• Vote draw and vote recall is probably useless.

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    S
    From looking at the logs of the replay it looks like only 1 other player accepted the recall not meeting the 3/4 threshold
  • Shift-loading units into transports

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    P
    Vote up. Im have used "Split groups mod" and it kind of usable but have a very very messy keybindings. Really - there are too much of them. Ferry is very APM and time wasting option, especially, when you try to load many units, you literally need to watch and catch transports on dispatching. Some command, what checks selection list for land units and transports, divide land in equal groups by transports count, after gives every group to load, would be perfect. But im very unfamiliar with game lua-API for that. In some cases all transports will be overfloed OR underflowed. But it is ok. Much better than now.
  • Mods download quantity

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    Brutus5000B
    Correct. If you want to promote mods, write a review.
  • 4x4 balance issue with non-mirror raitings

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    CaliberC
    i play quite often with a group of freinds and the ratings differ between 700 - 1400 fair to say the lower rated of the group are quite tired of being the punching bag always being put against the enemy teams highest rated
  • Proposal: Change engineers selection hotkey behaviour

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    gabrilendG
    Dreams are never stupid, just incomplete. Build it yourself and make the dream a reality!
  • Nomads - right click to cap a mex

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    T
    They still need to fix Heavy Orbital Bombard. Not that it's the FAF teams responsibility of course, just saying.
  • Lock minimap resize

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    ?
    @jip Turns out the ZePMiniMapZoom was removing that pin button.
  • 1v1 custom games should be unrated

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    DeribusD
    Fair enuf, I have been shown the error of my ways
  • Play all the TMM maps if possible

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    AskaholicA
    And since FAF is an open source project, anyone who feels inclined to go read the code for themselves can also do that here: https://github.com/FAForever/server/blob/6c2200c93fa6fc677fbfd3a114afce2e47a45771/server/matchmaker/map_pool.py#L24
  • Lock 0 rated players for 4vs4 ranked and AFK problems

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    BlackYpsB
    https://replay.faforever.com/18393745 https://replay.faforever.com/18217629 Oh wait it's that bug again. So what happened is that the initial rating get's based on global, but for the first game that information is not correctly passed to the game, so they show up as 0 in the game. The replay details show the actual rating they had and then the game is balanced. [image: 1669049930977-0fe87d65-5a05-4aee-9607-bc2ae8ed7774-grafik.png] [image: 1669049835320-90a8c765-9d21-4132-89c8-d65161e34f41-grafik.png]
  • Add a "return to engineering station" button to land units

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    gabrilendG
    That's a good point. I imagined them being placed a bit behind the frontline where they'd be safe, but still near enough that they'd be close enough for units to rally there in a reasonable amount of time. I think "missing critical offensive power" is the exact kind of choice that is interesting to make. Do you push forward and grab another mex or two at the cost of your damaged units (and the healthy ones!) or do you send the damaged units back to repair and wait until you can push forward in force? I'm imagining a choice similar to the feeling you get when you have map control and you're trying to decide when to push. According to a guide I read here once, it's the marginalized player's responsibility to push into you and disrupt your oppressive eco - but it's also a good idea to push the weakened enemy into their small corner of the map to make sure they don't snipe you or tech up too quickly. Similarly, if this repair idea works out then you'll have the same choice on a smaller scale - do you push and deal more damage to the enemy, slowing them down... Or do you build up your forces for a larger strike? Also, after a tank battle if both players return to repair then whoever put more mass into repair stations will have their units operational sooner. Meaning they can push sooner while their opponent is still flatfooted. Investing in rapid repair facilities while your opponent invests in... Say, point defence, means you can strike where they're weak more quickly. EDIT: Also, am noob. Maybe I fell for a noob trap with this idea. Who can say
  • Shared Units in Campaign

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    BlackrobeB
    @jip said in Shared Units in Campaign: Do you have a link to the mod @Blackrobe ? Yes @jip, here's the link: http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/ This is a list of all Supreme Commander / Forged Alliance mods created during GPGnet days. I just checked, the AI Ally Control Mod is amongst them and still downloadable. And this mod DOES allow you to give units and buildings to AI in both skirmish and Campaign. I've been using it for years. You might find a lot of ideas amongst them that has been lost in time, and perhaps can be adapted. Go nuts mate
  • single player skirmish games with AI to save and load feature

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    JipJ
    This is already possible, just not directly via the client. If you do it via the client you always end up in a multiplayer lobby. You'll have to start the game directly. You can (usually) find it here: C:\ProgramData\FAForever\bin And then just start the executable. You can start a skirmish from there.
  • Caster UI design

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    FemboyF
    I think it would look better with data being at the bottom (left vs right) than one on top of each other. I take this is a draft and not a functional UI mod yet?
  • Allow us to pick rating brackets for TMM

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    BlackYpsB
    Pull request is up: https://github.com/FAForever/server/pull/926 If anyone knows python and could do a review, that would certainly accelerate things, as we are currenty a bit starved for manpower on the server project.
  • 0 Votes
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    B
    Nice, simpler solution avoiding any potential consequences from player-controlled storms ! I take no responsibility for any sudden increase of chickens suiciding into armies or bases by players trying to get the highest value on their storms
  • FAF should handle contributions better and be less resistant to change

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    Dragun101D
    Arma reccomodation is basically exactly what I did with SCTA tbf. And results of those games, while not intended when I started, I know some of the TA Memes in SCTA have been discussed in Balance Team.
  • Game full sound when the lobby fills

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    JipJ
    or that , but that would make it client dependent
  • The Vault sort by rating system is bad and needs to be changed

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    Eternal-E
    Project is open source, API includes all required information for you to do the realization of your own algorithm i dont see any problem in having 3-4 type of sort of different approaches. It is very easy to push devs forward for making new changes, you may notice how productive @MarcSpector is on repo As long as you come with good ideas, it will be implemented, if the dev is interested in it. For example, i would like to see all dependencies and conflicts of any mod, so i can see which is not compatible with
  • Change SACU explosion sound

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    EdtjuhE
    Maybe add a 1 second implosion sound for the ACU like they did for the particle cannon for the new Shockwave mod for Zero Hour? Shit is very distinct