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    speed2

    @speed2

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    Best posts made by speed2

    RE: New Player Councilor Discussion + Removal Announcements

    alt text

    posted in General Discussion •
    3719 ongoing development thread

    Have no fear speed is here!

    this thread is meant to give you an overview of what is going on regarding the next game development/bugfix patch.

    I will tag all Pull Requests for this patch with the 3718 milestones so you can easily filter and find them here.
    The following changes are currently merged into the deploy/fafdevelop branch and thus available for public testing via the FAF client by playing the FAF Develop game mode:

    • Improve BaseManager unit upgrades #3170 Coop related. Better options for AI to automatically upgrade ACU/sACU during the missions.
    • Quantum optics facility fix #3174 Fix for broken vision entities that were not giving any vision (sera scout, uef arty, Coop missions, Rainmakers, etc...).
    • Allow sending resources only to allies #3180 Fixed bug where you could send resources to your enemies.
    • increase performance of table.empty and math.round #3184 Optimizing some Lua functions for better speed.
    • Add option to hide resource markers on preview #3187 Support to hide resource markers from the lobby map preview, mostly for generated maps.
    • UI Scaling fixes and improvements #3190 Fixes for UI scaling for various UI elements. Also fix for console missing a background.
    • Reduce GetBlueprint() calls in weapons #3193 Refactor of weapons code for more speed2 (hehe).
    • Remove useless GetBlueprint call #3195 Tiny code cleanup. Nothing interesting, but every bit helps.
    • Improve build effects logic #3194 Code that handles UEF build effects was speed up. Also slightly changed behaviour when picking the build effects. Now the laser that goes at the edge of the build cube is properly shown only if the build cube exist. Before you would get it for any structure, even for other factions, or when assisting factories to build units, which looked weird.
    • Simplify Sera effect flash at finished structure #3196 Code improvement for an old fix. The fix was for Sera structure build effect, at the very end, there's a flash that could be seen by enemy. While fixing this, Ive noticed there might be even more of these light flashes that can be seen by the enemy even without the vision. For example, when a unit is reclaimed, you can see the flash at the end of the reclaim effect even if you don't have a vision on that place. If someone feels adventurous, feel free to make a list of all these effects that should be fixed. (Since the fix is very simple.)
    • Speed up Aeon shields death animation #3197 As title says, Aeon shield now turns into wreckage +- as the other factions, so you can start rebuilding it faster.
    • Remove set up of build effect from TShield #3198 Just a small code improvement.
    • Add link to the patchnotes to the changelog popup #3210 Changelog popup now has a button that links to the balance patchnotes that have some better description of why balance change XY happened and is good for you.
    • Weather in Supreme Commander #3175 Huge code improvement for the weather effects. More info on how to use them on your map here.
    • Fix for Sorian AI to be able to use support factories (#3173) It's in the title.
    • Fixed unit cap displaying in coop #3213 Unit count is again displayed in coop as well.

    Contributors:

    • Azraeel
    • Divran
    • Jip
    • KionX
    • Sheikah45
    • speed2

    Please test these changes by playing FAF Develop featured mod and report any bugs you find.

    This post will be updated whenever new changes are merged and thus available for testing in the FAF Develop game patch.
    If anyone is interested in testing PRs that are not yet merged then you can do so by following this guide.

    posted in Blogs •
    RE: Removing A Pink

    Remove? How about we add some more!

    ForgedAlliance_2017-09-06_19-02-55.png

    posted in General Discussion •
    RE: Ban EcoManager & Similar Mods

    Microing massfabs adds 0 value to the game, they should have been automatic from day 1. They just need some warning when they're not running on 100%, so you don't build more of them just to find out they are all disabled.

    posted in General Discussion •
    RE: M&M Map Vault Plans for Fall 2020 and On

    @Resistance said in M&M Map Vault Plans for Fall 2020 and On:

    @Morax if i knew how,i would put some nice likes for this one:P
    good changes inc,i like it.

    alt text

    posted in Mapping •
    RE: Aeon Shield Animation

    https://github.com/FAForever/fa/pull/3197
    That was easy to fix.

    posted in Balance Discussion •
    RE: 3719 ongoing development thread

    Btw. those code refactors and cleanups got me 5% sim speed increase on out ASF mayhem perf test map. It's gonna be less in a real life where there's less pew pew. But still better than before.

    posted in Blogs •
    RE: Council of Setons EXPOSED - Part 1

    Im one of those who's silently leaving (and not some conversations, but contribution). So you have my full support nine

    posted in General Discussion •
    RE: Veterancy removal for most units

    I like vet and I wouldn't mind to see it even improved. To add some extra damage on the weapons like in vanilla.

    posted in Balance Discussion •
    RE: What is a server?

    Dude what? Still no servers???

    To the FAF employees:
    If you cant engineer yours to industry standards, you should resign.

    posted in Suggestions •

    Latest posts made by speed2

    RE: Ideas for Mercy changes

    DoT for mercies? Looks like EQ to me.

    posted in Balance Discussion •
    RE: operation blockade broken

    Fixed by today's coop maps patch

    posted in Game Issues and Gameplay questions •
    RE: How do I completely disable fog of war in my hosted Co-Op games?

    Enable cheats in the lobby
    Ingame press Ctrl-Alt-Z or console command "SallyShears"

    posted in I need help •
    RE: Shared Units in Campaign

    You were always able to give units to other players in coop campaign, through the diplomacy menu. And it still works.

    posted in Suggestions •
    RE: Someone's cheating on the coop leaderboard

    Wouldnt be so bad considering the frequency of coop patches

    posted in General Discussion •
    RE: Various states for IsUnitState

    https://github.com/FAForever/fa/blob/deploy/fafdevelop/engine/Sim/Unit.lua#L8

    posted in Modding & Tools •
    RE: Coop Campain Crash -1 073 740 768

    There's nothing useful in the log that would be pointing to the cause of the crash

    posted in Game Issues and Gameplay questions •
    RE: What are the bonus objectives?

    I have the list since I made them. But it will spoil the fun of discovering them for you.
    https://docs.google.com/document/d/1PtEkAcRON4LdWSNOzsrqe2rM_ABSf1sS31WNz06zawc/edit#

    posted in I need help •
    RE: Can unit costs reflect adjacency bonus?

    The build menu should show the base cost, since adjacency is applied only to the factory and not engineers that can be assisting it.

    Factory is then showing the correct drain when building the unit with adjacency.

    posted in General Discussion •
    RE: FAForever Map Editor | ACUs/Units not spawning

    Looking at the code, for each army, the game tries to create 'INITIAL' group. If the group exists, that's what you get. If it doesn't exists or is empty, then the ACU is spawned.

    Any other group has to be spawned by map script.

    posted in I need help •