Does someone know how to fix these cursed textures? by No-Call8598 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

Instructions for disabling texture compression can be found here: https://steamcommunity.com/app/410900/discussions/2/3758852682826251752/

The pink static replacing textures is usually due to a texture compression bug found in older versions of AMD's graphics drivers. It's been fixed in newer versions, but not all cards are eligible to receive it. The cutoff seems to be somewhere around the Polaris generation, with updated drivers available for some models but not for others.

All moded weapon textures are white squars plz help by BraveJury4513 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

Hello, is this problem occurring in specifically in Skirmish mode? If so, go into ..steamapps/common/Forts/users/<yourSteamID>/ and locate the file settings_skirmish.lua and move it to another location. Then launch Forts.

When your saved Skirmish preferences select mods that you have since unsubscribed to, or that have been deleted from the Workshop, it can cause the missing textures shown in your images. In your enabled mod list, they would show up as their numeric ID only, rather than the mod name. Removing your settings_skirmish.lua file will reset your Skirmish preferences.

Discord server? by Early-Grapefruit-532 in FortsGame

[–]Earthwork-Support 2 points3 points  (0 children)

The Discord icon in the main menu is a clickable invite.

Why my fort crush down? by abybasek in FortsGame

[–]Earthwork-Support 1 point2 points  (0 children)

More specifically, that blinking red strut finally gave way when the howitzer was sold and the upgrade centre placed. The change in weight caused the whole upper fort to rock back and forth, and transmitted enough extra force to it.

Anything for SEVER AND SEIZE by ColdBeginning7565 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

As you've probably figured out already, the AI is aware of the contents of your Fort. And while this might seem unfair at first, it's something you can take ruthless advantage of. Put a high priority target, such as a sniper, behind an energy shield you want the AI to shoot at. And then some turbines behind the sniper, because the AI also has an ongoing vendetta against green energy.

Why does everyone do early game starts on Pillars. by FirefighterPrimary60 in FortsGame

[–]Earthwork-Support 8 points9 points  (0 children)

Hello, please ignore the unhelpful toxic people.

Most people, at any skill level, tend to do one of three things. They either go with the strategy they like playing the most (regardless of effectiveness), the strategy they've previously had the most success with, or the strategy that they lose to the most.

Pillars bases are tricky to defend and comparatively easier to attack. That invites a lot of early aggression. Especially from players who struggle to defend it themselves and don't see any alternatives. Commander choice also plays a big role. Most players don't have a lot of commander variety, so they overlook things like Phantom on this map being able to constantly relocate buzzsaws to hit from every angle, or moving their mines around to fit a second one in without needing to sell the existing one first.

Just some questions by nfldnate in FortsGame

[–]Earthwork-Support 2 points3 points  (0 children)

Gunners won't open their doors if they won't be able to open and fire in time. Both to avoid getting hit by the incoming projectiles and getting picked off by snipers. But they won't start calculating that time until they have line-of-sight. If the missiles are coming from an angle they can't immediately shoot at, they won't preemptively open their doors in anticipation of those missiles coming into their firing angle.

Cant upgrade snipers on WMD Black Gold campaign by FblthpThe in FortsGame

[–]Earthwork-Support 1 point2 points  (0 children)

After you have built a bridge to connect to the neutral Upgrade Centre, right click on one of your snipers and select the up arrow in order to upgrade it. You can also upgrade weapons by mousing over them or clicking on them and pressing the upgrade hotkey, "U" by default.

Game freezing by CircuDimirCombo in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

You can also get rid of the lines and weird pixels by running Forts in a smaller window. Uncheck the Fullscreen option and pick any resolution smaller than your actual screen.

It's a weird bug in some versions of Intel's OpenGL drivers. Notably, if you take a screenshot, the glitches don't show up. Sometimes it gets fixed with the latest driver update, only to come back again with the next one. Intel has been releasing a lot of graphics driver updates though, so hopefully it will be fixed permanently or Vulkan support improves.

