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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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    ZLO

    @ZLO

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    Best posts made by ZLO

    • RE: Did you know?

      •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.eb840326-d21a-46c4-9013-eb32cb06fda7-image.png
      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.
      7d2f68b6-41cb-4045-a743-9cdcefadc0c1-image.png
      3bbc2a06-8a20-4e7f-94a7-61729b25350e-image.png
      bd3ab2c7-e7bc-4e88-9828-fc24b20bcb3b-image.png
      •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
      386385f1-03a3-4ac8-bed5-46ad207f67cd-image.png
      6709b5c9-d2d4-40ab-8f0c-807788d55af4-image.png
      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)
      b7252460-ecfc-405b-980e-f74f2545c541-image.png

      •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
      9c61c9f6-263a-4ead-aa76-2d0fedbb5ffb-image.png
      •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
      d5f64ec9-9b78-4208-9121-a22d06a12b8c-image.png

      •second subj, coords 0x1, 2 layers at the left, 1 layer at the bottom but only partually... weird actually
      f67521bd-868b-45f9-b676-5b2652ded4a2-image.png

      •3rd, 0x2, now it gets different, and i am able to build on top 75490332-b927-4850-8003-a377f241d625-image.png

      •4th, 0x3. weird that those two pds were not buildable now 3bef4ca5-adf6-46b7-a25a-589646737d51-image.png

      •5th. 1x0. so changin horisontal position changed my ability to rebuild PDs on factory sides nowa4ee36db-844b-40ec-82ce-d3fac976ad55-image.png

      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 cheap9b66a951-2fe1-45b3-9589-bea740f25939-image.png

      Edit: Testing was hard not only for me https://youtu.be/NhIr38iKFac that poor SACU lost its mind

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: How come you don't play ladder?

      long waiting times to get an opponent
      inability to watch replay while searching ladder
      Both of these combined means that i can't make ladder streams unless i play some other game while wait for ladder.

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: ACU TML too strong for short-range combat

      afaik it used to be worse, and it was nerfed at least once very long time ago, and afaik it was not changed after that
      still gonna post this tho 😄 https://youtu.be/FU4MRPYDXNc?si=_PL-4dLZt-UqO8ZM&t=1340

      Before it was nerfed i remember some historical moment when two ACUs were hugging each ofther in shallow water on Regor VI 🙃
      (they were hugging because one of them had ACU TML and could kill other one if it moved futher away)

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Did you know?

      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 😄

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: The time it takes the army to die after the ACU does..

      I like that units survive for some time after ACU death, it gives you a chance to get a fair draw.
      E.G. when enemy ACU walks under shield in your firebase and finishes your low HP commander
      Or when someone teleports to your teledefence and you have something like few t2 pds and few t3 gunhsips, he is surely dead, but he can kill you fast and it may take time to t3 gunships to kill enemy com....
      Or when you get sniped cause you are sligtly out of position with your army, you explode but your army is just 1 sec away from reaching enemy ACU and killing him

      It also shows player the lore of the game, player will realise that after he died he no longer can issue any commands

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: 30min Para at Dual Gap

      You can counter paragon by not playing dual gap

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: If you could change one thing about FAF/Supcom, What would it be and why?

      After game has ended - you go back to lobby, so you can press X again right away and start another game, or change map/settings and start again right away.
      So you don't have to rehost, and don't have to monitor to see if hoster has rehosted.

      Also would be nice to not have connection issues so there could be dozens of people in spectators that enjoy observing and chatting and can also get into queue to take place of someone who does decide to leave the lobby
      (that is how it works in BAR)

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Need UI Mod? Let me know

      mod that would prevent you from acccidentally canceling your HQ by assisting other factory with the HQ

      posted in Modding & Tools
      ZLOZ
      ZLO
    • RE: FAF Lite, Supcom but simpler

      remove power drain from mass extractor, so stalling power does not kill your mass income

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: My Apologies from my behaviour in the tourney

      Need a mod, controlled by twitch chat, that would give extra mass to players, and chat would vote who is doing better trashtalkig

      posted in General Discussion
      ZLOZ
      ZLO

    Latest posts made by ZLO

    • RE: Hotbuild/Hotkey standalone Mod

      ZLO said:

      i remember having "hotbuild.zip"

      could not find it
      can maybe ask someone who is playing on steam version
      that includes members of LOUD community afaik

