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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Supreme Commander 2 in FA

    Scheduled Pinned Locked Moved Modding & Tools
    23 Posts 12 Posters 641 Views 3 Watching
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    • NuggetsN Online
      Nuggets FAF Association Board
      last edited by

      ModDB for supcom? Is that even used when there is the faf vault?

      Z S C 3 Replies Last reply Reply Quote 0
      • Z Offline
        Zopto @Nuggets
        last edited by

        @Nuggets

        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.

        @Marine0-710B

        Once the mod is in a good enough state, that's the plan!

        NuggetsN 1 Reply Last reply Reply Quote 1
        • S Offline
          Sprouto @Nuggets
          last edited by

          @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.

          1 Reply Last reply Reply Quote 1
          • NuggetsN Online
            Nuggets FAF Association Board @Zopto
            last edited by

            @Zopto said:

            @Nuggets

            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.

            @Sprouto said:

            @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).

            1 Reply Last reply Reply Quote 0
            • Z Offline
              Zopto
              last edited by

              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.

              1 Reply Last reply Reply Quote 0
              • C Offline
                CDRMV @Nuggets
                last edited by CDRMV

                @Nuggets
                Forged Alliance has its own Moddb Page next to of Supcom and it is still used alot by People. Moddb is usually one of the First Places, where People looking for Mods but exceptions are possible. I know several people, which still play Vanilla. 😉

                @zopto

                I recommend you to publish it on Moddb as well.

                Well you will probably need to patch your Mod to make it functional in Vanilla and perhaps for Loud too if you plan that. I don't think anything will work at the beginning for example the Units if they use the FAF Unit and Weapon Classes.

                Personally I keep my Mods compatible with Vanilla, FAF and Loud by using Version Checks as well. So this could be helpful for you too in some Cases.

                1 Reply Last reply Reply Quote 0
                • Z Offline
                  Zopto
                  last edited by

                  Another progress update, this time for the Illuminate/Aeon and their crippling lack of a proper navy.

                  The Illuminate are fully implemented and work just as you would expect from SC2.
                  20261025112622_1.jpg
                  20261025112735_1.jpg

                  The Universal Colossus does in fact pick up its targets with its claws and throws the units back at other enemies.
                  20261025113012_1.jpg

                  The not Czar is also here, with it's bombs and array of lasers.
                  20261025113228_1.jpg

                  The only unit with drones, and kind of the only "naval" unit, the Wilfindja is one of the only ways to deal with submarines as the Illuminate (the other being a torpedo upgrade for the hover tank)
                  20261025113329_1.jpg

                  An important thing to mention is that the SC2 economies are no longer streaming, like the FA economies. They must now pay for everything upfront to actually start construction, and then the rest is free. This includes nukes and anti-nukes as well, and those are no longer automatically produced; you gotta push a button for each one.

                  The mod is arguably feature complete at this point, with only some minor bugs to iron out, but right now the AI is incapable of playing any of the factions. My current plan, and what I'm working on, is a simple AI that is capable of playing the factions. It's probably not going to be very good, and I'm not going to yoink anything from any of the existing AI mods, so it'll be sub-par at best. But something is better than nothing.

                  1 Reply Last reply Reply Quote 2
                  • K Offline
                    Krapougnak
                    last edited by

                    Dying to play this mod. Wonderful work there !

                    1 Reply Last reply Reply Quote 0
                    • Z Offline
                      Zopto
                      last edited by

                      Minor progress update. The mod will most likely be released sometime this week. The AI probably won't be finished by then, but it can play simple land maps in the meantime. Just mainly have been ironing out a few things here and there to get it closer to SC2. I had some multiplayer tests with friends, and everything went surprisingly smoothly with no issues, which I'm quite happy about.

                      What's more interesting, I'd argue, is what else I've been doing. Perhaps a bit drunk with power, I've started looking at porting other things over, such as the SC2 Revamp mod, Planetary Annihilation, and Ashes of the Singularity.

                      202611~3.JPG
                      ef08d0d6-2fdb-4133-9832-eb2921600f74-202611~2.JPG
                      87cc85cd-6413-44e8-a698-8a2734351520-202611~1.JPG

                      PA and the Revamp mod have been so far the most successful, with PA fitting in particularly well. All of what I would consider T1 has been added without much fuss. The SC2 Revamp mod has been an excellent addition to help bolster their factions, especially in the late game. AotS hasn't had much work put into it, but I could foresee it being something interesting down the line.

                      1 Reply Last reply Reply Quote 1
                      • Z Offline
                        zhanghm18
                        last edited by

                        Great work, thank you. However, I wish Serapham could get more attention; most mods overlook this faction.

                        DeribusD 1 Reply Last reply Reply Quote 0
                        • DeribusD Offline
                          Deribus Moderator FAF Association Board @zhanghm18
                          last edited by

                          @zhanghm18 Get more attention how?

                          This mod ports Supcom 2 units/mechanics into Supcom 1. Seraphim weren't in Supcom 2

                          1 Reply Last reply Reply Quote 0

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