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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!
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    • RE: aeon t3 facs april fools too late?

      This will be my final reply in this forum thread, and I'd like to take the opportunity to elaborate one last time.

      I revisited this redesign project because I was not entirely satisfied with the models at the time either—specifically, the models that existed before the last patch.

      Instead of simply complaining or criticizing, I asked for the topic to be given another chance and offered my help by contributing my own free time and effort, just as everyone else who works on FAF does.

      I also have the advantage of having spent time learning modding as a hobby since 2020. Through numerous tutorials, I taught myself how to use tools such as Blender, GIMP, and others, which allowed me to turn my ideas into something tangible. This was similar to the first project I had the opportunity to contribute to for FAF: the upgrade of the Aeon T2 Shield to a T3 Shield.

      Once my proposal was accepted, I communicated every change openly through the forum thread "Redesign of All HQ and Support Factories." In addition, anyone was free to test the models themselves through a dedicated mod (Savers Factory Rework – 06/2025).

      I was also happy to consider suggestions for improvements, especially when they were presented in a specific and constructive manner. After all, it is difficult to work with comments such as "bad" or "doesn't fit" when the models have not even been tested in-game.

      In particular, due to the discussions surrounding the Aeon Land Factory, I created an additional comparison mod that included several different design iterations and approaches (Savers Factory Rework + FAF – 09/2025).

      Furthermore, after the factory model adjustments were completed—but while they were still in the mod phase—a news post was published in the FAF client explicitly asking for community feedback (11.2025).

      🤔 This raises a genuine question: what additional forms of communication would you consider appropriate? Naturally, any approach should inform interested players without becoming intrusive or annoying to others.

      If this topic truly matters to you, then I can only encourage you to provide concrete and constructive suggestions—or, even better, become actively involved yourself.

      Finally, I would like to leave you with one thought:

      FAF exists because people are willing to invest their free time, whether through programming, balancing, organizing, modding, testing, or providing constructive feedback. Not every decision will satisfy everyone, and not every change will turn out perfectly. However, progress only happens when opinions become concrete proposals and criticism becomes actual participation.

      I have done my best to make this development process as transparent as possible and to provide everyone with opportunities to test the changes and share their feedback. What each individual chooses to do with those opportunities is ultimately up to them.

      With that said, I consider my participation in this forum thread concluded and will not be replying further here. I do, however, hope that the discussion continues in a constructive manner and that those who care deeply about this topic will continue to contribute their ideas, feedback, and efforts in the future.

      posted in General Discussion
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      Hello,

      Based on the review and feedback from @nory, I initially implemented three adjustments:

      1. Fixed an issue in the LOD1 model of the Seraphim T2 Land Factory, as it did not match the LOD0 model.

      Mistake: 35.jpg
      Fix: 36.jpg

      1. Added an additional indicator to the Cybran T2 Naval Factory. This adjustment also required further changes to the animations of the T1 to T3 HQ factories.

      Current:33.jpg

      New:34.jpg

      1. Fixed minor issues in the build animations of the Cybran Land Factories from T1 to T3, which caused unintended movement of the construction arms.

      Since these adjustments are no longer part of the mod, they can only be viewed in FAF’s test mode. However, these changes are not immediately available yet, so the screenshots will have to suffice for a first impression for now.

      After that, I will take another look at the Aeon Land Factory to see what further improvements can be made.

      posted in Suggestions
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      @nory Hello 😊

      Thank you for your summary and explanation. I’m very happy to hear that you generally like the models — with the exception of the Aeon ones.

      Since I handled the reworking of the models on my own, I would like to respond to your individual points and also explain why certain things were implemented the way they are or how they evolved over time.

      I will try to go through the individual points and models step by step based on your summary. However, I would prefer to discuss the Aeon separately, as the explanation and possible new adjustments will likely require considerably more time.

      Naval:
      • Cybran:
        Yes, the visuals could probably be a bit more pronounced here. What would you think about adding this indicator as well?22.jpg

      • Seraphim:
        The naval factory is almost identical to the version before the patch. The main difference is that the construction and destruction animations have now been added, and additional transformation components were also integrated into the lower tech stages.

      Air:
      • UEF:
        The bridge to the second tower already existed before the patch. However, I retextured it and shortened it for the animation so that it feels more natural when the two towers connect. So essentially, the existing design was only slightly adjusted 😉
      Land:
      • Cybran:

      Here, I stayed very close to the shape of the models from before the 2023 patch. However, since I cannot rework the textures and stretched shapes are no longer supposed to be used, I tried to recreate the original size and silhouette as closely as possible through new components, such as the added spikes. After all, the components still need to fit naturally into the model and should not appear completely “out of nowhere.” Unfortunately, I could not come up with a better solution for this.

