Forged Alliance Forever Forged Alliance Forever Forums 2018-10-16T00:41:50+02:00 /feed.php?f=2&t=15564 2018-10-16T00:41:50+02:00 2018-10-16T00:41:50+02:00 /viewtopic.php?t=15564&p=168510#p168510 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
* All Factions mod has been integrated and is on by default. This can be disabled via the new "All Factions" lobby option
* Rebalancing to make Normal and Easy difficulties less hard
* Default Auto-reclaim has been nerfed. It now linearly decreases to 0 at minute 60. This can be changed in the lobby
* Default Auto-reclaim is now affected by the difficulty preset
* You can now no longer lose during the 8 seconds the game runs after winning
* The "Enemy T2 MMLs" and "Enemy Mobile T3 Artillery" lobby options are now affected by the difficulty preset
* Mobile Arty no longer spawns by default on Very Easy
* MMLs no longer spawns by default on Very Easy and Easier
* Fatboy and Ythota random events now stop at the beginning of stage 6
* Improved stage descriptions in the timed objectives
* Removed unused Sniper Bots option from the lobby

Statistics: Posted by EntropyWins — 16 Oct 2018, 00:41


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2018-10-14T01:27:51+02:00 2018-10-14T01:27:51+02:00 /viewtopic.php?t=15564&p=168454#p168454 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
You can now continue playing after the other team died. The game ends after you beat stage 7. If by that time both teams are still alive, stage 7 continues till one team is dead. Stage 7 has high tier units, so it gets real intense, even on Normal difficulty.

The UI now also has countdown timers that show the time till the next wave. You can hover over them for a short description of the wave.

Full list of changes in 5.18:

* When beating the other team in Survival Versus you can now keep on playing to beat the final stage
* Survival Classic games now end in victory when the final stage has been completed
* Added timed objectives for each survival stage
* Added Escalation Speed lobby option which allows modifying how fast the game escalates to higher tier stages
* Added Unit Amount lobby option which allows modifying how many survival units spawn
* Players on one side of the map are now always allied in Survival Versus (no need to set teams in the lobby)
* Reduced survival air experimental base health to 25000
* Added health increase to survival air experimentals
* Survival units inside transports now have their shields on
* Removed spawn delay lobby options for T1, T2, T3 and T4 stages (replaced by new Escalation Speed option)
* Removed spawn frequency lobby options for T1, T2, T3 and T4 stages (replaced by new Unit Amount option)
* Removed Aggression Tracking option from the lobby (already non functional since 5.17)

object

Statistics: Posted by EntropyWins — 14 Oct 2018, 01:27


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2018-09-18T00:33:16+02:00 2018-09-18T00:33:16+02:00 /viewtopic.php?t=15564&p=167639#p167639 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
## New in version 5.17

Released on 2018-09-16

* Resources now only spawn for players present in the game
* Stage 6 and 7 transports now have double speed
* Improved stage notification messages
* Removed aggression tracking (was disabled by default except on very hard and insane)

Statistics: Posted by EntropyWins — 18 Sep 2018, 00:33


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2018-09-15T14:57:48+02:00 2018-09-15T14:57:48+02:00 /viewtopic.php?t=15564&p=167549#p167549 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
Please beware that the map is now named "Final Rush Pro 5" and no longer uses a version suffix like "Final Rush Pro 5.11". This allows for automatic updates to the latest version. So beware that "Final Rush Pro 5.11" is obsolete, and to play the latest version, you need "Final Rush Pro 5".

## New in version 5.16

Released on 2018-09-15

* Fatboys can now be build when artillery and nukes are disabled
* Added Tech 4 stage 2: tier 3 units stop spawning and instead bugs and arty spawn
* Added Tech 4 stage 3: monkeys and GCs stop spawning and instead megas and chickens spawn, plus the occasional satellite
* Added Tech 4 stage 4: stage 2 stops spawning and instead CZARs, T4 bombers, fatboys and monkeys spawn

## New in version 5.15

Released on 2018-08-28

* Fixed paragon event to not be re-triggered when gifting a paragon
* The nukes/T3/T4 arty option now also affects T4 *mobile* arty
* Fixed Paragon Wars game mode: the central base with the activator now actually spawns

## New in version 5.14

Released on 2018-08-19

* Fixed paragon event to only be triggered by completed paragons
* Added visible area around the flying paragon so all players can see what is going on (thanks Speed2!)

