@pa4sam
Either devs were very fast in fixing the problem (in which case thanks!) or it randomly resolved itself.
I can now log in without any issues.
Posts made by PA4SAM
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RE: Error during Login
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RE: Error during Login
I'm now getting something that seems like a similar error aswell.
But if it is a server issue why does the uptime website say "all systems operational"
https://statuspage.faforever.com/java.util.concurrent.CompletionException: org.springframework.web.client.HttpClientErrorException$NotFound: 404 Not Found: [404 page not found
]
at org.springframework.aop.interceptor.AsyncExecutionAspectSupport.lambda$doSubmit$3(AsyncExecutionAspectSupport.java:279)
at java.base/java.util.concurrent.CompletableFuture$AsyncSupply.run(CompletableFuture.java:1764)
at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1130)
at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:630)
at java.base/java.lang.Thread.run(Thread.java:832)
Caused by: org.springframework.web.client.HttpClientErrorException$NotFound: 404 Not Found: [404 page not found
]
at org.springframework.web.client.HttpClientErrorException.create(HttpClientErrorException.java:113)
at org.springframework.web.client.DefaultResponseErrorHandler.handleError(DefaultResponseErrorHandler.java:186)
at org.springframework.web.client.DefaultResponseErrorHandler.handleError(DefaultResponseErrorHandler.java:125)
at com.faforever.client.api.JsonApiErrorHandler.handleError(JsonApiErrorHandler.java:31)
at org.springframework.web.client.ResponseErrorHandler.handleError(ResponseErrorHandler.java:63)
at org.springframework.web.client.RestTemplate.handleResponse(RestTemplate.java:818)
at org.springframework.web.client.RestTemplate.doExecute(RestTemplate.java:776)
at org.springframework.web.client.RestTemplate.execute(RestTemplate.java:731)
at org.springframework.web.client.RestTemplate.getForObject(RestTemplate.java:342)
at com.faforever.client.api.FafApiAccessorImpl.getOne(FafApiAccessorImpl.java:703)
at com.faforever.client.api.FafApiAccessorImpl.verifyUser(FafApiAccessorImpl.java:436)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:64)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.base/java.lang.reflect.Method.invoke(Method.java:564)
at org.springframework.aop.support.AopUtils.invokeJoinpointUsingReflection(AopUtils.java:344)
at org.springframework.aop.framework.JdkDynamicAopProxy.invoke(JdkDynamicAopProxy.java:208)
at com.sun.proxy.$Proxy76.verifyUser(Unknown Source)
at com.faforever.client.remote.FafService.getCurrentUser(FafService.java:280)
at com.faforever.client.remote.FafService$$FastClassBySpringCGLIB$$6c91c77e.invoke(<generated>)
at org.springframework.cglib.proxy.MethodProxy.invoke(MethodProxy.java:218)
at org.springframework.aop.framework.CglibAopProxy$CglibMethodInvocation.invokeJoinpoint(CglibAopProxy.java:771)
at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:163)
at org.springframework.aop.framework.CglibAopProxy$CglibMethodInvocation.proceed(CglibAopProxy.java:749)
at org.springframework.aop.interceptor.AsyncExecutionInterceptor.lambda$invoke$0(AsyncExecutionInterceptor.java:115)
at org.springframework.aop.interceptor.AsyncExecutionAspectSupport.lambda$doSubmit$3(AsyncExecutionAspectSupport.java:276)
... 4 more -
RE: Inverted mouse buttons
One thing that might help you is that all hotkey and other settings are stored in a Game.prefs file.
If I remember right can be found ~users/steamuser/Local Settings/Application Data/Gas Powered Games/Supreme Commander Forged Alliance/Game.prefs (but I play on Linux so on windows it might be a slightly different location).
Either way you can open it with notepad and mess around with settings that sounds like they might fix your problem (after making a little backup of the file ofcourse).
