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    Ban EcoManager & Similar Mods

    Scheduled Pinned Locked Moved General Discussion
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    • JipJ Offline
      Jip @Anachronism_
      last edited by Jip

      The code can not be customized via options. Where the UI is not in sync and callbacks to the simulation are synced up, the simulation is always in sync. It can not access the game options as those are different for everyone, and those options are not synced between players. They are on your local disk. At best it can access the lobby options where you can turn it on or off for all players.

      Any suggestion to sync preference files is undesirable as we have no authentication in-game. It would allow anyone to change your settings.

      As Ftx mentions, I'd rather just turn it on by default or not have the feature at all.

      @penguin_ said in Ban EcoManager & Similar Mods:

      I imagine setting it to be able to toggle something like 3 fabs per tick would make sense.

      The reason it is as low as it is is to:

      • (1) Give players that take manual control a serious competitive advantage
      • (2) Make the creation of t3 mass fabricators more favorable over t2 as one fabricator is toggled on or off, regardless of tech or consumption.

      (1) is important to make the feature easy to use, difficult to master. Casual players can compensate the slow rate by having more energy storage or by only building t3 fabricators.
      (2) is a win-win from a performance perspective: we both reduce the automated toggling of fabricators and we slightly change the meta to prefer t3 fabricators over t2 fabricators for casual games.

      At the moment it is not unusual to see players make hundreds of t2 fabricators. All these add to the sim, and they're only made in such numbers because of eco-manager allowing them to be responsive.

      One t3 fabricator is worth up to 16 t2 fabricators production wise, and about 30 if you compare the construction costs. That is 16x to 30x the performance hit, as individual units count up towards the simulation!

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 1
      • C Offline
        Crotalus
        last edited by Crotalus

        I think people overstate the usefulness of the eco management, except for maybe the mass fab parts + prevent stall to keep shields up late game.

        Maybe integrate some of the UI features and if/when mass fab management is in the base game the mod can be removed from the vault. I haven't been maintaining it for years anyway.

        New UI options available for all players and better performance by providing sim-side data:

        • Mex overlay for level / upgrade status
        • Build status% of your teammates nukes / anti
        • Mex upgrade: One click / right click assist start mex upgrade

        Features which already moved into FAF:

        • Upgrade shields multiple levels at once
        • Queue up acu/scu enhancements with shift
        • Auto build mex storage rings

        Features that can be removed:

        • Autoshare

        Only shares resources with other ecomanager players. Had a use in the RAS air builds @ setons but now useless, replaced by one click share in the UI.

        Only nice thing is when the ACU dies it instantly dumps all units / mass / energy to the rest of the team instead of 5+ second delay

        • Energy throttle

        Basically only useful for mass fabs and somewhat prevent shield stall late game. Otherwise mess up more than it helps

        • Mass throttle

        Not very efficient and cannot compete with someone semi-competent manually upgrading mexes.

        1 Reply Last reply Reply Quote 2
        • Ctrl-KC Offline
          Ctrl-K
          last edited by Ctrl-K

          Currently working on mods ecosystem and I want mention here some of them, replacing functions of Eco manager:

          • TeamInfo share: shares data with teammates about nukes/smds and exps completions
          • Idle Engineers light: shows idle engineers/ factories and upgrading mexes (all of it is toggable through UI mods options)
          • Eco Ui tools: stolen reworked UI party mex panel

          “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
          — Steve Jobs.
          My UI Mods
          Support me

          1 Reply Last reply Reply Quote 2
          • BlackYpsB Offline
            BlackYps
            last edited by

            Just put all the non-controversial options of eco manager into a new mod and upload that. Then we can blacklist eco manager in peace

            1 Reply Last reply Reply Quote 0
            • ? Offline
              A Former User
              last edited by

              How many successful competitive games have you seen with optional per-player mods? It's not gaming here, it's gaming + coding. UI mods should not be allowed in ranked and tournaments.

              DeribusD 1 Reply Last reply Reply Quote 0
              • DeribusD Offline
                Deribus Global Moderator @Guest
                last edited by

                @melanol said in Ban EcoManager & Similar Mods:

                How many successful competitive games have you seen with optional per-player mods?

                Gonna go with 100% of them

                @melanol said in Ban EcoManager & Similar Mods:

                UI mods should not be allowed in ranked and tournaments.

                Even assuming we wanted to implement it, how would you enforce that?

                ? 1 Reply Last reply Reply Quote 0
                • ? Offline
                  A Former User @Deribus
                  last edited by

                  Gonna go with 100% of them

                  What universe are you from?

                  Even assuming we wanted to implement it, how would you enforce that?

                  How am I supposed to know?

                  1 Reply Last reply Reply Quote 0
                  • DeribusD Offline
                    Deribus Global Moderator
                    last edited by

                    Oh I see you meant "competitive games" as in DOTA and CS:GO, I thought you meant in the context of FAF games, in which case I can't think of a single tournament that banned UI mods.

