When I started playing ladder....at the very beginning...
I got crushed, but not 10 times in a row. Lots of both players flailing. Yes, I lost a lot, but I can't say it was super expert players on the other end, and winning was within reach. Usually
When I started playing ladder....at the very beginning...
I got crushed, but not 10 times in a row. Lots of both players flailing. Yes, I lost a lot, but I can't say it was super expert players on the other end, and winning was within reach. Usually
Should be fixed. Please let me know if you find any issues. (v171)
Yes, this mod is broken as of the 28th. I'm actively working to fix it.
I like ladder. Any 1v1 is going to be stressful since you can't work with somebody else. Often times, both players are stressed out and you can get some good sportsmanship as a result.
(Says the 300-level casual 1v1 ladder player)
@derpfaf said in How come you don't play ladder?:
I know the objective of this thread wasn't to suggest fixes but it seems to me like the main blockers are:
-Fear
-BO related sweatyness on classic maps
-5x5 maps that don't allow teching
-20x20 maps that give depression because there's too much going on and we're only human.So uuh, 7.5km and 10x10km mapgen would fix like 3/4 of these, right?
I totally feel this. I basically despair when I see a 20x20 because I can't handle all the eco.
@Rowey that would be great! Let me know what the process is.
Also...you @ the wrong person 
EDIT Mar 3rd: Interested in playing? Join the discord here!
EDIT Mar 1st: We've started casting some of our games! See this video
Fixed and updated for newest FAF version! Please let me know on the Discord or here if you find any bugs.
Version 170 release: After 170 updates, it's still not perfect, but it's very, very playable.
Wars of Glory is best described as an entirely new, SupCom-like, grand-strategy RTS which uses FAF units as its game pieces. Despite having the all (or most) of the same graphics as FAF, it has been described by some WoG players as a total conversion.
Features:
Large numbers of regular games on Discord have really honed this mod's balance and design over the past 2 years. I'm really thankful for the people were willing to wade through the 14-page design document and actually give the mod a try!
Give it a shot! You can search my name (Vanifica) in the replay vault and see how it plays. (I lose a lot :D). The Discord link is in the mod description.
Special thanks to Zopto, who has put a tremendous amount of work into rebalancing unit packs to fit the core WoG design.

I play 1v1 ladder and intentionally keep my rank below 400 to keep it low stress....lol
After banging my head off of Flowblade for far too long....
For the mod that I made. Let me know what you think and how I can improve it.
@melanol Check the mod vault for the mod "Cap SCU Production." It limits it to 10.
(FYI, I don't like the spammable SCU mechanic, either for the reasons you described, which is why WoG limits you to 1 at a time).
I mean, I already have the code for this somewhere. What should the cap be?
As Aeon, at T1...seems you really badly need air superiority or your opponent will mince your Auroras with T1 bombers.
Is this an absolute requirement, or are there other ways (IE just lots of T1AA)?
Messing with /lua/ui/game/commandmode.lua...
It runs SimCallback({Func = 'CapStructure' etc}) whenever you click a building to ring (IE, ringing a T2 mex with storage). This also seems to work on larger buildings (IE, T2pgens), but doesn't work on T3pgens or factories, I'm assuming because they're size16
Is there a way to change this, or is it hardcoded into the engine?
Where is the code for engineer stations' AI code stored? Can you limit or control what it prioritizes in terms of assisting (factories vs buildings vs upgrades etc)?
@cptant I agree.
The way I did it in the mod I made was to ultimately make AA countered by air experimentals, which were countered by ground-based T3AA. Since there isn't a lot of variation at T3, you might end up having to chain its balance to ground balance.
I also feel like the overemphasis on generalist units hurts things-whoever spams the generalist combat unit and controls it better-there isn't a rock/paper/scissors type balance.
Is there a way or a tag to make a unit which can't be given to allies, like the ACU is>?
In 2021, I realized Wars of Glory, a "total balance redesign" mod which aims to create a slow, deliberate and epic RTS design from the FA(F) codebase. Battles are larger, the economy is more complex than FAF, and planning , patience and logistics take precedence over more immediate fast paced action. The community is very active, and games are happening daily on the Discord where players would be more than happy to teach this intricate mod.
See this (rather eccentric) forum post for details. Also see youtube guide and showcase.
After 1 year of work and on-and-off playtesting, WoG has been substantially improved since its inception. I can safely say if you didn't like the mod when it was released, now is a great time to try it again!
Some notes from playtesting, which are not available in the above resources:
-Games rarely last longer than 1.5 hours, despite the slower game progression speed overall. The minimum game length is usually about 50 minutes.
-Engineer build rate has been increased since version 1-the early game in particular is more faced paced (though nowhere near as fast as FAF).
-You will spend more time base building and less time fighting than in FAF, and the economy is almost completely different. Be warned!
Find it in the mod vault!




When playing a modded version of the game the resource indicator during the game will sometimes "freeze" for several minutes and not update. Does anyone know why this would happen? The mod doesn't contain any hooked UI scripts that could directly modify that. (The mod is Wars of Glory).
@lightsaviour Ok, I joined your discord.
I managed to dig up some of your replays. You guys have been having fun
We can talk more there.