Alternatively you can delete it and I'm pretty sure that on startup of FA it will be regenerated with all settings to default, WHICH MEANS YOU LOSE YOUR HOTKEY SETTINGS but possibly also the problem you are having with your mouse.I have no idea if it will fix your issue, but it's probably worth a try.
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RE: Linux Support
I have recently had to format and reinstall Ubuntu 20.04.
Trying to reinstall steam via the .deb already caused some issues with missing 32bit packages.
Rather than going on a hunt for all these packages I just installed the flatpak version of steam instead which seems to work fine.However trying to launch FA from steam (no matter the ProtonDB version selected and yes I use the recommended launch options) results in a black screen with an error popup that has as the first line:
CD3DDeviceResources::DevResInitResources: Unable to load effect file /effects/cartographic.fx
The rest of the log is exactly the same (except for the filepaths ofcourse) as the reddit link in other examples.This error is discussed on the linux setup page on the faf wiki, but only in relation to the original ISO setup. https://wiki.faforever.com/index.php?title=Setting_Up_FAF_Linux
It seems like it has something to do with directx9.
I have already experimented cycling through different Nvidia drivers with no succes.Do any of you know what this is and if there is a solution?
Some other examples of people with the same Error:
Just a couple days ago on an unknown linux distro: https://www.reddit.com/r/supremecommander/comments/oo72rf/trouble_with_supcom_fa_on_linux_more_in_post/
on the old FAF forums: https://forums.faforever.com/viewtopic.php?f=26&t=4553
In 2010 on Windows: https://www.techsupportforum.com/threads/solved-supreme-commander-1-fa-crash-upon-startup.482655/
There also seems to be a slightly different version of this error which apparently can be resolved by pointing the FAF client to the right executable as discussed: https://forums.faforever.com/viewtopic.php?f=2&t=4507&start=410
But this version of the error doesn't seem relevant for those that follow tatsu's youtube video and point FAF to the runfile generated by steam.Does anybody know what the error means and what can be done to fix it?
Because I have for a fact played FA with this exact laptop using ubuntu 20.04 in the past. -
RE: Change Mantis to T1 tank icon
@biass what FtXCommando says here has happened to me, and I assume a lot more players. But then again I'm a noob so I don't think my opinion should count very strongly.
@ftxcommando said in Change Mantis to T1 tank icon:
The main problem is in 1v1 or 2v2 where you are focused mostly on base/engie management in the early game. You see a unit on your minimap. Was it a lab or a mantis? You couldn't zoom out and find the unit before it goes out of vision. Now you can't be sure what exactly you need to send to kill it.
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RE: Linux Support
Hello it is quite delayed but I found the solution to my problem.
I'll post it here now in case anybody has the same problem in the future.Proton 5.0-9 didn't work for me however 4.11-13 did kind of work as I showed in the previous post. I (wrongly) assumed that the fact that most of the screen was black meant I couldn't click there. But it turns out you can, so the solution is to make a username and confirm it by clicking around in the black until you hit the confirm button. Then go to settings (by clicking around in the black) and change your primary adapter settings to any non windowed resolution (again by clicking around in the black) that will fix the visual glitch. From there you can actually set up the settings and resolution you want, which will carry over when you launch using the FAF client.
So @tatsu nothing is wrong with the tutorial, it seems maybe proton has some trouble with my unusual graphics card (quadro K1100M). You might however add some comment referring to this post in the description because I assume I won't be the only one who will experience this problem.
As for your previous troubleshooting questions:
- yes I do have a graphics driver this was not the issue (it is a good thing to check if you have the same problem though. I'm no linux expert but I used this stackexchange post to figure it out.
- Unplugging one screen made no difference.
- I followed your tutorial to the letter so naturally I had the launch options put in correctly already. One thing I found that is nice though is that you can setup steamplay to launch with a particular version of proton on the same screen. Just go to the bottom of the same tab that contain the launch options and set it to the protonversion that you want. That way I can still have the new proton 5.0-9 version as my default and only use 4.11-13 for FA. For anybody with the same problem you do have to change out the generated runfile when you switch protonversions. So if you follow this fix and launching from faf doesn't work anymore, that is because the runfile is still the 5.0-9 version while steam is setup for the 4.11-13 version.
