Tanksy wrote:Yes, but I'm also on the only place outside of my group of friends where mods for supreme commander are even discussed. If a mod can be made to work for anyone outside of the special FAF-only group, then I'm all for it because it makes mods look less like an exclusive thing for exclusive people.
As it stands now, FAF is widely regarded as an exclusive group -- You have mods and maps and functionality specifically tailored to your version of the game, which isn't the version that a lot of people are playing. This means up-to-date mods almost don't exist outside of FAF and there's plenty of people who don't want to be forced into playing your ruleset.
I really don't consider FAF to be exclusive, rather that this is the primary continuation of the original community. This is by far and away the largest active FA playerbase, especially once you exclude a little-known group in China who unfortunately can't play much with outsiders because of the government firewall, who number several thousand active users last I checked in with them. FAF frequently hits 900+ users online simultaneously, and something in the order of 10k+ unique logins per month. Steam is about half that, and includes the Chinese group as well as many FAF regulars who have FAF linked to Steam in ways that makes it show up in the stats, and more whos friendship groups force them to play on Steam occasionally.
But yeah, no. Count it an exclusive group if you wish, it's the
only group with an active modding and development presence, and one with limited time and a lot to do. No, we're not going to go out of our way to cater to a fileset that is by all objective measures severely out of date.
EDIT: - You posted while I was typing

FAF's community is growing, not shrinking. Our average playercount over the last 30 days is 50% higher than Steam's, likewise peak.
The reason the mods only work on FAF has nothing to do with FAF being 'Tailored that way'. The mods only work here because bugs in the underlying code have been fixed, and the mods have to work with those fixes. The way the lua structure works that means some changes kill backwards compatibility, and there have been
literally thousands of bugfixes.
The FAF game can be launched without the client (It has to be installed to grab the patches from our servers of course, but you can launch offline and do direct connect games without the matchmaking services).
The reason to use the FAF vault is because it's incredibly convenient for both modders and players. New mod versions can be automatically distributed, and players get auto-download of active mods on joining a game. It's... It needs some work, UI and functionality, but it's a heck of a lot easier than manual third-party mod sites.
Again, yes, something IS stopping mods being made more widely available: Unless you have the FAF core fileset,
they won't work. I suppose it is
technically possible for us to upload the main patches to third party sites, where players could download and install the files in the right place themselves, but that's a lot of hassle compared to just auto-downloading them and putting them in the right place. Additionally there's an inconvenient fact here:
We DO upload everything outside of the FAF client. It's called github. The code is open source.
https://github.com/FAForever/fa/tree/master You're welcome.
The way FAF works at its core is the proper way this kind of total conversion, community-run, living development project should be. LOUD's updater works, but is inelegant for the average user who doesn't know wtf a file system is. And it IS distributed freely with a special updater: It's called the FAF client. You don't have to interact with anyone else, talk to anyone else, or use it for anything other than a download service if you don't want to, but at the end of the day:
No. We will not put development time into making mods for outdated code for players who refuse to use the platform out of mostly spite.