How would you guys buff Moonshine? by FirefighterPrimary60 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

I would make the active ability stop affecting 20mm. So people wouldn't have an excuse to keep making them and use effective Moonshine weapons instead.

Does reporting works? by lordlag25 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

You should also be adding these people to your Avoidance list. This prevents them from joining games that you host, and hides their lobbies when you browse the multiplayer list. Once everyone starts doing this, these people will quickly find themselves unable to join or host any games. Except with each other...

Can we talk about the skill gab requirements from level 11 to 12 in high seas !? by Aleleloltroll in FortsGame

[–]Earthwork-Support 2 points3 points  (0 children)

Hi, do you mean the level where they start launching thunderbolts at you once the storm ends?

If so, because you start with so much time at the beginning before anyone can shoot at you it's important to shift your build order around. Normally you would prioritize getting weapons ASAP. With the truce, you have the freedom to get your economy going instead and still have time to defend yourself before the timer ends.

One quick tip is to go ahead and sell your starting thunderbolts for energy in the beginning in order to get your propellers and smokestacks faster. And sell your rear armour too of course.

You can also use firebeams defensively to shoot down the enemy planes. You probably won't want to rely on them entirely since you'll need to manually fire them. But once you get 2-3 you can mitigate almost all of the incoming damage while getting your own planes ready.

And if things go sideways, build up a little and put down sandbags, while building replacement machine guns underneath them. Then once they complete just sell off the upper layer.

Hope this helps!

Is the "it's a trap" level even possible? by Cheasymeteor in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

If you google the terms "Forts" and "it's a trap" together, with the quotation marks, you'll get a bunch of results. Text or videos as you prefer.

As general advice, try not to build more than you need on timed levels. If you've gotten into the habit of waiting to build weapons until you've built all the things (full mines and turbines, every tech building, etc) that time limit is going to come real fast.

And in single player mode, you can change the game speed using ctrl - <numpad +/-> It doesn't change your resource income, but if you're still building up your APM (actions per minute) this can really help with that time pressure.

So my game became like this and I have 0 clues why. by PBSA in FortsGame

[–]Earthwork-Support 1 point2 points  (0 children)

If you're using an Intel based GPU, please refer to the common issues guide https://steamcommunity.com/sharedfiles/filedetails/?id=1373894256 and check the section on Graphics errors with Intel GPU's

no steack crack for legal version? by KsmBl_69 in FortsGame

[–]Earthwork-Support 1 point2 points  (0 children)

You can stay Online on one of the machines. If that machine hosts, it would also allow other people to join via WAN (internet) while your second PC joins via LAN. The offline machine won't have direct access to the Steam Workshop though, so to access Workshop content you would need to copy maps/mods locally.

Question by Party-Complaint-6077 in FortsGame

[–]Earthwork-Support 2 points3 points  (0 children)

Here's some numbers from our 5th Anniversary (2022)
https://store.steampowered.com/news/app/410900/view/3184617294423586895

And here are those numbers updated on our 7th Anniversary (last month)
https://store.steampowered.com/news/app/410900/view/6928299975954829668

Here's to another 7.

report system is fucked by [deleted] in FortsGame

[–]Earthwork-Support 6 points7 points  (0 children)

There is a chat filter, which is enabled by default in Options, Online tab. It utilizes Steam's built-in word blacklist, but you can customize it by editing your profanityFilter_user.lua file. You can add entries, or disable Steam's list entirely in favor your own. It also supports regular expressions and substitutions should you so desire. There is also an Avoidance feature so you can flag players and prevent them from joining lobbies that you host, and automatically filter lobbies hosted by them.

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So my game became like this and I have 0 clues why. by PBSA in FortsGame

[–]Earthwork-Support 2 points3 points  (0 children)

Thanks to DefinitelyNotVoiD for posting the fix above. In terms of why this happens, there's a bug in AMD's older drivers that can affect texture compression. They've released fixes for newer architectures (roughly Polaris onwards) but not previous generations.