One thing I wonder about but couldn't figure out is if you could force faf to launch full screen instead of windowed mode from the launch options. If this is possible all the clicking around in the dark could be circumvented.
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RE: Linux Support
Launch options:
PROTON_NO_ESYNC=1, PROTON_DUMP_DEBUG_COMMANDS=1 %command%
These I copied from tatsu's videothen my steamplay PROTON version:
(this was adviced in tatsu's video)When I try proton 4.11-3 I suprisingly get "better" results
The game launches and what was a grey box for proton 5.0-9 is now the only portion of the screen that works. -
RE: Linux Support
I followed all steps in the youtube tutorial recorded by tatsu.
And I'm thankfull to report that all steps except one went welll.
However when I launch the game from steam or downlords client (to watch an online replay for example).
It launches to a grey box covering some part of the upper left corner of the screen and freezes.
Once I after a while try to alt-tab I get an error message as you can see on the attached screenshot.So steps that I followed.
1 Installing oracle java14 SUCCES (allthough a tip for future readers to accept the license agreement you have to hit TAB to select the OK button and then hit enter to accept, this is not shown in the tutorial. I assume because it is considered basic knowledge but I had to look it up)
2 Installing steam+setting up the steamplay settings proton 5.0-9. SUCCES
3a Launching the FA from steam to get a run file and get steam to install Directx etc SUCCES
3b The game actually opening FAILED (I got the screenshot below)
4 Installing downlords faf client SUCCES
5 Inputting the given options into the client and setting up a shortcut SUCCESIf there is anything else I can provide that you guys I'll be happy to try and provide.
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A surface level look at optimizing your economy
Hello all,
Preamble
I am relatively new to FAF and was therefore reading guides about the game. One of the guides I enjoyed most was the praying mantis guide to faf which attempts to provide some mathematically substantiated advice. However, the guide is badly out of date (and unfinished) due to new balancing patches messing up his old calculations. So here I am doing some of my own calculations, feel free to ask me to work out some other things you might have been wondered about. If I think your question is interesting, I'll happily spend an evening sandboxing/spreadsheeting it out to write another one of these forum posts.
This post will be mostly about maximizing your economy as far as the numbers go. As such there will most likely be cases where the numbers say it is more efficient to do one thing, say surround a T3 Pgen with T2 Mass Fabs. Whilst in practice this might be horrendous advice. T2 Mass Fabs build closely together tend to have a Rube Goldberg like effect once one of them dies, an effect that may very well cost you both all 16 T2 mass fabs and the T3 Pgen which is quite costly. So if high rated players in the comments have some input on stuff that looks good on paper but plays out badly in reality I'll be happy to edit those comments into this post as quotes.
Explanation of the table and the data
I know there were some disagreements about Mass Equivalent Units (MEU) but I couldn't find the contents of these disagreements on the old forum. I do however think it to logical for there to be some kind of linear relationships between mass and energy, I however don't really know what shape this relationship should take. Perhaps it shifts depending on your techlevel/faction/theater of war.
Explanation of the labels
- T1/T2/T3 Mex Mass Storage is a mass storage adjacent to a single T1/T2/T3 Mex. If a mass storage had double adjacency its income doubles and its repay time halves. Ditto T2/T3 Mass Fab Storage
- MEU is calculated: MEU = Mass + Energy/150 (take care MEU is apparently a hotly contested unit )
- Repay ticks is calculated: Repay ticks = Cost/Income per tick. It basically denotes the amount of time a resource generating unit pays for itself. If a game runs at regular speed meaning 1 second ingame == 1 second IRL one tick is the same as a second. But as I have experienced most games tend to run at a slightly slower pace and thus 1 second/tick ingame =/= 1 second IRL I use ticks rather than seconds to avoid confusion.