      • Seraphim:
        I still need to adjust the LOD1 model here. Unfortunately, I only noticed the issue just now.

      • UEF:
        Thank you for pointing that out — I will revisit and fix that.

      Since many of us have more or less unintentionally become “forced testers,” this also gives us the opportunity to work together on improvements. Through open discussions, shared experiences, and feedback, we can hopefully find solutions that benefit everyone and help create an aesthetic that appeals to as many people as possible.

      Unfortunately, I also only have limited free time (volunteer fire department, my job, and family life alongside this) to work on these adjustments. Therefore, I kindly ask everyone to contribute constructively. Of course, I would also greatly appreciate any additional help 😊

      But for today, that’s it from me for now. See you soon.

      posted in Suggestions
      SaverS
      Saver
    • RE: aeon t3 facs april fools too late?

      @KnownSniper

      Hello,

      your criticism is understandable. However, I would ask you to post it directly in the mentioned thread together with a concrete suggestion:
      https://forum.faforever.com/topic/5790/redesign-of-all-hq-and-support-factories/91?_=1778960759321

      Over the past year, I invested a lot of time into redesigning all factories and testing various new concepts. Your comparison was also taken into account in that thread, although it has only been prepared as a draft so far.

      Please take a look at the proposals — maybe we can find a good compromise.

      And if this factory is your only point of criticism, then that is actually a success already.

      Well then, maybe I’ll soon read another great suggestion from you. 🙂

      posted in General Discussion
      SaverS
      Saver
    • RE: AI Wave Survival Mod Information

      @G4ever Hi, if the first mod in your list concerns the upgrade of the Aeon shield from T2 to T3, you can delete it. This feature has already been incorporated into the core game.

      posted in Modding & Tools
      SaverS
      Saver
    • RE: Game sound/music stops randomly

      Hi, here's a link that might give you some tips for this problem. Turning the sound off in the BIOS and then back on again worked for me. https://forum.faforever.com/topic/2619/fa-sound-issues-some-sounds-play-once-then-nothing?_=1777142885070

      posted in Game Issues and Gameplay questions
      SaverS
      Saver
    • RE: Chicken Storm

      I think it’s good to identify potential problems. That way, a constructive discussion can always take place.

      Personally, I think the storm is a great weapon. It’s a real double-edged sword. Depending on how it develops, it can be bad for both sides.
      I wanted to check how the storm behaves, but I haven’t found it yet. Visually, it seems random, but that can be deceiving.

      Since I play a lot of UEF, when I have a Fatboy, I try to use the mobile construction option to escape with it. I basically spam T1 when I notice the Chicken is about to fall. Other factions can’t do that.

      But that’s just the diversity of this game.

      How do you react when you let a Chicken get too close to your units?

      posted in Balance Discussion
      SaverS
      Saver
    • RE: Idea: Extended veterancy

      I don't think the idea is bad. That would give the veterans more weight and also make them somewhat more robust.

      posted in Suggestions
      SaverS
      Saver
    • RE: Help me create a music mod

      @jerichos
      I'm not very familiar with this type of sound file, but take a look here, you might need to convert your files so you can use them in FAF.

      https://forum.faforever.com/topic/9633/voice-problems-in-the-co-op-missions-of-sc1/13?_=1775484500853

      posted in I need help
      SaverS
      Saver
    • RE: Savers Unitpack

      @Uveso

      Thank you 😁

      Does this refer to a fix for Total Mayhem? 🤔 😵

      👩‍💻 🤷

      posted in Modding & Tools
      SaverS
      Saver
    • RE: Peculiar AI behavior

      Hello and welcome to the community 🙂 I've only occasionally encountered the behavior you're describing. But I do think it could be related to your economic advantages.

      Regardless, I would advise you to make good use of the many AI models that FAF offers. M27 / M28 / RNGAI / UVESO
      6d877e2b-2c3e-4da2-9616-d2c7eb34aeef-image.jpeg 67bca8f0-34e4-42ae-8eb2-3e66267ddf1d-image.jpeg faaa3e3b-180a-4230-8bb3-c9d521a08dd1-image.jpeg

      They each use their own tactics, with M28 currently being the strongest AI. At least in my opinion.

      posted in General Discussion
      SaverS
      Saver
    • RE: Savers Unitpack

      Hello everyone,

      I’ve once again noticed a small detail in the game that I no longer want to ignore.

