<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Nuke]]></title><description><![CDATA[<p dir="auto">Is there any way I can change the cost of a strategic nuclear missile and its build time? For example, the cost of any unit can be changed in its Blueprint file, but I couldn't find one for the nuclear missile, only for the silo.</p>
]]></description><link>https://forum.faforever.com/topic/10072/nuke</link><generator>RSS for Node</generator><lastBuildDate>Wed, 03 Jun 2026 23:48:32 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/10072.rss" rel="self" type="application/rss+xml"/><pubDate>Tue, 21 Apr 2026 06:38:11 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Nuke on Fri, 24 Apr 2026 14:52:25 GMT]]></title><description><![CDATA[<p dir="auto">If that doesnt work for you try this instead.</p>
<p dir="auto">create mod folder like this</p>
<p dir="auto">your mod name<br />
--mod info.lua<br />
--units<br />
--projectiles</p>
<p dir="auto">place "UEB2305" unit bp and script into units folder<br />
place "TIFMissileNuke01" projectile bp and script into projectiles folder</p>
<p dir="auto">modify unit UEB2305 like this =   ProjectileId = "/mods/yourmodname/projectiles/TIFMissileNuke01/TIFMissileNuke01_proj.bp",<br />
modify projectile as you wish.</p>
<p dir="auto">100% works</p>
<p dir="auto">you may have to adjust mesh if you dont include those files aswell</p>
]]></description><link>https://forum.faforever.com/post/72887</link><guid isPermaLink="true">https://forum.faforever.com/post/72887</guid><dc:creator><![CDATA[Caliber]]></dc:creator><pubDate>Fri, 24 Apr 2026 14:52:25 GMT</pubDate></item><item><title><![CDATA[Reply to Nuke on Wed, 22 Apr 2026 05:31:29 GMT]]></title><description><![CDATA[<p dir="auto">Thank you for your answer!</p>
<p dir="auto">It looks like I'm doing something wrong, but here's what I got.</p>
<p dir="auto">There's a mod "Merge," which makes changes to units. It works. I'm using it.</p>
<p dir="auto">ProjectileBlueprint{<br />
Merge = true,<br />
BlueprintId = "/projectiles/TIFMissileNuke01/TIFMissileNuke01_proj.bp",<br />
Economy = {<br />
BuildCostEnergy = 5,<br />
BuildCostMass = 5,<br />
BuildTime = 6000,<br />
},<br />
}<br />
im use your values, and 100000 too.<br />
As a result, the nuclear silo doesn't build missiles. It doesn't consume resources and there's no loading bar. There's no shell inside either. I changed the energy mass and build time values—the result is the same. When i press the missile launch button and select a point, the silo opens, the siren sounds, but the missile doesn't launch. That is, there's no missile in it, and it's not being built.<br />
What am I doing wrong?</p>
]]></description><link>https://forum.faforever.com/post/72851</link><guid isPermaLink="true">https://forum.faforever.com/post/72851</guid><dc:creator><![CDATA[cychwa_klaymberg]]></dc:creator><pubDate>Wed, 22 Apr 2026 05:31:29 GMT</pubDate></item><item><title><![CDATA[Reply to Nuke on Tue, 21 Apr 2026 23:42:03 GMT]]></title><description><![CDATA[<p dir="auto">No, the AI is wrong. You have to find the projectile blueprint the nuke uses in its weapon blueprint's <code>ProjectileId</code> field. Then you create a merge blueprint using that same blueprint id and edit what you need. For example:<br />
UEF Nuke is unit UEB2305, and its projectile id is:<br />
<code>ProjectileId = "/projectiles/TIFMissileNuke01/TIFMissileNuke01_proj.bp",</code><br />
So you would create a merge blueprint like:</p>
<pre><code class="language-lua">ProjectileBlueprint{
    Merge = true,
    BlueprintId = "/projectiles/TIFMissileNuke01/TIFMissileNuke01_proj.bp",
    Economy = {
        BuildCostEnergy = 9999,
        BuildCostMass = 9999,
        BuildTime = 9999,
    },
}
</code></pre>
<p dir="auto">Haven't tested it but it should work.</p>
]]></description><link>https://forum.faforever.com/post/72848</link><guid isPermaLink="true">https://forum.faforever.com/post/72848</guid><dc:creator><![CDATA[Nomander]]></dc:creator><pubDate>Tue, 21 Apr 2026 23:42:03 GMT</pubDate></item><item><title><![CDATA[Reply to Nuke on Tue, 21 Apr 2026 10:44:37 GMT]]></title><description><![CDATA[<p dir="auto">That is a Qwen Studio unswer for this.</p>
