Game Modifications (Mods)
The FAF lobby contains an intergrated Mod Vault where many mods can be found, and manages them automatically for you. In exceptional cases, mods can to be downloaded from the forums, but for general use, consult the Mod Vault. Here is a list of some of available game modifications for FAF.
- 1 Integrated Mods
- 2 UI Mods
- 3 Sim Mods
- 4 Featured Mods
These mods were already integrated into FAF. They don't require any instalation, simply enamble the corresponding options in-game.
Only T1 engyes were viable to produce higher tech units or assisting buildings. Multiple factories or more than one higher tech engy were very inefficient Multiple T2/T3 factories and T2/T3 engies to build and assist are now cost efficients (Thanks to Rienzilla and Zock)
- The normal factory is renamed to T2/T3 factory Headquarters.
- If you have at least one Headquarter, you can now build some new, cheap factories (called support factories)
- If you lose all Headquarters, these support factories can make only t1 units until you make a new HQ.
- Lot of build powers are adjusted, check the Unit database for more details.
- You can remove the support factory in the restriction menu of the FA lobby, it will disable this new mechanic.
Gaz's UI, formerly GOOMs UI is a custom user interface developed for FA. It has additional functionality than the stock UI.
- Enable extra GAZ UI options in game menu; go to Options - Interface.
- Added options are starting with line "Enable Cycle Preview for Hotbuild"
- Hotbuilding keys can be set in-game. Press F1 to open keybinding window and scrool to Hotbuilding section.
- The Hotkeys are saved to your Game.prefs file, which you can find at: C:\Users\USERNAME\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance (AppData is Hidden File)
- Video tutorial how to set up Hotkeys and UI here.
- AZUI will not work while template names and detailed unit view are enabled.
Options and Hotkeys
The various components of GAZ_UI can be toggled on and off via the ingame menu Options/Interface. Here's a short explanation of each item, which gives an overview of the features of GAZ_UI.
- NOTE: There are some options that must be disabled to be compatible with AngryZealot's AZUI mod.
|Bigger Strategic Build Icons||Replaces the strategic icons in the build menu with larger images.||Has 3 settings; Off, Simple (larger icons only) and Full (larger icons with Tech dots).|
|Template Rotation||When placing a structure build template, you can press middle mouse button to rotate the template.|
|SCU Manager||Allows use of the SCU Manager.|
|Draggable Build Queue||You can drag and drop items in a factory's build queue.|
|Middle Click Avatars||You can middle-click the avatar icons on the right side of the screen to select all units in that category.|
|All Race Templates||When creating structure build templates, templates with common structures like Power Generators will be applied to all factions.||This means you dont need to create the same template for every faction.|
|Single Unit Selected Info||When you have only a single unit selected, that unit's mouse-over information will be displayed.|
|Single Unit Selected Rings||When you have only a single unit selected, that unit's range rings will be turned on. (effectively, this options activates "Turn range rings on selected units" if you have a single unit selected.)|
|Zoom Pop Distance||This option sets the distance the Zoom Pop hotkey will zoom to.|
|Seperate Idle Builders||When selecting engineers, factories and other builder units, idle units will be collected into a seperate icon in the selection window.|
|Factory Build Queue Templates||Allows creation of Factory Build Queue templates.||
|Display Reclaim Window||Will display a small window close to the Economy Bar which details the total mass and energy you have reclaimed.||
|Display more Unit Stats||The unitview window will display hp regeneration rate, shield hp, shield regeneration rate and build rate of selected units.||
|Visible Template Names||All template icons will have a small text below them, displaying the template name.||
|Template Name Cutoff||By using the slider, you can choose how many characters are omitted from the start of the Visible Template Names.||
|Always Render Custom Names||Self explanatory||
|Force Render Enemy Lifebars||Self explanatory||
|Auto Rename Replays||Auto renames the current Replay once you exit to the Score screen. will work for localized versions of fa, too.||
|Improved Unit deselection||Reduce the number of selected units by shift(-1) or ctrl(-5) or ctrl+shift(-10) right-click in group selection.||Enabled by default
|Smart Economy Indicators||Enables advanced ecomony indicators||
GAZ_UI also adds some additional hotkeys, which you may find useful: The table is quite large, beware of the expanded version!
