• Kyro's lobby - updated

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    Ctrl-KC
    It is forbidden due to security issues.
  • I want this ui mod but he wont share it with me

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    IndexLibrorumI
    @thomashiatt Easy way to keep your upgrades going is to have a small group of engineers and queue up assist orders to your mexes. They'll go around upgrading them one after the other, won't have to pay attention to it once you've given the order.
  • [MOD] PJ Infrastructure Pack for play with AIx

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    Updated to the latest version, and made it compatible with the recent version of FAF and a few famous mods. Fixed a few bugs. The latest version is in the mod vault or first post.
  • Galactic Colossus unit thrower V0.6 (2014)

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    @jip that would be pretty epic actually.
  • XtremWars 1.6 for all game versions

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    @jqtwo said in XtremWars 1.6 for all game versions: Hi, myself and friends have just returned to FAF (again) and it appears as though the Scavenger (Cybran land experimental anti nuke) is not working with the latest version. The weapon tracks but never fires or fires but never hits. Cheers Edit: Confirmed that the Scavenger tracks but never fires. All controls for the Scavenger are greyed out (could not set hold fire for instance) Can also confirm the post below that the Aeon ACU is invisible and unmoveable when played by a player. Hi, I love this mod but these bug make it sort of unplayable is this mod still being developed? Thanks for the Reply!
  • Black Hole Script

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    Was looking over the script for this after 10 years and I wondered how I could write this complex script while so intoxicated.
  • 4DC_FAF_Release_V0.3 (2014)

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    So many memories... love you r units still play with them.
  • Better Intel v0.6 (2011)

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    The fix FAF intel desperately needs
  • Modular Fatboy (2014)

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    Um yes please
  • Projectile reflections v3 (2014)

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    @jip Fixed the video.
  • Icon Templates

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  • Are these mods possible?

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    JipJ
    @cdrmv said in Are these mods possible?: That sounds really Interesting i will try out these two Impulse Functions for sure. Thanks for the tip The impulse functions appear to work for air units, I think @Nomander found out about that recently
  • Weather Lightning Strikes V0.1 2011

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    @resin_smoker Intersting I have already create my own callable Thunderstorms and Tornados for an future Appearence in the Fire Support Manager of my Commander Survival Kit. They are already included in the current official Version of the Commander Survival Kit but only spawnable by the Unit Cheat Spawn Console. I will check it out so maybe I can improve them with this.
  • SAM Overkill Control v0.3 (2015)

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    Odds are that my work predates what FAF is using. Who knows, they may be using this in some form or another.
  • 4DC_FAF_Release_V0.1 (2014)

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  • Weight of Fire v0.8 for SC (2011)

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  • Corpse Decay v0.2 (2014)

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  • Allow AI to use specific units, disable same units for players.

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    DDDXD
    @tankenabard unfortunately no. The best advice I can give you is to look at others code. Get a couple of simple mods, the simpler the better, then see what it takes to get a simple mod going. Then find a mod or map that disables certain units - that will show you how it's done. Then all you need is to apply and tweak the code to your needs and wants <-- that's the part nobody can help you with
  • Mod Request: Improved prebuild option

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    TheWeakieT
    Bump for a poor man
  • Unknown Error Causing Infinite Loop

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    DDDXD
    play with cheats. Spawn the boss in question, then look at the log. This will give you a starting point where the problem lies. I have tons of units attached to other units (buildings and mobile alike), they come and go based on which attachment or power-up was taken, or which enhancement built, so that part should not be an issue. But the log is your friend, use it.