•When you build something, game remembers that and does not let you build in that place anymore.
(for example you could use cheats to teleport building away, but as long as building is not dead, game will not let you build in that place)
•When you upgraide any building, old building gets removed and replaced with new upgraided building. And while this happens, game forgets that that old 1rst building was build. New building that was spawned on top does not get the same treatment as newly build one and there is no extra mechanism to prevent building
•Usually players can't order to build buildings on existing buildings, but AIs can, sometimes they block their upgraided factories by placing stuff inside factories.
Players can use "repair" hotkey on a building's wreck to give order, even if wreck is on top of other building. however it should not interfere with model of that building... not sure how that works, but you can't just build things inside other thing, but there is lots of empty space around factories where you can build
•you can do some cool weird stuff with that
IT WAS ALL DONE WITHOUT CHEATS, i didn't teleport things inside other things, i actually build it this way, and it can be reapeated with cheats off.
•That is only the beginning tho!
I found out that it is often not consistent.
Sometimes i can fit storage in the corner of the factory, and sometimes i don't
However if all factores are placed next to each other in a grid - then they all are acting similar, in a way that you can build storage in the same corner (i just didn't build all of them on this creenshot, but only 2 storages on the left are buildable for those factories)
•So i have been testing that for long time but im gonna skip all the failed test attempts... here is test that reavealed the mistery
•Making a big grid of dead t1 AAs
•1rst test susbject coordinates 0x0 (mesured in pds with 0 at the top left pd xD), 2 layer of pds are buildable on the left, 1 layer at the bottom
•second subj, coords 0x1, 2 layers at the left, 1 layer at the bottom but only partually... weird actually
•3rd, 0x2, now it gets different, and i am able to build on top
•4th, 0x3. weird that those two pds were not buildable now
•5th. 1x0. so changin horisontal position changed my ability to rebuild PDs on factory sides now
After that it was clear that factory's position on invisible grid affects your ability to rebuild things inside of it, witch was kinda werid...
also it repeats itself at least once in avery factory lenght i think... didn't check that for sure, and didn't check if it repeats itself more often... maybe like every 2 1 pgens or so maybe possible.
not many uses for that i guess, can probably try to fit storages and factories next to mexes, but need to know beforehand if you can do that with certain mexes or not. The fact that id depends on position kinda makes things simpler. also makes things insanely more fun for people that would try to recreate what you are doing but not placing things exactly in the same place LOL.
maybe you could fit more shields in the same area and fit tele-defence in the same area at the same time but it requires you to build things and then ctrl+k them and then build on top of them without reclaiming and then upgraide what you have build and then rebuild from wrecks.. not easy, and not cheap
Edit: Testing was hard not only for me https://youtu.be/NhIr38iKFac that poor SACU lost its mind
Aeon TMD projectiles (those spheres that they shoot up) also divert mercy shots, however TMD will not launch it's sphere when it sees mercy shot so you need your opponent to launch missiles at you while also trying to mercy you
remove power drain from mass extractor, so stalling power does not kill your mass income
mod that would prevent you from acccidentally canceling your HQ by assisting other factory with the HQ
some long time ago someone suggested making gateway unassistable
completely removing them will make some people angry i beleave
because i am resonably good at it and i like being good at something... also i like the controlls, new UI mods improve things, tho i am so lazy to set them up and set up hotkeys...
I like to invent new strategies, and not sure that everything has been tryed already. even small balance changes can help with that. I did brutalize some players with aeon ghetto or restorer + airstaging creep.
sometimes like one in a 100 games you get to have some bizzare epic games, or at least something cool happens and i like this stuff too. And i mean epic games more in a sence of constant action and back and forward stuff...
i kinda miss basetrades, it feels like they no longer happen at all
Dyk: Capture speed is proportional to build time of a unit and it takes twice less time to capture unit, compared to building it.
capturing will drain twice is much power per second compared to you building the thing that you capture.
So overall it takes half the time and same amount of power to capture unit compared to building it.
Reclaim speed of LIVING UNITS (not wrecks) is only proportional to power cost of a unit and nothing else.
Just divide power cost by builder's build power and divide by 10 and you will get time that it takes to reclaim something.
