Forged Alliance Forever Forged Alliance Forever Forums 2013-10-28T13:28:22+02:00 /feed.php?f=40&t=5620 2013-10-28T13:28:22+02:00 2013-10-28T13:28:22+02:00 /viewtopic.php?t=5620&p=56707#p56707 <![CDATA[Re: Regulations on UI mods]]> Klick ;)
And yes, the explaining Link in GPG Forums is down at the moment... so, the short way: you can easy give units (Numpad 1, 2, 3), half of your Mass (4, 5, 6) and half of your Energy (7, 8, 9) in Storage to one of your allay.
Actually I also uploaded it to the Vault once, but it somehow disappeared there...

Statistics: Posted by Koecher — 28 Oct 2013, 13:28


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2013-10-28T03:21:24+02:00 2013-10-28T03:21:24+02:00 /viewtopic.php?t=5620&p=56686#p56686 <![CDATA[Re: Regulations on UI mods]]>
OT: http://www.faforever.com/mediawiki/index.php/GAZ_UI this should help you out OP. GAZ UI and hotbuild are two of the best UI mods out there.

Statistics: Posted by Hamstie — 28 Oct 2013, 03:21


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2013-10-24T23:50:45+02:00 2013-10-24T23:50:45+02:00 /viewtopic.php?t=5620&p=56506#p56506 <![CDATA[Re: Regulations on UI mods]]>
Indeed it can give you a small advantage, such as Hotbuild allows you to queue the build faster, Supreme Economy helps you to identify where your recourses go to and Lazyshare is a real benefit in team games. But its not match-deciding and if you think it is - just grab it yourself. ;)

Statistics: Posted by Koecher — 24 Oct 2013, 23:50


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2013-10-24T23:42:35+02:00 2013-10-24T23:42:35+02:00 /viewtopic.php?t=5620&p=56503#p56503 <![CDATA[Re: Regulations on UI mods]]>
Some of the other ones, such as the Automatic pausing of mass fabricators..... *frowns

At the end of the day though they are only small advantages that can be offset with skill ;)

Statistics: Posted by Nombringer — 24 Oct 2013, 23:42


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2013-10-24T12:08:02+02:00 2013-10-24T12:08:02+02:00 /viewtopic.php?t=5620&p=56472#p56472 <![CDATA[Re: Regulations on UI mods]]> Statistics: Posted by Cantor — 24 Oct 2013, 12:08


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2013-10-24T11:54:42+02:00 2013-10-24T11:54:42+02:00 /viewtopic.php?t=5620&p=56471#p56471 <![CDATA[Re: Regulations on UI mods]]> also there is a mod that automaticly managas mass fabricators (selec fome of them and push special key and AI will turn off and on mass fabs depending of amount of power in your storage)

UI mods can be used for cheating, and of course that type of them is forbidden

Statistics: Posted by ZLO_RD — 24 Oct 2013, 11:54


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2013-10-24T11:45:43+02:00 2013-10-24T11:45:43+02:00 /viewtopic.php?t=5620&p=56470#p56470 <![CDATA[Re: Regulations on UI mods]]>
So UI modding is basically FFA? Doesn't it permit a lot of abuse? Seems like you could mod-macro a lot of the eco micromanagement to give you the edge.

Anyways, I'll look into it

Statistics: Posted by Szakalot — 24 Oct 2013, 11:45


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2013-10-24T11:40:46+02:00 2013-10-24T11:40:46+02:00 /viewtopic.php?t=5620&p=56467#p56467 <![CDATA[Re: Regulations on UI mods]]> Statistics: Posted by ZLO_RD — 24 Oct 2013, 11:40


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2013-10-24T10:38:35+02:00 2013-10-24T10:38:35+02:00 /viewtopic.php?t=5620&p=56463#p56463 <![CDATA[Regulations on UI mods]]> I got the game very recently, and am still learning a lot all the time. I've noticed some people using UI mods, for all kinds of purposes, some of which seem to significantly reduce the amount of micromanagement.

Can anyone just use as much UI mods as they wish, or is there a comprehensive list of vetted mods that you can use in ranked games?

Also: I've noticed that FA doesn't support key bindings. This can be somewhat mitigated with template-specific binds, but what about other commands? It seems to me that some people are able to hotkey 'select idle engineers' but I can't say I've found a way to do that. Other things come to mind like:
patrol - P is way too far out from your left hand for efficient use. Same thing seems to a play to:
-lunch a missile
-change firing mode
-upgradin your ACU
and many others that all result in attention wasted for clicking, rather than on playing itself.

Let me know!

Statistics: Posted by Szakalot — 24 Oct 2013, 10:38


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