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Hotbuild/Hotkey standalone Mod

      i remember having "hotbuild.zip" and afaik you don't need to unpack it for it to work, just place it in your mods folder... and i was looking for GAZUI but could not find it
      never tried to use that old hotbuild tho.
      Will check my files later today in about 8-10 hours

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Historical Replays and 404'd Links

      @c0rtex i might need educate myself on how torrents work, cause i have two devices with partually downloaded things, and they are not seeding somehow
      usually it just works

      posted in I need help
      ZLOZ
      ZLO
    • RE: Historical Replays and 404'd Links

      @c0rtex FAFReplays_18619268.zip
      can try this then, but pretty sure magnet link should work... I, myself have a lot of issues downloading things vya torrent 😞
      i am even trying from like 3-4 devices and some of them don't download from each other

      posted in I need help
      ZLOZ
      ZLO
    • RE: Is there a good explanation why SupCom never became a proper cybersport?

      i don't have that great of an idea about how games become an E-spots, especially considering that not everyone had internet back in the days... so i guess game had to be popular and popular in PC-clubs.
      Supcom just wasn't that popular.

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Is there a good explanation why SupCom never became a proper cybersport?

      i have heard something like "it has lost it's place to CNC3" and it happened like in 2006 - but this is more like a rumor
      i'd guess it has happened cause of poor balance, slower - less impressive looking gameplay
      While C&C is giga-recognizable franchise that didn't yet rot away (and didn't even show signs of it yet), and game had pretty visuals and stuff, explosions in your face cause you can't zoom out, and more visual faction diversity (at least faction did look different for sure)

      i don't think UI mods were very prevalent in supcom era/old days
      You are looking at game right now, at Supreme Commander Forged Alliance that is HEAVY enhanced by FAF.
      But you are seem to be asking about Supreme Commander
      Supreme Commander afaik was popular, but popularity of online mode fell down pretty fast afaik.
      There could be multiple factors... idk, chat could only hold 100 people (+100 more in separate chat)
      no rating system for custom games, there was only ladder rating.
      Community had to create their own rating system
      There were no multiple regional servers, only one servers to play between australians, americans and asians, that could have caused some lag issues
      As far as i remember when game came out it was not well optimised for the computers that existed at that time
      So basically popularity of the game fell of a cliff and continued falling. i think only after FAF it began rising again. (this is more like my feelinig, not actual data, i have been playing online only since 2008 or 2009)
      Supcom 1 isn't that amazing of a game. free mass fabricators that it inherited from Total Annihilation were bad for balance and economy, especially on big or choke-pointy maps.
      SupCom FA is a huge leap forward in terms of balance and gameplay, but it still had problems and bugs, but not sure if that even matters, it probably was already "dead"
      FAF added ton of featured and fixed bugs and improved almost all aspects of the game. now it is a good game and you wonder why it has not became a cybersport. imho, because it was not actually THAT good and it had competition, and original game client was not amazing. Starcraft had south korea phenomenon and also it was a pioneer of online RTS afaik.

      Edit: Also could be that devs ran out of money, idk. or didn't see returns on the money that they could put in
      2008 was a crysis year afaik

      Edit2: so basically my point is that at 1rst game was popular, but was not that great, but later it is great, but no longer popular

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Historical Replays and 404'd Links

      There is a torrent with 550 ish GB of old replays, couple of people have managed to download it, but i can't seem to download from them. (or they are not seeding)

      Here is a magnet link
      magnet:xt=urn:btih:82c04707b914fe5923491a080f1c3493c07f2f32&dn=replays&xl=568989572610&tr=udp%3A%2F%2Fzer0day.ch%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.publictracker.xyz%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.opentrackr.org%3A1337%2Fannounce&tr=udp%3A%2F%2Fopen.demonii.com%3A1337%2Fannounce&tr=udp%3A%2F%2Fopen.stealth.si%3A80%2Fannounce&tr=udp%3A%2F%2Fudp.tracker.projectk.org%3A23333%2Fannounce&tr=udp%3A%2F%2Ftracker2.dler.org%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.wildkat.net%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.tryhackx.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.torrent.eu.org%3A451%2Fannounce&tr=udp%3A%2F%2Ftracker.t-1.org%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.qu.ax%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.opentorrent.top%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.gmi.gd%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.flatuslifir.is%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.corpscorp.online%3A80%2Fannounce&tr=udp%3A%2F%2Ftracker.bluefrog.pw%3A2710%2Fannounce&tr=udp%3A%2F%2Ftracker.bittor.pw%3A1337%2Fannounce&tr=udp%3A%2F%2Ftracker.auctor.tv%3A6969%2Fannounce&tr=udp%3A%2F%2Ftracker.004430.xyz%3A1337%2Fannounce

      posted in I need help
      ZLOZ
      ZLO
    • RE: Replays cutoff after the first disconnect/ejection?