## New in version 5.13

Released on 2018-08-18

* Player nukes and T3/T4 arty are now disabled by default
* Added option to enable or disable player nukes and T3/T4 arty
* Building a paragon will now result in your enemy bot building one as well. Better have AA ready! (thanks Speed2!)

## New in version 5.12

Released on 2018-08-15

* Removed central mexes
* Experimentals are now brought in with a special transport instead of with a Continental
* Nered islands bases even further by removing the T2 shields
* Reduced income of island base mex from 50 mass/s to 36 mass/s
* The island base mex now retains its modified max health after capture
* Improved map preview in the FAF client

## New in version 5.11

Released on 2018-05-04

* Buffed beetle random event: 2x base HP, survival HP increase now applied, 1.5x speed

## New in version 5.10

Released on 2018-05-01

* Added beetle random event
* Nerfed island bases further by replacing T2 PD with T1 PD

## New in version 5.9

Released on 2018-04-15

* Changed bot colors so they cannot be the same as those of players (thanks JJ!)
* Tech 2 waves now include MMLs again, unless disabled in the options
* Tech 2 waves now contain a rhino, riptide, mongoose and rocket bot, instead of 2 rhino and 2 mongoose
* Tech 3 waves no longer include shield disruptors when T3 arty is disabled in the options
* Tech 3 waves now include 1 slipper and 1 T3 shield instead of 2 slippers
* Added new T2 random event that spawns 5x5 rangebots
* Units from T1 and T2 random events now have their HP increase like all other survival units
* Hunter ACUs no longer drown in the water
* Nerfed island base defences by removing the torpedo launcher ring
* Island base mex now yields 50 mass instead of 36
* Island base mex now retains its altered stats after capture

Statistics: Posted by EntropyWins — 15 Sep 2018, 14:57


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2018-03-11T02:28:48+02:00 2018-03-11T02:28:48+02:00 /viewtopic.php?t=15564&p=161668#p161668 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]> viewtopic.php?f=3&t=13387&p=138075#p138075

Statistics: Posted by EntropyWins — 11 Mar 2018, 02:28


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2018-03-10T02:07:16+02:00 2018-03-10T02:07:16+02:00 /viewtopic.php?t=15564&p=161637#p161637 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]> Statistics: Posted by nine2 — 10 Mar 2018, 02:07


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2018-03-09T21:47:00+02:00 2018-03-09T21:47:00+02:00 /viewtopic.php?t=15564&p=161628#p161628 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
* Wrecks of player units now consistently stay on the map (most notably GC and Monkey wrecks no longer vanish) (thanks Speed2!)
* Added small bases on the central islands to make TAC cheese easier to detect and harder to setup
* Added T3 mex with double yield on central islands to incentivize paying attention to them
* Massively increased base health of each hunter to 75k
* Hunters now take 15 seconds to spawn on the map after their announcement (instead of instantly)

Statistics: Posted by EntropyWins — 09 Mar 2018, 21:47


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2018-03-04T00:54:13+02:00 2018-03-04T00:54:13+02:00 /viewtopic.php?t=15564&p=161422#p161422 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]> Statistics: Posted by nine2 — 04 Mar 2018, 00:54


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2018-03-03T22:52:14+02:00 2018-03-03T22:52:14+02:00 /viewtopic.php?t=15564&p=161418#p161418 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
Maybe something like one lvl below that what comes from center.. Like if t2 on the field those special transporter drops some t1 units with maybe 1-2 T2 unit( even those units scares some guys :D ) and so on but not further than T3.

Regarding when:
you can add them as a extra special event maybe to set up how strong, how much in lobby settings or leave them as a normal event.

