Supreme Commander 2 in FA
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Progress Update!
The entirety of the Cybran has been ported over, with most things working as you'd expect. Some units did give a headache, such as the combo nuke launcher/defense building. It technically functions, but not as well as I would like.

Shields got a better visual. It's not the same as it is in SC2, but it's a bit closer compared to FA's typical shields.

Nukes also had their SC2 explosion effects ported over, and they still look quite good.

The research tab also got a visual upgrade to more closely resemble SC2.

A fun fact, despite being at 2/3rds scale, the SC2 Monkeylord is fucking huge.

Also, the entire in-game UI of Supcom 2 has been ported over, with some additions made for UI elements that Supcom 2 lacks but FA has. It's only active for people who are playing a SC2 faction, and otherwise does not appear. You could, theoretically, play regular FA with it... but I wouldn't exactly recommend it.
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Thank you for showing your work. I can't wait to try it now.
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Thanks for your work. A small suggestion: you might want to make full use of AI tools to optimize the textures and visual effects for these ported units—the results could be quite impressive. -
I haven't gotten around to the Wilfindja and Airnomo (who was smoking crack for these names), but my current attempt at the Aeon units looks pretty good so far. The textures don't need to be optimized, they just need to be ported right cause SC2 does some funky stuff with the coloring.

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Hey, this project of yours is flying under the radar, you should post it on ModDB. There are other unfinished projects there focused on porting SC2 content, I’ve tried porting some units myself, but it’s a real headache.

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ModDB for supcom? Is that even used when there is the faf vault?
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Due to FAF rules, I wouldn't be allowed to upload this mod to the FAF Vault because of copyright concerns. Realistically, I don't think anyone would care and I highly doubt problems would arise from it, but as it stands I am not allowed to.
Once the mod is in a good enough state, that's the plan!
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@Nuggets FAF is not the entire Supcom world. While it is popular - the bulk of the audience are solo players who never touch the FAF environment. ModDB is an excellent repository - and one that generates a tremendous amount of traffic and visibility. All modders, with non FAF-specific mods, like this one, will reach a far broader audience there.
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Due to FAF rules, I wouldn't be allowed to upload this mod to the FAF Vault because of copyright concerns. Realistically, I don't think anyone would care and I highly doubt problems would arise from it, but as it stands I am not allowed to.
Yeah I know, i was just suprised mod DB is being used for this game.
@Nuggets FAF is not the entire Supcom world. While it is popular - the bulk of the audience are solo players who never touch the FAF environment. ModDB is an excellent repository - and one that generates a tremendous amount of traffic and visibility. All modders, with non FAF-specific mods, like this one, will reach a far broader audience there.
Im not sure i trust those numbers. Also you are painting FAF as some multiplayer online environment which is not true at all.
Not sure what you mean with "FAF-specific" mods? Its a supcom mod... And i dont believe for a second that moddb will reach a "broader audience" than on faf for supcom. In this case, yes, because its not allowed because of copyright (i guess the concept of copyright doesnt exist on moddb lol).
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I haven't tested the mod outside of FAF, mainly cause FAF is where my friend group plays, so I have absolutely no idea if it'll work on the Steam release.
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