      What is it about? 🤔 The walking animations of our beloved ACUs.

      Except for the Seraphim ACU, all ACUs look a bit odd when walking. I originally wanted to create a GIF for each animation, but I apparently used the wrong tools for that. So for now, comparison images will have to do.

      👨‍🏭 Let’s begin:

      UEF:
      The ACU’s legs twist quite heavily due to its design—too much for my taste. The new animation aims to reduce this issue so it doesn’t “wobble” its legs as much while walking. Since these are only images, please consider them as examples taken from the respective animations.

      Normal:
      13.jpg
      Fix:
      14.jpg

      AEON:
      The AEON ACU generally looks somewhat compressed while walking, almost as if it were under the influence of something. The head wobbles, and the legs move in a very linear way… but see for yourselves.

      Normal:
      15.jpg
      Fix:
      16.jpg
      Cybran:
      Unlike UEF and AEON, the Cybran ACU is comparable in size to the Seraphim. However, once it starts walking, it appears smaller, tucks in its head, and hunches its back. Why? No idea ^^

      Normal:
      11.jpg
      Fix:
      12.jpg
      As I said, it’s just a small detail—but maybe you’ll like the change as much as I do. 🙂 The fix is now included in my mod pack.

      posted in Modding & Tools
      SaverS
      Saver
    • RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

      Correct me if I'm wrong, but is the mod still available on FAF? I couldn't find RK-s-Explosions in the vault.

      posted in Modding & Tools
      SaverS
      Saver
    • RE: Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

      @kettenferry
      Hi, it's not the same mod, but it's also decent and makes the battle more impressive.

      4408b43e-34c5-43f6-8025-082dfe390ff2-image.png

      posted in Modding & Tools
      SaverS
      Saver
    • RE: Sudden desynchronization during the game

      @cpahb A great post 🙂 And it's great that everything is working now. What makes me even happier is that you share your experiences and your discoveries or insights. That’s exactly what FAF is all about.

      posted in Game Issues and Gameplay questions
      SaverS
      Saver
    • RE: Features and what not

      I've already mentioned one point here, but I just love this topic too ^^

      What I really appreciate about FAF are the co-op campaigns and special maps that can also be played co-op.

      What I'd still like to see are more great co-op missions and new game modes, like other RTS games have.

      For example, a tower defense mode... Wave Rush (PvP) and so on.

      When I think about how such modes can expand WC3 and other games and attract new players, it would be fantastic.

      However, implementing this would require a lot of time and dedication.

      I once tried to create my own co-op map, but unfortunately, it was lost due to a memory crash.

      Therefore, I have some idea of ​​the scope of such a project.

      That's why I have so much respect for the people who create and make these maps available 🙂

      posted in General Discussion
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      Quick update: I'm currently putting the project on hold while I try to learn GitHub. If I'm successful, you might see it ^^ Thanks again for all the great suggestions and contributions.

      And for the consistently constructive suggestions.

      Thanks again to everyone 🙂

      posted in Suggestions
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      @GospelOfThomas39 Thank you, I'm glad to hear that.

      Your suggestion is a good point and makes strategic sense. However, this fact affects almost all factories/factions.

      The Cybrans, for example, obscure their units with the construction arms (even though I raised the arms slightly and spread them out).

      With the Sera, it's more the construction animation of the individual unit.

      At the UEF factory, the girders were slightly reduced in size and textured.

      For the Aeon, I moved the front section forward a bit to allow for some visibility.

      You also have to zoom in closer to see the unit.

      To illustrate, here are a few pictures.

      I had the units built to about 70% so you can better assess the situation.

      1.jpg 2.jpg
      3.jpg 4.jpg 5.jpg 6.jpg

      I hope this answer can offer a new perspective on your suggestion.

      posted in Suggestions
      SaverS
      Saver
    • RE: Redesign of all HQ and support factories

      @IndexLibrorum Hi, the idea sounds good.

      But unfortunately, I don't know how it could be implemented. I've only created a construction animation so far. For your suggestion, the crane would need to be able to swivel in every direction.

      And I have no idea how to tell the factory whether to go left, right, or straight ahead.

      posted in Suggestions
      SaverS
      Saver
    • RE: Missing icon in the game (picture attached)

      @bofhlusr
      Hi, I created it like this in my mod. Maybe it will help you.

      mods\Savers Unitspack\icons\units

      posted in FAF support (client and account issues)
      SaverS
      Saver