Rules on UI mods:
We will list what sort of UI mods are not allowed here. This includes:
All autoclickers
https://faforever.com/rules
Posts made by SainseRow
A few rules updates I did wanted to add a while ago:
- Rating cap is 2400 per player. Every player above 2400 is counted as having plain 2400. Rating cap per team stays the same. This should allow high-rated players to form a team with a players they are familiar with. It's partially mitigates a problem of 2800 rated players not knowing any 1200 players, let alone those who willing to participate in a tournament.
- Stated rules regarding early withdrawal in stage 1. If early withdrawal - all wins are turned into losses, including played ones. This should be pretty obvious and just someting I forgot about.
@pavor while the add of rating cap helps you to fit in, reducing your effective rating from 2434 to 2400, overrated-player is still too much overrated. He's 1708 as of 1st October and even more overrated now. 2437~=2400+1708 is 4108. There is no rounding. Please find another partner.
I dunno about mode, it’s probably not gonna get added, but
Please advise
Just click donate mass on score board if you’re really can’t avoid overflow. It’s literally one click
Added registered teams & vacant players section in the main post
@swatoslav your combined rating is 4200, which is well above rating cap. I cannot register you
@boony said in Brick torpedo damage:
Please, think a moment before changing values by a factor of 3.75 compared to the original game!
Please think a moment about killing anything with a 10 dps torps of t3 unit that costs 1280 mass. The list would not exceed a few t1 engineers
@insidiousnoob said in MapGen 3v3 SHOWDOWN:
continuing on Sunday or even the following weekend
Please not the following weekend, there hopefully will be DAT3 at that time
Team Cap: Max team rating of 5900 with a rating cap of 2300 per player for balance
What does "2300 per player" part mean? Players above 2300 (like 2450) counted as just 2300?
@insidiousnoob said in MapGen 3v3 SHOWDOWN:
Date: 12.10 at 15:00 UTC
Format: Double Elimination: BO3 in the winner’s bracket, BO1 in the loser’s bracket.
Let's assume there are at least 8 teams participating. It will take 4 rounds to get a clear winner. With a BO3 it means no less than 12 consecutive games and no more than 20 consecutive games. 3v3 games tend to be longer than 1v1 or 2v2, especially given 15x15 km maps.
In double elimination loser bracket is already often waits for a loser from winner section. With the BO3/BO1 assymetry it will make waiting even more prolonged, thus further slowing down the tournament.
The tournament will take at least 6 hours if one team just murders everyone and closer to a 10 hours mark if it becomes competitive. The latter being more realistic. I don't think the chosen format is optimal for this type of tournament. No one can play, cover or even watch for 10 hours straight without getting physically exhausted.
Double Allied Tournament 3 is a 2v2 tournament scheduled for 19th October. This is the third time we're making this tourney. Again new map pool, >100$ prize pool and even more special!
Prizes (105$ by Neytron):
- 60$ for the 1st place & custom avatar
- 30$ for the 2nd place & custom avatar
- 15$ for the 3rd place & custom avatar
Tournament date:
13.00 UTC, Saturday, 19th October
Tournament Format:
- Games are played between teams of 2
- Combined rating cap for each team is 4100. Rating calculated based on best section as of 1st October. If player has less than 20 rated games last year, the section that has >20 rated games is taken instead.
- Combined rating floor for each team is 3500. Your team should have no less than this amount of combined rating
- Rating cap per player is 2400. Player's rating above 2400 counted just as 2400 even if it's 2600
- First stage. Swiss system. 6 tours. No elimination. You can start from 2 losses in a row, then get 3 wins and have a good chances of getting into a second stage.
- Final stage. Single elimination Bo1 or Bo3
- 1/4 teams progresses into the second stage
- If number of finalists greater than 4, final stage is played with Bo1, if 4 or less - Bo3
- In-client channel is #dat3
Registration:
- Sign up here in pairs or single. Write your FAF nickname here. Make sure your team fits the rating cap. Registration will end on 18th October 23:59 UTC.
- Don't bother with single registation, organizers will try their best to help you with finding a suitable mate (no pun intended)
Description of union control:
If one of commanders dies, the player can switch via Alt+F2 to his ally and continue to help his ally. Alt+F2 won't allow do anything besides it (won't allow giving yourself Paragon or Mavor). So if one of teamates dies, both player will control all the units they have. For example, one can play land and other play air to divide responsibilities.
It essentially eliminates APM penalty for a commander's death. In order to compensate it, full share is changed to partial share. Partial share works as full share except it doesn't share military units, only buildings and engineers.
"Start with SCU" mod description:
This SIM mod gives you one un-upgraded SCU at the start of the game. SCU is the same faction as your ACU.
Tournament rules:
- If the team is 30 minutes late after start of event, team gets disqualified.
- If one of team members cannot participate, it can be replaced during the tournament by other pre-registered participant. You can register your reserve player immediately, if you want to.
- Rating of player who replaces cannot be higher than rating of the player he is replacing. Sam with 1400 rating can replace Bill with 1600 rating, but no vice versa.
- Win = 1 score point, draw = 0.5, defeat = 0
- In case of uneven amount of teams at any stage, team gets a bye (free score) in the following precedence: most wins at current tournament, then previous tournament winner, then highest team rating.