Regarding transporter:
depends what you set in the lobby settings ;) so if they are unkillerable so you have to deal with them :D

also i like the "trololololo" transporter :D

Statistics: Posted by ElDiabolo — 03 Mar 2018, 22:52


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2018-03-03T22:43:42+02:00 2018-03-03T22:43:42+02:00 /viewtopic.php?t=15564&p=161417#p161417 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
5.7 so far has:

* Added increase of transport HP over time (same ratio as the other survival units)
* Added message to notify players of drowning ACUs
* Fixed bug causing Vision Centers to become killable after being captured twice
* Fixed bug causing Team HP Bonus to be applied twice (once on the total HP and once on the % of HP)
* The 3 groups of bombers in the strategic bombers random event now spawn with 5 second delay in between them

Statistics: Posted by EntropyWins — 03 Mar 2018, 22:43


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2018-03-03T21:04:21+02:00 2018-03-03T21:04:21+02:00 /viewtopic.php?t=15564&p=161414#p161414 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
as we already talked here some ideas..
some unexpected drops behind the lane(behind your base) would be fun,just a few to surprise and keep the game interesting and keep the players busy.

Statistics: Posted by ElDiabolo — 03 Mar 2018, 21:04


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2018-02-19T21:18:01+02:00 2018-02-19T21:18:01+02:00 /viewtopic.php?t=15564&p=161038#p161038 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
Now released version 5.6 with these changes:

* The Hill Guards (GCs) are now hostile to both teams
* The bot now stops spawning T2 units once the T4 stage has been reached
* The bot now has vision and omni on the entire map
* Intel shared with the players has been reduced to a t1 radar in the hills that share their intel with all players
* The Vision Centers now have a very high HP to make them doubly unkillable (since once apparently is not enough in FAF)
* Removed (recently broken) lobby option to disable teleporting (in favour of the lobby unit restriction tool)
* The shields of the bots units (most notably the T3 transports) no longer flicker due to power shortage

Statistics: Posted by EntropyWins — 19 Feb 2018, 21:18


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2018-02-15T21:43:39+02:00 2018-02-15T21:43:39+02:00 /viewtopic.php?t=15564&p=160905#p160905 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]> Statistics: Posted by Shamble — 15 Feb 2018, 21:43


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2018-02-13T23:35:09+02:00 2018-02-13T23:35:09+02:00 /viewtopic.php?t=15564&p=160850#p160850 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>

Capture.PNG

I hope that like this it is a lot less likely they get someones ACU even when it is shielded, which sucks in games where you have just 1 ACU.

Statistics: Posted by EntropyWins — 13 Feb 2018, 23:35


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2018-02-09T19:57:53+02:00 2018-02-09T19:57:53+02:00 /viewtopic.php?t=15564&p=160683#p160683 <![CDATA[Re: Final Rush Pro: suggest features/changes!]]>
Shamble wrote:
Do you mean that the transports should drop them off closer to the center of the map?


No I was thinking more if they just spawned in the middle(no transports) it might be easyer to have a more even distribution of experimentals between the players. yes this would mean you could no longer shoot em down but does anyone play with that lame option on anyway ??


The transports make no difference in this. And they add more to the map than just the ability to shoot them down if that is enabled, so I am not removing them.

Shamble wrote:
I'm a bit worried about you changing the default easy...


I'm not sure what you are getting at. The difficulty preset options from 5.3 will all still be in 5.4, though some of them will be renamed so things still make sense naming wise given the additions in 5.4. If you do not like the default difficulty, you can pick one of the other presets. And if you do not like these you can use the very detailed lobby options to do what you want. Both these presets and most of the options are new in 5.x, so again, nothing possible in 4.x has been taken away.

If you have some special combo of options for playing with some mod then by all means contribute a preset for those. Relevant file: https://github.com/JeroenDeDauw/FinalRu ... ptions.lua

Statistics: Posted by EntropyWins — 09 Feb 2018, 19:57


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