Cost Income per Tick Repay Ticks Name Mass Energy MEU Mass Energy MEU Mass Energy MEU Mass Income alone T1 Mex 36.0 360.0 38.4 2.0 -2.0 2.0 18.0 - 19.3 T2 Mex 900.0 5400.0 936.0 6.0 -9.0 5.9 150.0 - 157.6 T3 Mex 4600.0 31625.0 4810.8 18.0 -54.0 17.6 255.6 - 272.7 T1 Mex Mass Storage 200.0 1500.0 210.0 0.25 0.0 0.3 800.0 - 840.0 T2 Mex Mass Storage 200.0 1500.0 210.0 0.75 0.0 0.8 266.7 - 280.0 T3 Mex Mass Storage 200.0 1500.0 210.0 1.5 0.0 1.5 133.3 - 140.0 T2 Mass Fab 200.0 4000.0 226.7 1.0 -100.0 0.3 200.0 - 680.0 T3 Mass Fab 4000.0 120000.0 4800.0 16.0 -1500.0 6.0 250.0 - 800.0 T2 Mass Fab Storage 200.0 1500.0 210.0 0.1 0.0 0.1 1600.0 - 1680.0 T3 Mass Fab Storage 200.0 1500.0 210.0 0.4 0.0 0.4 480.0 - 504.0 Energy Income alone T1 Power 75.0 750.0 80.0 0.0 20.0 0.1 - 37.5 600.0 T2 Power 1200.0 12000.0 1280.0 0.0 500.0 3.3 - 24.0 384.0 T3 Power 3240.0 57600.0 3624.0 0.0 2500.0 16.7 - 23.0 217.4 HydroCarbon 160.0 800.0 165.3 0.0 100.0 0.7 - 8.0 248.0 T1 Power Storage 250.0 1200.0 258.0 0.0 2.0 0.0 - 600.0 19350.0 T2 Power Storage 250.0 1200.0 258.0 0.0 20.0 0.1 - 60.0 1935.0 T3 Power Storage 250.0 1200.0 258.0 0.0 78.0 0.5 - 15.4 496.2 HydroCarbon Storage 250.0 1200.0 258.0 0.0 4.0 0.0 - 300.0 9675.0 ACU RAS UEF ACU RAS 5000.0 175000.0 6166.7 14.0 2500.0 30.7 357.1 70.0 201.1 Cybran ACU RAS 5000.0 175000.0 6166.7 12.0 2700.0 30.0 416.7 64.8 205.6 Aeon ACU (A)RAS 5000.0 175000.0 6166.7 18.0 1700.0 29.3 277.8 102.9 210.2 Seraphim ACU (A)RAS 5000.0 175000.0 6166.7 16.0 2000.0 29.3 312.5 87.5 210.2 RAS SACU UEF RAS SACU 6600.0 115200.0 7368.0 11.0 1020.0 17.8 600.0 112.9 413.9 Cybran RAS SACU 6500.0 116400.0 7276.0 11.0 1020.0 17.8 590.9 114.1 408.8 Aeon RAS SACU 6450.0 117100.0 7230.7 11.0 1020.0 17.8 586.4 114.8 406.2 Seraphim Clean SACU 2050.0 25800.0 2222.0 2.0 200.0 3.3 1025.0 129.0 666.6 Building Combinations T3 Power & 16 T2 Mass Fab 6440.0 121600.0 7250.7 16.0 1204.0 24.0 402.5 101.0 301.8 T3 Power & 16 T2 Mass Fab Ad + 12 non adjacent T2 Mass Fab 8840.0 169600.0 9970.7 28.0 4.0 28.0 315.7 42400.0 355.8 T3 Power & 2 T3 Mass Fab 11240.0 297600.0 13224.0 32.0 64.0 32.4 351.3 4650.0 407.8 T3 Power & 2 T3 Mass Fab infinite diagonal line 11240.0 297600.0 13224.0 32.0 626.0 36.2 351.3 475.4 365.6 UEF RAS ACU & 10 T2 Mass Fab 8600.0 155200.0 9634.7 21.0 20.0 21.1 409.5 7760.0 455.9 Cybran RAS ACU & 10 T2 Mass Fab 8500.0 156400.0 9542.7 21.0 20.0 21.1 404.8 7820.0 451.5 Aeon RAS ACU & 10 T2 Mass Fab 8450.0 157100.0 9497.3 21.0 20.0 21.1 402.4 7855.0 449.4 A limited interpretation of the table
The first thing that strikes me is that the repay time for a T3 mex is actually slightly shorter than adding a mass storage adjacent to a T2 mex. Why then is it nevertheless meta to ring at T2 and only then upgrade to T3? I assume this might be the case because mass storage is much cheaper to build. A mass storage can therefore be finished much faster than a T3 mex upgrade. Thus it can start paying its cost back sooner as well. So for the ~11 tick repay time advantage to kick in one would need the buildpower to finish the T3 mex upgrade less than 11 ticks slower than building a T2 mass storage. That would take more than (3944-250)/11~=336 buildpower meaning 66+ T1 engies and is therefore practically infeasible.
