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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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    Recent Best Controversial
    • 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
    • RE: Legend of the Stars 2025

      Whoever was streaming probably has a local video file then?

      posted in Tournaments
      ZLOZ
      ZLO
    • RE: Legend of the Stars 2025 Qualifier #2 6/12

      sign up 1925

      posted in Tournaments
      ZLOZ
      ZLO
    • RE: Legend of the Stars 2025 Qualifier #1 29/11

      sign up 1925

      posted in Tournaments
      ZLOZ
      ZLO
    • RE: History of payback times for Mass Options and theoretical balance

      i remember "high level" 2v2 fields of isis game in vanilla SupCom.
      At least 80% of unit cap were t1+t3 massfabs and t3 generators (the rest was probably t2 pds/t2arty/t3engies/sacus/aa)
      good player would have to build 400 t1 massfabs
      and after that people would just build t3 arty
      i don't think there were other reliable attacking methods (at least not on isis, and no GC was not good with its 240k HP and 25k DPS, it would die to t1 pds afaik)
      supcom 1 balance was not great, and t1 massfabs costing 1 mass 1000 energy didn't help much.
      t2 mexes were only slightly better than t1 massfab farms in supcom 1

      if you make diagonal lines of 1massfab + 2pgen then it will give 1 mass per 151 mass invested and give some energy too cause of adjacency
      so it is more like 151 seconds of payback time? ofc it gets better if you use hydro or t2/t3 pgens
      But t2 mex is like 1 mass per 225 mass invested.

      i am not super strongly against massfab buffs, it is just i want to say that massfabs were broken-overpowered in supcom 1.
      air was kinda weak, so bombing massfabs was not super easy. and you could always just spread them around more

      posted in Balance Discussion
      ZLOZ
      ZLO
    • RE: Remove maps with no symmetry from ladder

      @Kilatamoro
      no, it came from TA, that is why it is in all of those games

      posted in General Discussion
      ZLOZ
      ZLO
    • RE: X2, X3, ... mexes like BAR

      @Nomander said in X2, X3, ... mexes like BAR:

      He meant BP as in blueprint.

      оооооhh yea

      Maps can load their own bp files so you can generate bps based on mex and then boost income by replacing built mex with the buffed mex. You can even get game options into ruleinit through the GameMods table in the game launch table, although FAF has to do it since that's part of the lobby.

      well, OP wants it to be "like in BAR" and in BAR you can have like any amount of different mex types per map.
      Like there is a map with 1.0, 2.0, 3.3, 10.
      by changing blueprint you can just buff or nerf all mexes afaik.

      @IamFromRussia
      i feel like in FAF single mexes are not as important, and you can just make contested areas pack more mexes, mexes are pretty cheap in FAF so it is not a big deal that you have to make many of them.

      If you are afraid that more mexes = harder to upgrade them, then maybe can make double and quad mexes - Then upgrading them will be cheaper cause of adjacency bonuses

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: X2, X3, ... mexes like BAR

      @Ctrl-K said in X2, X3, ... mexes like BAR:

      The problem is that mass income is determined by mass extractor BP.

      i believe that this is not true, we were changing mex BP pretty randomly in balance patches

      posted in Suggestions
      ZLOZ
      ZLO
    • RE: Theta Civilian Rescue is simply unplayable solo

      aren't there replays available to see how other player has completed the mission?

      posted in Game Issues and Gameplay questions
      ZLOZ
      ZLO
    • RE: Client Crashes when start

      I would guess that is something to do with discord integration.
      Can someone tell if that is possible to disable it from client.prefs file?

      posted in FAF support (client and account issues)
      ZLOZ
      ZLO
    • RE: It is plan to get the former 3596, 3598, 3599 version to be available ?

      nice to see you after so many years 😄
      Not sure if there is any demand to have this old balance + bugfixed version...
      If you want to bring back actual old memories then maybe you don't need bugfixes xD
      (depends if you include stuff like sera regen field and restorers into "bug" category or not.
      Bombers missing 1rst bomb, attack move not working properly are quite important to get that old feeling imho)

      also if somebody would simply implement old patches without fixes, then could also probably make old replays watchable on FAF

      Edit: personally i would not play without hotkeys and other QoL features

      posted in General Discussion
      ZLOZ
      ZLO