Forged Alliance Forever Forged Alliance Forever Forums 2018-09-11T18:06:53+02:00 /feed.php?f=41&t=16530 2018-09-11T18:06:53+02:00 2018-09-11T18:06:53+02:00 /viewtopic.php?t=16530&p=167490#p167490 <![CDATA[Re: UI mod: [e] please]]>
I came here expecting a mod that spams my allied chat with
"SND E PLS! FST!"
"SND E PLS! FST!"
"SND E PLS! FST!"
"SND E PLS! FST!"
"SND E PLS! FST!"

And I got a mod that makes it unnecessary?
Feels bad mang

Statistics: Posted by JoonasTo — 11 Sep 2018, 18:06


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2018-09-11T15:29:37+02:00 2018-09-11T15:29:37+02:00 /viewtopic.php?t=16530&p=167484#p167484 <![CDATA[Re: UI mod: [e] please]]>
new in v4:
The mod is now even less intrusive! Before there was the issue that it handled your stalling for you, but then forgot about what was turned off before.

So now, if you have a radar turned off when you start to stall, the mod remembers this and when you stop stalling it puts everything back to exactly how it found it. Now we are even closer to free energy for no work on your part!

This does raise the need to clarify that manually turning buildings off is (obviously) more effective than leaving it to the mod. Since its preemptive (before you start stalling) you can prevent stalls rather than just making the most of them like this mod does. Likewise, this saves 100% of the energy, while the mod only saves around 90% since it needs to turn it on every so often to blink your intel. For best results, turn off the most power hogging structures manually and leave the little ones to the mod!

once again have fun everyone!

Statistics: Posted by Exotic_Retard — 11 Sep 2018, 15:29


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2018-08-23T13:21:49+02:00 2018-08-23T13:21:49+02:00 /viewtopic.php?t=16530&p=166970#p166970 <![CDATA[Re: UI mod: [e] please]]> Statistics: Posted by keyser — 23 Aug 2018, 13:21


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2018-08-23T12:05:34+02:00 2018-08-23T12:05:34+02:00 /viewtopic.php?t=16530&p=166968#p166968 <![CDATA[Re: UI mod: [e] please]]> Statistics: Posted by SpoCk0nd0pe — 23 Aug 2018, 12:05


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2018-08-17T01:14:11+02:00 2018-08-17T01:14:11+02:00 /viewtopic.php?t=16530&p=166849#p166849 <![CDATA[Re: UI mod: [e] please]]> https://www.youtube.com/watch?v=MGjYqpTLMOo

Statistics: Posted by keyser — 17 Aug 2018, 01:14


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2018-08-16T15:09:17+02:00 2018-08-16T15:09:17+02:00 /viewtopic.php?t=16530&p=166812#p166812 <![CDATA[Re: UI mod: [e] please]]> maybe hes wrong tho...

Statistics: Posted by csoller — 16 Aug 2018, 15:09


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2018-08-16T13:42:14+02:00 2018-08-16T13:42:14+02:00 /viewtopic.php?t=16530&p=166811#p166811 <![CDATA[Re: UI mod: [e] please]]>
keyser wrote:
washy where is your UI mod that allowed hover bombing ?
Also please give it to me directly, so that people doesn't know, and that i don't get harassed by mean people

If this is possible, an area commands ui mod might be possible too. That would be great!

Statistics: Posted by SpoCk0nd0pe — 16 Aug 2018, 13:42


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2018-08-16T09:42:15+02:00 2018-08-16T09:42:15+02:00 /viewtopic.php?t=16530&p=166803#p166803 <![CDATA[Re: UI mod: [e] please]]>
*edit: played another game and it works as intended

fine ass mod retard! thanks!

Statistics: Posted by csoller — 16 Aug 2018, 09:42


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2018-08-15T19:17:44+02:00 2018-08-15T19:17:44+02:00 /viewtopic.php?t=16530&p=166796#p166796 <![CDATA[Re: UI mod: [e] please]]> i tried it out and every time i run out of energy it selects all my units but doesnt deselect them so i accidentally keep moving all my units which takes more time to fix that whan it saves
my question is is this the normal behavior for this mod or its because it conflicts with another mod?
thanks in advance!

Statistics: Posted by csoller — 15 Aug 2018, 19:17


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2018-08-03T18:28:05+02:00 2018-08-03T18:28:05+02:00 /viewtopic.php?t=16530&p=166428#p166428 <![CDATA[Re: UI mod: [e] please]]>
BIG THANKS exotic retard!! haters gonna hate, keep up the good work

Statistics: Posted by Adjuton — 03 Aug 2018, 18:28


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2018-08-03T18:26:47+02:00 2018-08-03T18:26:47+02:00 /viewtopic.php?t=16530&p=166427#p166427 <![CDATA[Re: UI mod: [e] please]]> ) told me that it's pretty simple to make engine ignore some UI commands (like SetPaused(), IssueUnitCommand() etc.) So it's possible to remove all this eco mods if we really want it.

Statistics: Posted by Strogo — 03 Aug 2018, 18:26


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2018-08-03T17:19:05+02:00 2018-08-03T17:19:05+02:00 /viewtopic.php?t=16530&p=166425#p166425 <![CDATA[Re: UI mod: [e] please]]> Also please give it to me directly, so that people doesn't know, and that i don't get harassed by mean people

Statistics: Posted by keyser — 03 Aug 2018, 17:19


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2018-08-03T16:13:33+02:00 2018-08-03T16:13:33+02:00 /viewtopic.php?t=16530&p=166423#p166423 <![CDATA[Re: UI mod: [e] please]]>
Watching the comments here I suggest you to integrate it into abus[e] mod next time and not care about the others, seems like it's not worth it.

Statistics: Posted by speed2 — 03 Aug 2018, 16:13


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2018-08-03T15:04:49+02:00 2018-08-03T15:04:49+02:00 /viewtopic.php?t=16530&p=166418#p166418 <![CDATA[Re: UI mod: [e] please]]> Statistics: Posted by Morax — 03 Aug 2018, 15:04


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2018-08-03T14:32:43+02:00 2018-08-03T14:32:43+02:00 /viewtopic.php?t=16530&p=166417#p166417 <![CDATA[Re: UI mod: [e] please]]> does affect gameplay and can even decide games for lesser players.

Exotic_Retard wrote:
Drawbacks:
1.some people might get upset that you are using this mod since its "unfair". you can tell them that they too can get this mod, its free!

So you are forcing people to play your mod and if they aren't they have, depending on their skill level, a severe disadvantage. Sounds flawless

Statistics: Posted by Farmsletje — 03 Aug 2018, 14:32


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