If this doesn't immediately make sense think about the aeon paragon, since it produces an effectively infinite amount of mass and energy it's repay time is zero ticks. However no aeon player in his right mind would build a paragon before their first T1 mex. Because finishing the paragon based of the ACU eco takes so long that it is faster to first build up your eco a lot more before going for the paragon.
Another reason for building mass storage earlier is the the possiblity of double adjacency for mass storages on maps like dualgap and astrocrater. However one does have to hit T2 mexes before thinking about mass storage as even with 4 adjacent T1 mexes the (mass) repay time of a mass storage is 800/4=200>150 ticks. However at 2 T2 mexes adjacent the repay time is 266.7/2<150 so if you have an adjacent T2 mex it is worth building a mass storage in-between before upgrading the rest of your mexes to T2. Especially if we add to this the fact that the mass storage building is cheaper than the T2 upgrade meaning it starts paying back its own cost earlier as well.Then as to the RAS SACUs seeming less efficient than the T3 Power & 16 T2 Mass fab template even though RAS SACUs seem to be the meta. Do not forget that the SACUs include the buildpower of roughly 2 T3 engies and on top of that can shoot. If one were to compensate the cost of the aeon RAS SACU for the cost of 2 T3 Engies their cost in mass becomes 6450-624=5826 dropping their mass repay time to ~530 ticks. If you also take the energy cost into account and look at MEU repay time it drops from ~406 to ~370. Perhaps some would say that a base with lots of SACUs walking around also needs less t1 pd for teleport protection and one might be able to talk the repay time down a little further. But I'd rather leave these kinds of more ambiguous considerations up to the pros.
One thing that is a certain advantage of SACUs over Pgen+Massfab combos is the fact that they take up a lot less space and as such require less shielding which is a mass and energy savings. On top of that they are more sturdy and less explosive making them less prone to game losing chain reactions.A (very) limited look at adjacency bonuses
I don't fully understand how adjacency works yet, but here is a first look at some of the experiments I did. I'd like to look into adjacency more but in order to do so it would be helpful to have a map where I can fully surround a factory and quantum gateway with mexes, and a UI mod that allows me to see the economy of a building with more decimal places behind the comma than the regular in-game economic view button.
The first experiment I did was testing adjacency for an aeon quantum gateway producing RAS SACUs as this is one of the most expensive things a building can do on a mass per tick basis. As you can see higher tech mexes provide more savings. A point of not is that the savings caused by a single T1 mex adjacent is better than the bonus derived from putting a mass storage next to a T3 mex.
