Navigation

    FAForever Forums
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    1. Home
    2. speed2
    speed2

    speed2

    @speed2

    146
    Reputation
    179
    Posts
    51
    Profile views
    0
    Followers
    0
    Following
    Joined Last Online

    • Profile
    • More
      • Following
      • Followers
      • Topics
      • Posts
      • Best
      • Groups
    speed2 Follow

    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: 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 •
    RE: Is there any point watching a replay after it desyncs?

    No. From the time it desync the simulation will just drift futher away from what it should be, so the longer the desync goes on the more weird stuff you'll see.

    posted in Game Issues and Gameplay questions •
    RE: Faf co op missions maps & mods directory

    @curious_guy I dont know how you've managed to fix anything by doing that, since the files that are on the git are not the same as the files you download through the client. So all the missions you host from the faf client won't use those files you've downloaded manually

    posted in FAF support (client and account issues) •
    RE: Ban EcoManager & Similar Mods

    @keene said in Ban EcoManager & Similar Mods:

    @speed2 said in 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.

    "They just need some warning when they're not running at 100%"

    One exists, its called an energy stall which is very flashy and visible.

    I think you missunderstood me.
    If the mass fabs are managed automatically and turn off when you don't have enough energy. You can end up in a situation when you're not stalling, but only half of your mass fabs are running. So you think you have enough energy, build more fabs, but that will only cause more of them to turn off so your power doesn't crash.

    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: Problem with graphics in game

    yeah, its nvidia only bug, started when I switched from amd to 1060 and continuous now with 2060 as well
    antialising settings doesnt help in my case

    Also it happens on all explosions, it's just much easier to see on nukes

    posted in Game Issues and Gameplay questions •
    RE: Sweaty Teamgame Player Requirement

    Not saving the replay online if its private game with password makes sense. If you want to share it later with someone, you would have the local copy.

    posted in Suggestions •
    RE: Is there a Mod where unit-wrecks block units like in TA?

    I dont remember making this one. But the description looks like something I would write

    posted in Modding & Tools •
    RE: Removing A Pink

    Remove? How about we add some more!

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

    posted in General Discussion •