                    1 Reply Last reply Reply Quote 0
                    • FtXCommandoF Offline
                      FtXCommando
                      last edited by

                      As soon as you personally finance all our touraments to happen at lan events in your 3rd mansion we can ban all ui mods from events.

                      UvesoU 1 Reply Last reply Reply Quote 0
                      • UvesoU Offline
                        Uveso @FtXCommando
                        last edited by

                        @ftxcommando said in Ban EcoManager & Similar Mods:

                        As soon as you personally finance all our touraments to happen at lan events in your 3rd mansion we can ban all ui mods from events.

                        Nope, i would implement a game option to disable ALL UI mods, and anchor those functions inside the sim-state of the game so you can't bypass it.
                        Problem solved 🙂

                        FtXCommandoF 1 Reply Last reply Reply Quote 0
                        • ZLOZ Offline
                          ZLO
                          last edited by ZLO

                          i'd be mostly fine without UI mods, but probably would be less enjoyable to play without spread move and disperce move, target priorities, ect ect

                          People who use something like selection deprioritiser might not adapt so easily, but i may be wrong

                          TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

                          1 Reply Last reply Reply Quote 0
                          • maggeM Offline
                            magge Global Moderator
                            last edited by

                            Wasn't spread move already removed with the recent patch?

                            Only split attack works for me and I asked in the lobby and people told me it was basically cheating, so it was removed.

                            Want to become a Moderator? || Open volunteer positions
                            1 Reply Last reply Reply Quote 0
                            • FtXCommandoF Offline
                              FtXCommando @Uveso
                              last edited by

                              @uveso said in Ban EcoManager & Similar Mods:

                              @ftxcommando said in Ban EcoManager & Similar Mods:

                              As soon as you personally finance all our touraments to happen at lan events in your 3rd mansion we can ban all ui mods from events.

                              Nope, i would implement a game option to disable ALL UI mods, and anchor those functions inside the sim-state of the game so you can't bypass it.
                              Problem solved 🙂

                              Every solution creates 8 new problems.

                              1 Reply Last reply Reply Quote 1
                              • JipJ Offline
                                Jip
                                last edited by

                                It is not possible to ban UI mods entirely - we can only make it more difficult.

                                A work of art is never finished, merely abandoned

                                Dragun101D 1 Reply Last reply Reply Quote 0
                                • S Offline
                                  snoog
                                  last edited by

                                  Banning UI mods without implementing some of the better ones into the game explicitly would be a horrible idea.

                                  1 Reply Last reply Reply Quote 0
                                  • ? Offline
                                    A Former User
                                    last edited by

                                    Well, by banning UI mods I actually meant "after integrating some into FAF and then occasionally integrating new ones".

                                    1 Reply Last reply Reply Quote 0
                                    • FtXCommandoF Offline
                                      FtXCommando
                                      last edited by

                                      And how exactly is the community gonna figure out decent ones to integrate when they’re banned from all competitive play?

                                      ? 1 Reply Last reply Reply Quote 0
                                      • T Offline
                                        thecore
                                        last edited by

                                        I just use common mod tools and ui-party so I can play windowed dual screen using a autohotkey script (see https://forum.faforever.com/topic/123/guide-fake-fullscreen-and-optimisation/57). I have issues using the secondary adapter method, it does not display correctly for me as I use 3 monitors.

                                        As far as mods which add new functionality like spread move or target priorities these should either be added to the base game or banned.

                                        Never Fear, A Geek is Here!

                                        S 1 Reply Last reply Reply Quote 0
                                        • ? Offline
                                          A Former User @FtXCommando
                                          last edited by

                                          @ftxcommando said in Ban EcoManager & Similar Mods:

                                          And how exactly is the community gonna figure out decent ones to integrate when they’re banned from all competitive play?

                                          By testing them in non-ladder and non-tournament games.

                                          Why do you always discard any idea proposed in the forum as garbage?

                                          1 Reply Last reply Reply Quote 1
                                          • FtXCommandoF Offline
                                            FtXCommando
                                            last edited by

                                            You said all ranked games. Nobody decent plays unranked games habitually so your sample size for testing these ui mods will be 3 games hosted and played by game devs and/or balance teams for 2 hours on the weekends. If what you mean is ban them from the matchmakers and tournaments, now you have created two even more alienated subcommunities with even less overlap as people need to adjust their settings to both environments. Custom lobbies are the larger subset, so this will inevitably hurt the matchmaker and tournament communities more than the general FAF community and make yet another roadblock for any player to overcome to reach "decent" level.

                                            Believe it or not but I just discard the garbage ideas as garbage.

                                            1 Reply Last reply Reply Quote 1
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