Mass/Tick Mass saved/(Tick*Mex) Adjacent Mexes T3 T2 T1 T3 T2 T1 0 33 33 33 - - - 1 29 30 31 4 3 2 2 25 27 28 4 3 2.5 3 21 23 26 4 3.33 2.33 4 16 20 23 4.25 3.25 2.5 Aeon Quantum Gateway producing RAS SACUs
If we do the same experiment for a UEF factory producing percivals we get a similar result. Here to having a production building adjacent is more efficient than ringing with mass storages.
Mass/Tick Mass saved/(Tick*Mex) Adjacent Mexes T3 T2 T1 T3 T2 T1 0 24 24 24 - - - 1 21 21 22 3 3 2 2 28 19 20 3 2.5 2 UEF Landfactory producing Percivals
Now I did all these tests producing the most expensive units As this is what you would be producing late game. This was partly due to my inability to see enough digits behind the comma on the economy view and partly because the savings early game are not very good.
Whilst the earlygame mass savings might not be very impressive on a per tick basis the lump sum is quite a bit more attractive. Not building mass storages early game means not having to spend 200 mass on a mass storage building where you build your factories adjacent to your mexes. The savings of one mass storage roughly equals to 4 T1 tanks. One mass storage next to a T2 mex would take ~300 ticks to pay for those 4 tanks.
The conclusion to take from this is that it is probably worthwhile to build your factories next to mexes rather than leaving their sides open to eventually build mass storages there. However wherever no factory will fit or once no more factories are needed you should still build mass storages adjacent to your T2 mexes. I will most likely look into this further once I have a better method to do so.Adjacency bonusses next to factories can also be achieved using mass fabs but due to quite limited savings and the explosion danger I don't think it is worth it. Nevertheless my findings were that when surrounding a quantum gateway producing RAS SACUs with 20 T2 mass fabs the mass/tick drops from -33 to -28 making for a mass/tick savings of 0.25 per massfab this would drop their mass repay ticks to 160. Surrounding the same quantum gateway with T3 mass fabs causes a drop from -33 to -28 for a savings of 1.25 per T3 mass fab, dropping their mass repay ticks from 250 ticks to ~232 ticks. However surrounding the quantum gateway with T3 mass fabs leaves 8 adjacent spaces open. So the cheapest one can produce RAS SACUs is with 4 T3- and 8 T2 mass fabs at -26 mass/tick.
Some people's mouths might be watering thinking about the adjacency bonus they can get using kennels/hives to produce T4 units. If you are one of these people I'm sorry to tell you that neither kennels nor hives get adjacency savings like factories do.
How I created this forum post
I'd love to read this kind of stuff without having to do all the work . As such for any of you inspired to take on the job of contributing to the forum, I'd like to try to lower the barrier of entry as low as possible. Thus here are all the tools, guides and methods I used.
It seems nodeBB (this forums forum software) allows for markdown notation, a kind of simplified latex like text formatting language. To write with headers and all the other formatting I used have a look at the ultimate guide to markdown. Markdown also allows for the creation of tables. Some versions allow for even fancier ones than the one I have in this forum post, like being able to merge cells, but it seems the version of markdown used on this forum is not one of the fancy types. Another feature some of the more fancy versions of markdown have is to allow for dollarsign dollarsign latexstyle formula dollarsign dollarsign. If the administrator of this forum is able to add this functionality with some plugin this would be greatly appreciated! An efficient way to create these tables is to use Tables Generator this allows you to copy paste from excel making the process of converting your spreadsheet into markdown relatively painless although some manual formatting might still be required.
One can find detailed information on all units in the faf unit database.
I did the sandboxing in a single player sandbox victory condition game by using the all ACU's sim mod (take care to turn on prebuilt units and sandbox victory in the lobby settings). I found the best map to use is astrocrater battles rich as all the masspoints are close together allowing for lots of adjacency options. Ecoing up to near infinite eco doesn't take very long and the flat open terrain makes it easy to build whatever you want to test out. For the exceptionally curious the replay ID is 12644739.