alternatively i'd suggest to remove choke points so you can attack and prevent enemy from sitting back and building mavor
also make map square instead of rectangle, so you have enen more attack paths
Posts
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RE: Rate without t4 GEs
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RE: Which low-tech units remain combat-effective at higher tech levels?
t1 arty is very good vs megalith or yuthota, and does ok vs other t4 too
t1 light bots are pretty good vs percivals or obsidians
t1 sera arty can work well vs aeon navy to buy time
t1 land scouts are pretty good to draw fire from fatboys (most importantly enemy thinks that their fatboy is shooting and doing something useful, but in reality it can just be t1 land scouts)
t1 air scouts are very good, t3 are better ofc, but they are also expensive. you often need t1 air scout vs stealth or to just cover whole map with them
t1 engineers are still good, especially cause you can spread them out to collect reclaim in large area, and don't need a t2 or t3 factory to make them
and that is why t1 bombers are still good too
t1 bombers are pretty much always good when there is no AoE antiair damage (but can be bad vs fast moving targets or when you need a sneaky attack. You can miss single strat bomber but flock of 100 t1 bombers will get noticed)
t1 subs are good vs t2 sera navy (especially sera subs in big numbers)
t1 cybran land scouts can pretend to be firebeetles to scare opponent
t1 light bots are good as a part of a ghetto gunship
t1 interceptors are good for killing engineering drones (afaik ASF don't target those)
you can put t1 subs underwater where usually commanders hide and that can trick your opponent
t1 frigates are pretty good vs battleships
t1 sera air scouts leave 10 seconds of vision after death, can be exceptionally helpfull vs stealth
t1 sera land scouts can hide and stay hidden and provide vision in lategame (but they often get reclaimed tho)
t1 aeon land scouts work well as fake targets in navy fights
t2 cybran mobile stealth is pretty convinitent cause you can put it in transport (and it will keep woking) or put it into dence bases to not waste space on stealth generators
t1 air transports maybe slower and can carry less, but they are cheap and still functional in late game, especially for dropping engineers on reclaim -
RE: Вылетает в меню игры при запуске матча после лобби
@Sir_GrigorySt
Посмотреть через логи это отличная идея...
В клиенте можно нажать "открыть папку с логами"

там будет client.log и game.log
Главное, что нужно воспроизвести проблему а потом прислать/смотреть логи.
Можно прислать логи сюда, или скормить их какому-нибудь ИИ, может тоже поможет -
RE: Rust client does not register that my ladder game is over and gets stuck in "game starting" state
happened after next game too... tho game also crashed into a fatal error

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Rust client does not register that my ladder game is over and gets stuck in "game starting" state

[game-27821538-1789837189195355600-1.log](Invalid MIME type)
[faforever-client.2026-09-19.log](Invalid MIME type)faforever-client.2026-09-19.log.txt
game-27821538-1789837189195355600-1.log.txt -
RE: impossible to join and creat a game
It says "Unable to patch Forged Alliance to the required version due to conflicting version running"
So the problem appears when FAF is trying to update your game with patches
Do you use game that is installed from Steam or GOG or from DVD version?
it is rare that people use DVD but if you happen to use DVD and use "no DVD" pirate-hack then it might be the cause of this too.i'd also check antivirus. Antivirus might decide that patching is fishy and block it.
just in case, if you are to lazy to do actual debugging and fixing, then can try alternative FAF clients, maaaaybe something might just work if you use other client for some reason, or, who knows, maybe you get better looking error message
Python client https://github.com/FAForever/client/releases
Rust cleint https://github.com/FAForeverRustClient/FAForeverRustClient/releasesEdit: can you run your game without FAF and try to check what version it is? Usually it is displayed in the main menu in the corner.
or at least check the version and size of the exe file
we need more info to be able to help you -
RE: Не могу зайти в лаунчер FAF с запретом для диса
На всякий случай напоминаю, что в запрет нужно внести список IP и доменов фаф. Иначе он на них влиять просто не будет.
Или может попробовать натравить запрет вообще на все адреса.
мне лично нравится бесплатный впн warp, с ним пинг не сильно увеличивается, но работает только с запретом и не на всех провайдерах -
RE: Вылетает в меню игры при запуске матча после лобби
Т.е. вылетает в главное меню?
Я бы предположил что копать нужно в сторону карт.
Просто знаю такой факт что такое происходит с реплеями. Когда у тебя нет нужной карты или её не удаётся загрузить то игра при попытке запустить такой реплей вылетает в меню.
Можно проверить игру на карте которая поставляется вместе с игрой.
Можно проверить что в пути где хранятся карты нет РУ символов.
Можно проверить что на папку где хранятся карты есть полные права у пользователя/пользователей ПК
Можно посмотреть не хранятся ли карты в папке с онлайн синхронизацией типо onedrive/dropbox/yandexdisk - игра старая и не умеет стаким работать -
RE: launching faf client will create new windows user WTF???
does it create new user or just new folder in users?

can open that with compmgmt.msc in cmd -
RE: launching faf client will create new windows user WTF???
i can comment on that "run as administrator warning"
if you have UAC off you will get false warining about running client as administratorIt does looks extremely weird
what is even inside the new folder?
usually FAF uses mostly programdata anyway
placing a space in the middle of the username is just so random, i can't beleave that FAF is doing thatEdit: you can also check owner of new folder just in case...
also old folder and new folder might be switched arond? are you suer that EshkinCat is old and Eshkin Cat is new? -
RE: Build order optimization simulation? Possible?
would be cool to just have AI repeat your inputs from previous game.
So you can make a test map that has 16 copies of the map
Then you test your build and export your commands
then you test your build again but now you choose second spawn while you put AI on a 1rst spawn and make it repeat your prevous BO so you can see differences in real time.
Then you repeat and you will be able to see 16 different BOs in one replay (as a disadvantage - all those BOs need to be manually played by you)Also would be cool to try to play against such AI
You could take some pro build order and try to practice against itEdit: afaik currently people just record videos of their own builds so they can rewind around and play multiple videos at the same time
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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 -
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 -
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 -
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 -
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. -
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 afaikEdit2: 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
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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 -
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?
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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 filesno 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 00At the end:
02 00 00
02 01 00i have found exactly the same behavior in attack commands
point out if i did any mistakescan anyone update the parser?
i am to bad with programming