|The "internal name" which is used by Game.prefs||The name listed in the F1 Menu||An explanation of the key.|
|toggle_repeat_build||Toggle factory repeat build||Toggles the "Infinite Build" button on factories.|
|zoom_pop||One-key zoom-pop||The hotkey for the zoompop feature.|
|toggle_all||Toggle all unit abilities||Toggles all toggleable functions on the selected units. This is a handy key since most units only have 1 toggleable function anyways. (eg. shield generators, mass fabricators, etc.) Alternatively there are individual hotkeys in this table.|
|toggle_shield||Toggle unit shield|
|toggle_weapon||Toggle unit weapon|
|toggle_jamming||Toggle unit jamming|
|toggle_intel||Toggle unit intel|
|toggle_production||Toggle unit production|
|toggle_stealth||Toggle unit stealth|
|toggle_generic||Toggle unit generic|
|toggle_special||Toggle unit special|
|toggle_cloak||Toggle unit cloak|
|toggle_cloakjammingstealth||Toggle all counter-intelligence abilities|
|toggle_intelshield||Toggle intel and shield|
|military_overlay||Show all weapon ranges||Toggles a SupCom-style "military overlay", where weapon ranges of all units are displayed.|
|intel_overlay||Show all intel ranges||Toggles a SupCom-style "intel overlay", where intel ranges of all units are displayed.|
|select_all_idle_eng_onscreen||Select idle engineers on screen||Selects all idle engineers of all tech levels that are onscreen.|
|scu_upgrade_marker||Place SCU auto-upgrade marker|
|select_all_similar_units||Select all similarly upgraded units||These are for the SCU Manager. I think it selects all SCUs that are similarly upgraded.|
|select_next_land_factory||Select next land factory|
|select_next_air_factory||Select next air factory|
|select_next_naval_factory||Select next naval factory||Pressing these keys multiple times will go through your factories one by one.|
|toggle_selectedinfo||Toggle single unit selected info||Toggles the "single unit selected info" feature. May be useful to get rid of the window temporarily to clear up your view.|
|toggle_selectedrings||Toggle single unit selected rings||Toggles the "single unit selected rings" feature.|
|select_inview_idle_mex||Select onscreen idle mass extractors.||Select all idle mass extractors in view.|
|select_all_mex||Select all mass extractors.||Selects all your mass extractors everywhere.|
|select_nearest_idle_lt_mex||Select nearest onscreen lowest tech idle mass extractor.||Select a mass extractor that is In view, Nearest to the cursor, Lowest tech level of all mexes in view, Idle.|
|acu_select_cg||Select ACU (control group)|
|acu_append_cg||Append ACU to selection (control group)||Selects the ACU in different sort of way. I'm not sure what it does exactly, I'll find out in the next version of this document.|
|select_nearest_idle_eng_not_acu||Select nearest idle engineer (not ACU)||Selects the nearest idle engineer. Different from the other key because it will not select the ACU ever.|
|add_nearest_idle_engineers_seq||Select/Add nearest idle engineers||Pressing this key multiple times will add nearby idle engineers to your selection one by one.|
|cycle_idle_factories||Cycle through idle factories||Pressing this key multiple times will select idle factories one by one.|
|cycle_unit_types_in_sel||Cycle through unit types in selection (Land, Sea, Air)||Filter your current selection to a single class of unit (air, land, sea). It will remember your selection so you can press this key multiple times to cycle through the types.|
|create_template_factory||Create build template (Factory)||If a factory with a build queue is selected, it will create a factory queue template from it.|
|toggle_tab_display||Toggle options tab|
|toggle_mdf_panel||Toggle MFD panel|
|show_enemy_life||Show enemy life bars|
|show_network_stats||Show network stats window|
|select_all_air_exp||Select all Air Experimentals||added by ghaleon|
|select_all_air_factories||Select all Air Factories||added by ghaleon|
|select_all_antinavy_subs||Select all anti-Navy Submarines||added by ghaleon|
|select_all_battleships||Select all Battleships||added by ghaleon|
|select_all_land_directfire||Select all Land Direct-Fire units||added by ghaleon|
|select_all_land_exp||Select all Land Experimentals||added by ghaleon|
|select_all_land_factories||Select all Land Factories||added by ghaleon|
|select_all_land_indirectfire||Select all Land Indirect-Fire units||added by ghaleon|
|select_all_naval_factories||Select all Naval Factories||added by ghaleon|
|select_all_stationdrones||Select all Drones||added by ghaleon|
|select_all_t1_engineers||Select all T1 Engineers||added by ghaleon|
|select_all_t2_podstations||Select all T2 Engineering Podstations||added by ghaleon|
|select_all_tml||Select all TML||added by ghaleon|
|select_anti_air_fighters||Select all Air Fighters||added by ghaleon|
|select_gunships||Select all Gunships||added by ghaleon|
|Render_SelectionSet_Names||Toggles display of group names||added by ghaleon|
|Render_Custom_Names||Toggles display of custom names||added by ghaleon|
|Render_Unit_Bars||Toggle display of names and bars of any kind||added by ghaleon|
|Render_Icons||Toggle display of Strategic Icons||added by ghaleon|
|Always_Render_Strategic_Icons||Toggle strategic icon cutoff||added by ghaleon|
|Kill_Selected_Units||Immediately kill selected units||added by ghaleon|
|Kill_All||Immediately kill all of your units||added by ghaleon|
|Show_Bandwidth_Usage||Show bandwith usage window||added by ghaleon|
This is an advanced AI which poses much more of a challenge, and in general simply pays better. To use the mod, simply host a game and add AI players, selecting one of the Sorian AI options.
thanks to Blackops team and johnie102
Split attack allows you to easily attack multiple targers. Binded to Shift-G by default.
- Select some of your units. Make them attack a bunch of enemy units.
- Press Shift-G.
- Each of your unit is now attacking a separate group of enemy units.
UI mods are mods which are activated on a per-person basis and have no effect on other players in the game. As the name implies, they are usually changes and enhancements to the UI and can make playing the game easier. UI mods should never make a game unrated.
If not stated else, these mods can be downloaded directly from Mod Vault.
Notify allies about ACU upgrades in team chat.
Disables minimap when zoomed out.
Asks for confirmation before self destructing units.
Automatically switches Mass Fabricators on/off.
This mod improves the readability and visibility of the strategic icons, adjusting them to fit higher resolutions while offering changable sizes, color highlighting for key structures and intuitive symbols.
Latest version can be found in the first post of this forum thread.
Sim mods are mods which affect the game itself and are activated on a per-game basis. They range from simple mods which adjust one or two values to overhauls of the game. Most Sim mods make a game unrated.
These mods can be hosted directly from Find Games Tab.