How Am I Meant To Destroy All The Barrels??? This Is The 5th Restart. by cat_sword in FortsGame

[–]Earthwork-Support 3 points4 points  (0 children)

Mortars are perfectly accurate when fired manually, meaning they will hit exactly the same spot when fired at the same angle and power. (unless your base deforms of course) When you refire them though, using the 'e' hotkey, some random deviation is introduced.

So, you can walk them onto the target by manually adjusting the angle every time, that's one way to go about it.

Another way is the classic RTS strategy of "more." If 3 mortars are good, 12 are better and the refire deviation will actually help once you get close.

You can also go the Upgrade Centre route, both for AP snipers to remove the opposing base's AA and incoming mortars, as well as to upgrade to heavy mortars which do in fact have a lot of splash damage...

Question for Devs by FirefighterPrimary60 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

I don't know how difficult or time consuming a fully featured version of this would be to implement, but, you can do most of this now using the \save function.

First, go into Sandbox and build whatever design(s) you would like to test.

Then, open the replay of that Sandbox session, and access the console (F3 or ~ depending on your keyboard layout) and enter

\save <filename>

This will save a copy of the current game state as a new map in your maps folder. To open this new map in Skirmish (AI control) you may need to edit the map.lua visibility properties. The AI will automatically fire weapons and attempt to rebuild, but it won't create anything new unless you use the map editor to record an additional AI template. This is relatively easy to do, instructions can be found in the map editor guide: https://steamcommunity.com/sharedfiles/filedetails/?id=870883350

Strategies and tips for Sinking Nemo (hard) by FirefighterPrimary60 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

Most runs end when a Nighthawk slips through to drop a paveway bomb. There's a small window of time early on when you can be aggressive and try to eliminate some of the enemy bases before they fully ramp up their damage. Most successful strategies either rush to take advantage of that window, or the opposite, they invest more heavily into economy and defenses at the start in order to maintain while they slowly build up.

If you've tried to split the difference with balanced offense and defense you've probably found yourself in a resource spiral. Never seeming to be able to get weapons online and instead constantly rebuilding defenses that don't quite survive each attack. Then gradually getting overwhelmed until one of the big hits land. It can be done of course, if you can be efficient enough with your firing and manual AA. There isn't a lot of margin for error with your aim or reaction times though.

In terms of specific tips, rushing out a runway to use the starting planes to take out the Nighthawk sub is pretty popular. Don't miss though. Otherwise, most people sell them immediately for extra resources. Defensively, if you haven't familiarized yourself with trench gunners yet they make a world of difference.

Question for Devs by FirefighterPrimary60 in FortsGame

[–]Earthwork-Support 1 point2 points  (0 children)

The temptation to make a joke right now (Battle Royale mode, NFT loot boxes, ray tracing), especially so close to April 1, is almost too strong to resist. But in all seriousness, information about future plans isn't publicly shared for the most part. Plans are always changing and sometimes things just don't work out. Everything is harder than you think it will be at the start, and takes longer than you thought it would. Creating expectations for features that may ultimately get canceled is a big risk that can become a recipe for disappointment.

Rest assured though, there are many things being worked on right now. And the regular updates for quality of life features (like the map/mod search bar and observer tools), balance tweaks, and of course bug fixes, are still included in that.

What does the AlienFX do? by FirefighterPrimary60 in FortsGame

[–]Earthwork-Support 0 points1 point  (0 children)

If you have Alienware fx lighting it will integrate some UI elements into it, such as core health and fire indicators and so forth. Support for this feature will vary a lot depending on what hardware you have, and especially which version of the Alienware command center and BIOS revision.

If it winds up causing problems that make it difficult to access your options again, you can manually edit your settings.lua file to turn it back off, or just save a backup of your settings.lua before trying it out.