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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

    • 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
    • RE: Why would you have left FAF?

      @ping_127_0_0_1 said in Why would you have left FAF?:

      I hope we'll eventually manage to do something about players getting their home net DDoS'd, after my last two games I stopped playing again because of that, I don't want to have to keep changing usernames just to play.

      I do realize that's easier said than done.

      How exactly do you know that you get DDOSed?
      You check router statistics?

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: W11 Smart App Control blocks FAF now?

      image.png

      https://youtu.be/M6NC4MNgCQ4?si=Q8tarPNx46XC2W_8

      i didn't test it myself, but looks like it should help. Basically just disable that shit.
      If you don't want to disable it, then just disable it anyway, run whatever you want to run and enable it back 👍

      posted in FAF support (client and account issues)
      ZLOZ
      ZLO
    • RE: 5k resolution. When I zoom out I quickly lose the "health point" bars, and building. How to fix this?

      @freemp said in 5k resolution. When I zoom out I quickly lose the "health point" bars, and building. How to fix this?:

      I also managed to display part of the buildings from arbitrary distance activating ren_IgnoreDecalLOD

      Decal is the texture under the buildings and textures on the map, and marks after explosions and other textures on the map.
      So that is just a wrong thing/console command
      you probably don't want to have them always rendered, depending on how powerful your GPU is and as game is progressing, you may get more and more decals on the map (not sure if there is a limit)

      i have briefly looked through some console commands again and i can't find the right one... but i am sure i have used it before to do this 😄 42696791-8759-40e6-a914-2f969a0e694b-image.png
      i think i have tryed cam_SetLOD and it didn't help
      SC_CameraScaleLOD - this have helped but made my map glitch all dark and laggy

      posted in Game Issues and Gameplay questions
      ZLOZ
      ZLO
    • RE: 5k resolution. When I zoom out I quickly lose the "health point" bars, and building. How to fix this?

      There are some console commands https://supcom.fandom.com/wiki/Console
      you can search by keyword "cutoff", "LOD", "ren_" or ask some AI chatbot
      So entering those commands with correct values could fix the issue
      afaik as you enter commands they apply in game instantly, no need to restart or anything like that.
      you will need to experiment with values.
      It is also pretty easy to make a UI mod that would enter those commands for you at the beginning of every game (possibly with a slight delay in case of weird issues)

      I have found one for health bars:

      ui_LifebarLOD	
      

      For example, there is a mod called "FPS Unlocked"
      all it does is waiting for 1 second and then enters a console command "sc_FrameTimeClamp 7"
      you can replace console command in that mod for your own and it should work

      posted in Game Issues and Gameplay questions
      ZLOZ
      ZLO
    • RE: Проблема с подключение FAF
      1. • Подробнее объяснить что у тебя за проблема
        • на каком этапе она возникает
        • возникала ли она всегда или началось в какой-то момент
        • ошибка вылезает каждый раз или через раз?
        • методы обхода блокировок типо DPI или VPN пробовал?
      2. Можно приложить логи клиента и игры из папки C:\Users\Usr\AppData\Roaming\Forged Alliance Forever\logs файл client.log
      3. Можно на всякий случай прикрепить скриншот
      posted in FAF support (client and account issues)
      ZLOZ
      ZLO
    • RE: Features and what not

      There are tons of good features, it is hard to pick the best one:
      • Rating system for custom games (tho before FAF ppl had player tracker and it was kinda interesting, but it didn't have a way to get good reputation after you have ruined it)
      • Matchmaker improvements (2v2 3v3 4v4 machmaker, ability to choose multiple factions (i don't remember if gpg-net had this)) (new maps in the map pool)
      • Not exactly FAF thing but - ozonex map editor
      • Map and mod vaults with autodownload when joining games
      • Chat inside of the replays (yep, afaik that didn't exist back in the old days)
      • Balance patches (before that, we had to use mods with changing mod versions, good luck finding right version of the mod to watch old replays) (and no more t3 air at minute 7 with 2 t2 pgens, no more 2 second reload t1 bomber, no more restorers that beat ASF)
      • Chat room for more than 100 people, multiple chat rooms
      • Exploit fixing and bans for using exploits that can't be fixed, no more need for gentleman's agreements to not make restorers or restoration field
      • Engimod. no more 200-300-400 engies assisting single factory and lagging the game
      • hotkeys without mods, and tons of QoL UI improvements

      What i'd like to see:
      • more people on FAF patreon and money used for development and promotion
      • more aggressive promotions
      • sound bugs fixed
      • replay rewind
      • even more UI improvements
      • more connection improvements
      • i wanna see old players back 😧 ... and i guess more players overall would be amazing
      • galactic war sounds great
      • replay vault improvements with the goal of better usability of review system so it is easier for casters and players to find good replays
      • News on new features and patches and other stuff on youtube channel
      • better understanding of how replays work and break so we can fix them and remove the "freeze game when someone quits"

      can't think of a bad feature

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: Wasted energy

      imho FAF is fine without massfabs, just don't overbuild power, or if you did massively overbuild - you can just reclaim it.
      imho in BAR there are some things that prevent turtle gameplay, and t1 massfabs are not very efficient and require space and they explode...
      BAR only has 1mex -> t2 mex -> t3 energy (afus) + massfabs
      while in FAF you have t1 mex -> t2 mex -> t2 mex with storage -> t3 mex -> massfabs or sacus
      you go from 2 mass per mex point to 27
      while in BAR it is only like from 2 to 8
      basically what i want to say is that FAF already has plenty of ecoing opportunities and i would not want it to have another somewhat efficient way of ecoing.
      Also often FAF maps feel like they have more space, and building explosions feel smaller, while in BAR you have less space and building explosions feel bigger

      Edit: You can also make an energy storage
      i kinda like cheaper and bigger energy storage in BAR... but in FAF storage space is also tied to overcharge, so making storages cheaper buffs the overcharge, so you can't do that for no reason

      Edit: also agree that massfabs in BAR are a big noob trap. Solar+massfab is like 22x less efficient than making mexes

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: I tried. Problem. How do I join the FAF Discord??

      @bofhlusr I thought we were talking about discord account.
      FAF account and discord accounts are separate from each other, and that Jip's post is talking about FAF accounts

      posted in FAF support (client and account issues)
      ZLOZ
      ZLO