- No one gets a bye more than once per stage
- Early withdrawal in stage 1 makes all played and not played games of this team lost
- Any conflict or critical bug should be immediately appealed to the organizer. This implies pausing current game, if necessary
In-game rules:
- Common control - multiple armies, union control
- Share conditions - partial share
- SIM-mod "Start with SCU"
- Unlimited timeouts
- Do not transfer your entire base or entire army before your commander dies. Transfering some units is allowed; exchanging bases is also allowed
- Do not Alt+F2 to change view after your death and before your base is given to an ally
- No in-game spectators other than players, organizers and streamers are allowed
- Name your lobby in format like "DAT3 ABC vs XYZ"
- It is recommended to not choose similar colors as your opponent (pink/red, light blue/dark blue); similar colors for allies are OK. Here is the tutorial
Map pool
Every slot that isn't explicitly mentioned below is closed. Again: if slot is neither 'playable' nor 'spawn mex', then it is closed.
First stage:
- Swiss Tour 1. Miracle. Playable slots: 3,4,6,7
- Swiss Tour 2. Lake zero adaptive. Playable slots: 7,8,9,10. All other slots: spawn mex
- Swiss Tour 3. Adaptive sandy valley. Playable slots: 9,10,11,12. Slots 3,4,7,8: spawn mex
- Swiss Tour 4. Primus Alpha Mini. Playable slots: 3,4,7,8
- Swiss Tour 5. Point of Reach v4. Playable slots: 1,2,3,4
- Swiss Tour 6. Abrogation. Playable slots:1,2,5,6
Final stage:
- Wonder open 6v6 v2. Playable slots: 5,6,7,8
- Hrungdaks Canyon 4v4. Playable slots: 1,2,3,4
- Asteria. Playable slots: 1,2,5,6
- Adaptive Project Dust. Playable slots: 3,4,5,6. All other slots: spawn mex
- Stella Maris. Playable slots: 5,6,7,8
- Adaptive Project Albus. Playable slots: 1,2,3,4. All other slots: spawn mex
In extreme case final stage can be postponed by one day (to Sunday 20th October) or one week (to the next 26th October Saturday) depending on the availability of finalists. However initial schedule is planned to be a single day. I've changed the format to hopefully make tournament more swift and less waiting in-between rounds.
Registered teams list:
- hybrid & Deli- (2049+2050=4099)
Vacant players:
- ikigami (2043)
- Cunningfox (1632)
- LoliChan (1438)
- Bloo_Dream (1409)
Contact
- PM me for any questions or suggestions in Discord @sainse.row. This includes organizational, stream coverage questions & prize contribution suggestions.
@ctrl-k I would be happy with your scoreboard as well
Why would we need such a mod?
I often get stuck with two things:
- To rush or not to rush gun/pgen? Can I get enough overflow from my allies to do it quickly?
- To build or not to build another pgen? Maybe I too much relying on overflow?
With the total income I cannot distinguish whether my income is good because I have enough pgens or because of my allies. This mod would help me and like myself with this struggle a lot.
The goal
Replace value in the bar that shows how much energy is being reclaimed right now with how much energy is overflowing from allies right now.
If this way of implementing it isn't possible, please consider doing it as a fork of Supreme Score Board mod v1.
The arithmetic behind UI mod shouldn't be hard. As far as I understand , currently your:
total E income = reclaim + your generation + overflow
Therefore it can be easily calculated that your:
overflow = total E income - reclaim - your generation
There was an entire balance patch dedicated to resolve your issue
https://patchnotes.faforever.com/pages/balance/2016/3655.html#tml
Enjoy
Though not with customization feature, that one is really for UI mod
@captainklutz Other units are too far off, but tml/sml is literally the same type of weapon so it falls under the same logic
@willowisppsi said in The Billy Nuke needs to be nerfed:
1 - Instead of 3k mass cost for the Billy missile, I'd recommend increasing it to a minimum of 6k and preferably 8k. This is because a well placed Billy in a core base can easily destroy 15k+ mass and Billy shot into a t3 army can reliably get 8k+ mass destroyed, if the armies big enough.
Let me explore some more balance suggestions following this logic:
- Two tmls can easily destroy a t3 mex with storages attached (5k mass), therefore 1 tml missile should cost 2500 mass.
- Nuke can easily destroy a 50-70k mass base, therefore 1 nuke missile should cost 50k mass
Megalith recoil animation is almost unnoticeable especially when compared to other units
Higher-rated maps have bigger size and more complex (navy & air) gameplay
It has been partially implemented at least in the past it seems. Not sure if it's maintained or working
"ACU Self Destruct Confirm" UI mod
Because it’s hard&annoying to communicate to your ally that he needs to disable fire when it kills you. And it’s almost impossible to achieve this in advance
I confirm that I’ve encountered the same problem including last month. Will see if I can replicate&log it. That’s an ancient bug, though it had seemed to be fixed for a while for me.
@Jip just any common lobby, let’s say 8/8 and 1 observer. Observers disabled. Everybody pressed x, you (host) see pop up ‘kick observers to start the game’, press ‘yes’ and at this moment game just freezes without logging in or dying entirely. Meaning you see the game lobby with pop up ‘kick observers?’ indefinitely until you kill it by task manager.