doubt problems would arise from it, but as it stands I am not allowed to.

      Yeah I know, i was just suprised mod DB is being used for this game.

      @Sprouto said:

      @Nuggets FAF is not the entire Supcom world. While it is popular - the bulk of the audience are solo players who never touch the FAF environment. ModDB is an excellent repository - and one that generates a tremendous amount of traffic and visibility. All modders, with non FAF-specific mods, like this one, will reach a far broader audience there.

      Im not sure i trust those numbers. Also you are painting FAF as some multiplayer online environment which is not true at all.

      Not sure what you mean with "FAF-specific" mods? Its a supcom mod... And i dont believe for a second that moddb will reach a "broader audience" than on faf for supcom. In this case, yes, because its not allowed because of copyright (i guess the concept of copyright doesnt exist on moddb lol).

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: Supreme Commander 2 in FA

      ModDB for supcom? Is that even used when there is the faf vault?

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Update to Roguelike, v28:

      • Fixed TMD not being able to kill missiles -> This was kind of a huge thing, as with some specific buffs uef and sera TMD couldnt shoot down any missiles anymore
      • ACUs now also get buildpower increase from the general buildpower buff (before that it specifically had to say "+% acu buildpower")
      • Changed the visuals of the loot truck. They now have different colored markings on them, indicating the rarity of the buff they are carrying (in case someone has custom names turned off)
      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Supreme Commander 2 in FA

      Hey @zopto this sounds really interesting! Would be interested in checking this out regarding my own modding. I sent you a pm!

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Random events has been updated to v27:

      • Fixed not complete engies / units being transferred or transformed (and thus sometimes blocking factories)
      • added the new category "lategame events" (lobby option, default set to 20min): 3 new "epic" lategame events. -> only one of these can be active at a time.

      -> Rift Invasion: A rift tears open near the middle of the map, and ground troops and gunships pour out to raid every team. Destroy the Rift Anchor (100k HP) to seal it. (Units inspired by Warhammer 40k)
      -> The Chitin Brood: Spawning pits break out across the map, and grow new pits toward the players. They "taint" the land, which speeds up the brood and slows your units. Destroy every Brood Pit (30k HP each) to end it.
      -> The Lattice: Harvesters land with drop pods across the map and eat every wreck, rock and tree to build new machines (they eat all reclaim and spit out new units). Anything they kill becomes more machines. Destroy every Harvester (50k HP each) to shut it down.

      Events are scaled down on smaller maps (10km or below). The spawning should work in a way that they dont spawn on a plateau, hill/mountain or some unpassable terrain, but close to the center (except for the 3rd, which spawns randomly across the map, but not close to ACUs or spawn locations)


      These were kind of inspired by neroxis PvPvE mod (which he made recently), but less complex. They have their own spawn animations (especially the Rift Invasion one is pretty epic), but are not a proper "faction" or player.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Sharing my factory unit queue templates

      what am i seeing

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Supreme Commander Remaster !

      ping everyone gogogo

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Based on games i've seen today there were some bugs, partially because of the removal of projectile speed buff, partially some old bugs, so i had to release v27 aswell.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Update v26 for roguelike mode (and updated experimental changes because people are still using it...):

      • Re-added the energy buff cards without a downside. Lowest rarity for this is uncommon
      • Removed all buffs from nukes and SMDs to prevent them from bugging out. (nuke damage can still be buffed as before)
      • Removed 1 non functional class (Field medic -> gave regen around engies). Could have gotten it to work, but i felt like it didnt really fit. With this we are down to 37 classes.
      • Removed the stat "Projectile speed": Projectile speed was the go-to negative buff as it didnt affect all units and is mostly irrelevant (as most things are not projectiles). Additionally faster missiles caused tmds to no longer be able to hit them, which was kind of an engine issue, but removing this buff also fixes it.
      • Because Projectile speed got removed, and it was the go-to negative buff, I lowered ALL negative effects by 20%

      Reminder that 1) you can disable negative effects if you dont like them via a lobby option, and 2) always use the newest mod version or desyncs will happen because FAF is having issues with replacing the files (or downloading old files) correctly if done automatically.

      posted in General Discussion
      NuggetsN
      Nuggets
    • RE: Cannot upload new version due to "A mod with UID XYZ already exists."

      @Szasz said:

      Got it, thanks for explaining.

      No problem. The only thing you can do is open a vault ticket on discord if you want a mod of yours hidden. But its not in the hands of the users themselves

      posted in FAF support (client and account issues)
      NuggetsN
      Nuggets
    • RE: Cannot upload new version due to "A mod with UID XYZ already exists."
      • No you cant see old versions. They are in the vault in case someone hosts with an old version (because he didnt update) so others can still download them
      • No they cannot be removed
      • No you cannot manage your uploads
      posted in FAF support (client and account issues)
      NuggetsN
      Nuggets
    • RE: Cannot upload new version due to "A mod with UID XYZ already exists."

      You have to change the UID. It already exists.
      Old versions dont get overwritten. All old versions of all mods are still in the vault and can still be used in case someone hosts with an old version. Mods dont auto-update for people unless they enable that option in the settings

      posted in FAF support (client and account issues)
      NuggetsN
      Nuggets
    • RE: Neural networks for creating mods

      I've had my AI create the document. No guarantee on anything in there, but thats basically the info its using for me and its working great. https://drive.google.com/file/d/1mSeR1qdLo9m2N5cTELc5W9PXrE-RsA7W/view?usp=sharing

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: End game Freeze Issue

      I dont think so. Sure it can be the case for me, but this is not a thing that happens always. When the end of the game freezes, it freezes for everyone. I'm not exaggerating when I say its up to 50% of the time. Farms has this tons of times to see on stream aswell.

      posted in Suggestions
      NuggetsN
      Nuggets
    • RE: DualGap AI – role-based skirmish AI for Dual Gap Adaptive v14 (6v6)

      What would happen if one bot dies? Does another take over its role? Can they adapt?

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: End game Freeze Issue

      Yeah its a pretty big issue but idk why you are restarting your PC. You just need task manager to end task or with Windows 11 you can end task vias taskbar if you enabled this

      posted in Suggestions
      NuggetsN
      Nuggets
    • RE: Neural networks for creating mods

      @Nomander I can try to create something generic in the next couple of days

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: Neural networks for creating mods

      I assume with neural networks you just mean AI?
      For me I use claude. I'm not sure how much difference it makes with other AI for example, but there is a big difference if you use the free version and the models locked behind pro (at least for claude).
      Getting into it is fairly easy but expect A LOT of mistakes. Nowadays claude barely does any mistakes for me because of all the context, memory and instructions it has collected over time (lots of bug fixing / finding out what is causing what).

      So TLDR: If you just start, expect testing, retesting, reworking quite a bit. Once you have used it a lot it gets WAY less to almost nonexistent.

      I would say its worth it, but requires some effort and time early on. (ATM i am using Opus 5.5 which has recently released)

      posted in Modding & Tools
      NuggetsN
      Nuggets
    • RE: Rate without t4 GEs

      Lol. Yeah lets call all mappers who made chokepoints so this wont happen

      posted in Suggestions
      NuggetsN
      Nuggets