Regulations on UI mods

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Regulations on UI mods

Postby Szakalot » 24 Oct 2013, 10:38

Hi there!
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!
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Re: Regulations on UI mods

Postby ZLO_RD » 24 Oct 2013, 11:40

have not heared about banned ui mods, also you sound like you need hotbuild and gaz_ui mods, search on forums, also mods can be downloaded in faf mod vault and enabled in faf ui manager, to use hotbuld you will need gazui, you really need to search/know more about hotbuild before use it
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Re: Regulations on UI mods

Postby Szakalot » 24 Oct 2013, 11:45

Okay, thanks.

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
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Re: Regulations on UI mods

Postby ZLO_RD » 24 Oct 2013, 11:54

There is a mod that automaticly upgraides your extractor and set it on pause and if you want to upgraide it you can just unpause or set ingereers to assist and it will be unpaused automaticly
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
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Re: Regulations on UI mods

Postby Cantor » 24 Oct 2013, 12:08

To change keybindings press F1 when you are in game. You can also find the "Select idle engineer" there.
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Re: Regulations on UI mods

Postby Nombringer » 24 Oct 2013, 23:42

GAZ_UI and Hotbuild are the two I would recommend, and would consider completely fine.

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 ;)
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

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Re: Regulations on UI mods

Postby Koecher » 24 Oct 2013, 23:50

I dont think its possible to get a significant advantage using an UI mod.

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. ;)
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Re: Regulations on UI mods

Postby Hamstie » 28 Oct 2013, 03:21

Could anyone give me a link or please explain what lazyshare does?

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.
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Re: Regulations on UI mods

Postby Koecher » 28 Oct 2013, 13:28

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...
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