E.G. t1 engineer costs 260 power.
if you want to reclaim it with other t1 engineer, it wil take 260 / (5*10) = 5,2 second.
reclaiming t1 interceptor with t1 engineer will take 45 seconds.
reclaiming t2 mex with t1 engineer will take 108 seconds
and 13 minutes and 20 seconds to reclaim an ASF with t1 engineer
it takes 3.2 sec to reclaim aeon lab
2.8 for cybran
2.4 for UEF
1.6 for selen
however 1rst 0.2 second engineer spends to unpack his "arm" and aim(tested on uef enginner)
then after all HP has expired it actually needs extra 0.1 second to actually kill the unit. If that does not happen, unit will be alive with 0 HP
one fullly upgraided t3 hive will deal 219 DPS to a GC by reclaiming it
20 Fully upgraided hives can capture a monkeylord for about 9.2 seconds
From what i know ALL units can only shoot KINDA in sync with game ticks.
I mean that game engine can only wait whole amount of ticks between shots, no fractional amount of ticks possible.
For example t1 PD (according to blueprint) shoots 3 times a second, 50 damage per shot
with some easy calculations we get 3 * 50 = 150 DPS...
If you look in unit DB now you will see that it sais 166 DPS. But it only was "fixed" in databasy relatively recently.
The thing is that if you want to shoot 3 times per second you would need to shoot every 0.333333s
and i honestly have no idea how this actually works but in my mind i imagine engine reading blueprint and calculating
"i need to wait 0.33333 after that shot, okay waiting 0.3 seconds" and it does that after every shot
afaik it is not rounding, fractional part of the number just get trown away, cause that what computers do.
can check that if you look at a pillar, pillar is supposed to wait 1.25 second between every shot, but THATS ILLIGAL for engine and it just trows away numbers that are to small for him to comprehend, and pillar is shooting every 1.2 seconds
https://www.youtube.com/playlist?list=PLIwKk1Z5BqbwN9QgYjoY2YUvtpOgIeOlr if you can't find tutorial on certain topic... here is playlist of all tutorials i have found (probably not exactly all tutorials but probably most of them)
Most of them are outdated tho, many are on russian.
@archsimkat said in Favorite FAF anecdotes:
I just noticed that ACU went to water only cause he managed to walk to a shipwreck, and shipwreck didn't let enemy keep blocking him
keep in mind that shards were buffed.
From my own experience i remember chasing air units with shards cause they are just THAT fast
also not 100% sure but also running away from torpedos
dodjing almost any projectile
Even if you don't manage to completely run away from torpedos, you still greatly prolong time before unit dies and usually at that time torps are right above your aa boats... tho they still kinda don't feel that great against t2 torp bombers, tho you really need to take unit costs in account if you want to understand how good they are
Engineers have 0.6 sacrifice efficiency multiplyer
sacus have 0.9
that means that thier maximum theoretical efficiency will be 0.6 and 0.9
However that is not everything...
idk how to explain here is simple example:
Assume sacu cost 100 mass and 100 power
if you sacrifice it on something that costs 1000 mass and 1000 power it will donate 90% of its resources
but if you sacrifice it on something that has different power / mass ratio you will have less efficiency.
E.G. for something that costs 90 mass and 180 power you will need 2 sacus witch means you lose about 45% of mass you have invested
However if you sacrifice on something that costs 180 mass and 90 power then you will have 90% mass efficiency and 45% power efficiency witch is kinda acceptable.
So sacrificing RAS presets on GC or CZAR or even tempest is not that bad and can be done in emergency
So cybran should not have a game-ender experimental?
If there is a problem with putting big rocks because it gives mass to fast can try wrecks, wrecks take twice more time to reclaim.. it is still insanely fast but still.
CPU test is sencetive to memory latency witch is probably higher on ryzen, and ryzen 1700 is only like 10% better single core performance than i7 2600...
cpu rating of 233 is indeed lower than expected, should be more like 200 afaik. But it can show this much due to powersaving. Like when FAF tryes to mesure CPU performance your CPU might not boost to maximum ghz, cause it does not think that this is an important task for you.
Things you can try (one at a time or combine any of those options):
maybe naming difficulty levels to be comparable to vanilla difficulty levels would be ok, afaik easy is still harder than vanilla "hard" is it? i am not sure, i have nor played much coop at all.
will tourney still happen? is there enough teams?