FF High Command
by The Boi With No DLC
0.2.9
0.2.9 - Public beta: FF High Command is now Public on the Workshop. New: divisions earn experience and titles (Blooded, Veteran, Elite) with a battle record on the Divisions tab; the setting veteranSkill (off by default) lets Veteran and Elite divisions fight better. Fixed: division attacks and raids that start far from players no longer freeze. Admin reset through FF War Economy's reset.json (needs FF War Economy 0.11.11). Needs FF War Economy 0.11.10 or newer (the Workshop does not pin versions): update it first. Saves of 0.2.x load as they are (divisions start with 0 experience); an older FF High Command ignores the new division fields. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Fri, 30 Oct 2026 01:08:53 GMT
- Last Modified
- Fri, 30 Oct 2026 01:09:03 GMT
0.2.8
FF High Command 0.2.8 - milestone messages Needs FF War Economy 0.11.10 or newer (it uses the new message queue, API 1.4). Do NOT combine this version with FF War Economy 0.11.9 or older: the scripts will not compile. Update FF War Economy first. No setting changes, no save changes: saves of 0.2.x load as they are. NEW - "Division raised" and "Research done" are milestone messages: when the screen is full of messages they wait at the front and are never dropped. DOCS - The README explains the grey A text size button.
- Game Version
- 1.8.0.13
- Created
- Wed, 28 Oct 2026 04:40:35 GMT
- Last Modified
- Wed, 28 Oct 2026 04:40:43 GMT
0.2.7
FF High Command 0.2.7 - bigger text Needs FF War Economy 0.11.9 or newer (it uses the new text size API 1.3). Do NOT combine this version with FF War Economy 0.11.8 or older: the scripts will not compile. Update FF War Economy first. No setting changes, no save changes: saves of 0.2.x load as they are. NEW - All High Command pages follow the A / A+ / A++ text size button of the War Economy panel. The research and tier pages page by how many cards fit, so no class or doctrine is hidden at the biggest size. FIXED - Division rows no longer lose their "..." (second line is cut at 48 characters).
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 07:07:00 GMT
- Last Modified
- Mon, 26 Oct 2026 07:07:11 GMT
0.2.6
FF High Command 0.2.6 - recruit fix Needs FF War Economy 0.11.1 or newer (tested with 0.11.8). No setting changes, no save changes: saves of 0.2.x load as they are. FIXED - A free recruit into a home division whose men are streamed in (standing next to a player) now joins as a queued reinforcement of the Defend force instead of being refused. Other live forces still keep their slots.
- Game Version
- 1.8.0.13
- Created
- Sun, 18 Oct 2026 23:14:03 GMT
- Last Modified
- Sun, 18 Oct 2026 23:14:13 GMT
0.2.5
FF High Command 0.2.5 - text fixes Needs FF War Economy 0.11.1 or newer (tested with 0.11.7). No setting changes, no save changes: saves of 0.2.x load as they are. FIXED - Designer: long template names are cut at 14 characters so the row fits; "Raise" without a supply storage says why; an empty Divisions page names the reason. - Shorter "can't research" reason; a new campaign says "Starting up". - Reverse engineering names the real reason a Vehicles section is dormant (lost factory, outside HQ reach, section level 0, built but still inactive), also on the candidate cards.
- Game Version
- 1.8.0.13
- Created
- Sat, 17 Oct 2026 23:14:42 GMT
- Last Modified
- Sat, 17 Oct 2026 23:14:49 GMT
0.2.4
FF High Command 0.2.4 - text and picture fixes
Needs FF War Economy 0.11.1 or newer (tested with 0.11.6). No setting changes, no save changes: saves of 0.2.x load as they are.
FIXED
- Picture cards fill their picture area on every High Command page (cropped to cover, aspect kept).
- Place names instead of raw keys: the Patrol order text, the depot and research hub lines, and the order, state and toast texts name the town, base or factory.
- Escort texts and the Divisions page no longer show raw Supply Lines hub keys ("a convoy route" when no name is known).
- At most 2 class kits are applied per forces pass, so a 6-man squad can no longer cost 6 ms of one tick.- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 23:01:54 GMT
- Last Modified
- Fri, 16 Oct 2026 23:02:00 GMT
0.2.3
0.2.3 (test build, Unlisted) - UI polish from the second play test
No setting changes, no save changes: saves of 0.2.x load as they are. Still needs FF War Economy 0.11.1 or newer (tested with 0.11.4).
CHANGED
- A clearer money line on the High Command pages; when research needs more money the reason says how to get it (donate to the war chest at an HQ radio or a held town). Research is paid by the war chest only.