      each player prodices its own replay. maybe you were watching a live replay and the player that got disconnected was the one that you were watching?

      posted in General Discussion
      ZLOZ
      ZLO
    • FAF replay command format question and parser question

      @askaholic i think i have found something
      parser currently does not distinguish between shift-and no-shift commands
      I think i have found how it is written in the replay files

      no shift
      0x0000100f ├── IssueCommand(GameCommand { entity_ids: [0], id: 0, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 240.4617, y: 17.90355, z: 92.60901 }, arg3: 0, formation: Formation { a: 0.8416898, b: 0, c: 0.5399614, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      0x000010f8 ├── IssueCommand(GameCommand { entity_ids: [0], id: 1, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 243.4599, y: 17.57368, z: 113.5076 }, arg3: 0, formation: Formation { a: 0.8692136, b: 0, c: 0.4940713, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      
      shift
      0x00000f05 ├── IssueCommand(GameCommand { entity_ids: [0], id: 0, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 240.55534, y: 17.91385, z: 92.4321 }, arg3: 0, formation: Formation { a: 0.84133023, b: 0, c: 0.5405215, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      0x00000fd7 ├── IssueCommand(GameCommand { entity_ids: [0], id: 1, coordinated_attack_cmd_id: -1, type: Move, arg2: -1, target: Position { x: 243.38371, y: 17.52357, z: 113.442 }, arg3: 0, formation: Formation { a: 0.99777526, b: 0, c: 0.0666754, d: 0, scale: 1 }, blueprint: "", arg4: 0, arg5: 1, arg6: 1, upgrades: Nil, clear_queue: None })
      

      can't see any difference in parser

      with shift
      0C 4D 00 01 00 00 00 00 00 00 00 01 00 00 00 FF FF FF FF 02 FF FF FF FF 02 3B 62 73 43 30 94 8C 41 F0 FC E2 42 00 00 00 00 00 33 6E 7F 3F 00 00 00 00 FE 88 88 3D 00 00 00 00 00 00 80 3F 00 00 00 00 00 01 00 00 00 01 00 00 00 02 00 00
      
      no shift 
      0C 4D 00 01 00 00 00 00 00 00 00 01 00 00 00 FF FF FF FF 02 FF FF FF FF 02 BC 75 73 43 D5 96 8C 41 AA 03 E3 42 00 00 00 00 00 66 92 5E 3F 00 00 00 00 EA F6 FC 3E 00 00 00 00 00 00 80 3F 00 00 00 00 00 01 00 00 00 01 00 00 00 02 01 00
      

      At the end:
      02 00 00
      02 01 00

      i have found exactly the same behavior in attack commands
      point out if i did any mistakes

      can anyone update the parser?
      i am to bad with programming

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Awassa Kamikaze as intended?

      @Caliber said:

      It is infinitely better to keep the bomber alive, one bomb is 11000 damage, crash damage is 8000.

      to purposefully kill the bomber after spending Energy = 1920000, Mass = 48000, and do only 8000 damage is so wastful.

      If you know that you can only do one drop of a bomb then it is lot better to kill enemy commander or game ender or antinuke or something valuable and get closer to winning the game rather than waiting for another ahwassa or extra strat bombers.

      this whole topic is raised exactly because people do purposefully kill bomber and that turns out to be so effective that people start to complain and suggest nerfs for it

      instead of damaging shield and depositing mass it actually kills stuff

      I also wanna add that it works for every bomber as far as i know
      you can just insta-ctrl+k it just as the bomb has dropped and wreck will land almost in the same place as where bomb was aimed.

      making ahwassa randomly change direction 45 degrees after it died will probably look weird.
      unless maybe you add some visual effects like violent explosion that would make it look like it pushes that dead ahwassa around xD

      Edit: We also have similar balance changes made before.
      When satelite dies it gets pushed in random direction, so people can't drop it on nukes that just emerge from the nuke silo and blowing up that enemy nuke together with enemy base

      posted in Balance Discussion
      ZLOZ
      ZLO