- Locked cards and checklists read cleanly ("Needs ...", "Missing ..."), each other reason is shown once, no doubled button names.
- Designer: class cards have equal width and room for a two-line reason.- Game Version
- 1.8.0.13
- Created
- Fri, 16 Oct 2026 00:56:39 GMT
- Last Modified
- Fri, 16 Oct 2026 00:56:44 GMT
0.2.2
0.2.2 (test build, Unlisted) - bridge for FF Enemy Command Adds the bridge FF Enemy Command reads. No setting changes, no save changes: saves of 0.2.1 load as they are. It still needs FF War Economy 0.11.1 (contract API 1.2). ADDED - FF Enemy Command now links to FF High Command: the enemy reacts to your research and doctrine, FOB discovery and intel follow your divisions and radio operators, a captured enemy production line or a recruited enemy crew gives a reverse-engineering insight, and a recruited prisoner can fill a free division slot at the hub. It does nothing without FF Enemy Command. NOTE - A campaign that is already running may earn the anti-tank and anti-air war points of FF Enemy Command at once when FF High Command updates.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 15:04:24 GMT
- Last Modified
- Thu, 15 Oct 2026 15:04:29 GMT
0.2.1
0.2.1 (test build, Unlisted) - panel polish A UI polish release on top of 0.2.0. No new features, no setting changes, no save changes. It needs FF War Economy 0.11.1 (contract API 1.2): it does not start beside an older one. CHANGED - Panel polish, round 1: the Designer and Divisions pages have cleaner cuts, a row state that stays visible, shorter button labels, the reason under each button, and clearer pager and wording. The item pages (Classes, Vehicles, Weapons, Doctrine, Depot) show the reason once, one money and percent form, short locked lines, a clear difference between an empty list and an unreadable one, and numbered vehicles. Division rows keep their state, alive count and wages above the vehicle list. - Panel polish, round 2: card text fits its card, money has one form and one line, the pager uses one style on every page, refusals use the same sentences, and Save shows its reason. FIXED - The Reverse engineering tab reads "Reverse eng." so the name fits the tab. - Long names on the Designer and Divisions pages are cut cleanly.
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 12:31:25 GMT
- Last Modified
- Thu, 15 Oct 2026 12:31:30 GMT
0.2.0
0.2.0 (test build, Unlisted) - needs FF War Economy 0.11.0 - R&D is the map table inside the War Economy HQ command tent: no Tech table to build. Old Tech tables next to an HQ are taken down; research stays. - New Weapons tab with ten weapon families. A researched family unlocks its crates in the Weapons section and its soldier class. - Doctrine is a tree of 26 doctrines in 7 branches (Organisation, Logistics, Pay, Replacements, Morale, Recon, Command) with prerequisites and a reason on every locked card. - Picture-card R&D menus (Classes, Vehicles, Weapons, Doctrine, Depot, Reverse engineering). Each card shows its state and why it is locked. - Research and Cancel are two-press buttons that show what they pay or refund first. - PRICES: research money costs x10, supplies x2, wages unchanged. - Medic and Engineer are tier 1; MG gunner, AT, Marksman, Sapper and AA gunner come with their weapon family. The AA family needs WCS Armaments. - Old Organisation and Logistics research migrates into the new tree. - Pages end in a Retry instead of Loading for ever; Next / Previous cannot skip a page. - 0.1.x saves load as they are. Feedback: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 00:19:33 GMT
- Last Modified
- Thu, 15 Oct 2026 00:19:43 GMT
0.1.1
0.1.1 (Unlisted test build) A hotfix on top of 0.1.0 with the bugs found in the first play test. It needs FF War Economy 0.10.1. No new features, no setting changes, no save changes: saves of 0.1.0 load as they are. - Research no longer fails when it finishes (script error in Finish_S, null item, seen when the Medic research ended): the class unlocks and its message shows. - The Divisions page says why Escort is off: with FF Supply Lines missing or older than 0.10.0 it says "Escort needs FF Supply Lines 0.10.0 or newer; you run <version>". - No more "JWK_AIForce destructor: NULL pointer m_World" error when the server shuts down; the divisions' soldiers come back from the save as before. Bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 12:37:58 GMT
- Last Modified
- Wed, 14 Oct 2026 12:38:02 GMT
0.1.0
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 21:22:54 GMT
- Last Modified
- Tue, 13 Oct 2026 21:23:03 GMT
Showing 1 to 12 of 12 results
Rows per page
Showing 1 to 12 of 12 results
Rows per page