<p dir="auto">In Supreme Commander: Forged Alliance, Nuclear Missiles are Projectiles, not Units. Therefore, you cannot change their build cost or time in a standard UnitBlueprint file (like your main mod file). You must edit the Projectile Blueprint located inside the game's archive files.<br />
<img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4c2.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--open_file_folder" style="height:23px;width:auto;vertical-align:middle" title="📂" alt="📂" /> Step 1: Locate the File<br />
The file containing all projectile data is named projectiles.scd.<br />
Default Location: C:\Program Files (x86)\Gas Powered Games\Supreme Commander Forged Alliance\gamedata\projectiles.scd<br />
<img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/26a0.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--warning" style="height:23px;width:auto;vertical-align:middle" title="⚠" alt="⚠" />️ Note: .scd files are archives. You cannot open them with Notepad directly. You need an unpacking tool.<br />
️ Step 2: Unpack the Archive<br />
You need a tool called GPGPack (often included in FAF modding tools or available separately).<br />
Download and extract GPGPack.<br />
Drag and drop the original gamedata\projectiles.scd file onto GPGPack.exe.<br />
It will create a folder named projectiles containing many .bp files.<br />
<img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f50d.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--mag" style="height:23px;width:auto;vertical-align:middle" title="🔍" alt="🔍" /> Step 3: Find and Edit the Nuke Files<br />
Inside the extracted projectiles folder, look for files related to nuclear missiles. The IDs usually follow this pattern:<br />
UEF: NU0401.bp (or similar)<br />
Cybran: NC0401.bp<br />
Aeon: NA0401.bp<br />
Seraphim: NS0401.bp<br />
Open the relevant file (e.g., NU0401.bp) in a text editor like Notepad++.<br />
Look for the Economy section inside the ProjectileBlueprint. It might look like this:<br />
lua<br />
12345678910<br />
Edit the values:<br />
Increase BuildCostEnergy (e.g., to 60000 or 100000).<br />
Increase BuildCostMass (e.g., to 6000 or 10000).<br />
Increase BuildTime (e.g., to 1200 or 3000). Note: 60 ticks = 1 second.<br />
If the Economy section is missing in the projectile file, the cost might be defined in the Silo Unit blueprint instead. However, in most cases, editing the projectile file works for strategic missiles.<br />
<img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4e6.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--package" style="height:23px;width:auto;vertical-align:middle" title="📦" alt="📦" /> Step 4: Repack the Archive<br />
Once you have edited the files, select the projectiles folder (the one containing the .bp files).<br />
Drag and drop this folder onto GPGPack.exe.<br />
It will generate a new projectiles.scd file.<br />
<img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f680.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--rocket" style="height:23px;width:auto;vertical-align:middle" title="🚀" alt="🚀" /> Step 5: Install into Your Mod<br />
To make the game use your modified version:<br />
Take the new projectiles.scd you just created.<br />
Place it inside your mod folder structure:<br />
YourModName/gamedata/projectiles.scd<br />
Launch the game with your mod enabled. The game will load your projectiles.scd instead of the original one, applying your new costs and build times.<br />
<img src="https://forum.faforever.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f4a1.png?v=30176cb40ac" class="not-responsive emoji emoji-android emoji--bulb" style="height:23px;width:auto;vertical-align:middle" title="💡" alt="💡" /> Summary Checklist<br />
Download GPGPack.<br />
Unpack gamedata\projectiles.scd from the game directory.<br />
Edit NU0401.bp, NC0401.bp, NA0401.bp, NS0401.bp (change BuildCost and BuildTime).<br />
Repack the projectiles folder into a new projectiles.scd.<br />
Put the new .scd file in YourMod/gamedata/.<br />
This is the most reliable way to balance Nuclear Missiles without breaking your existing unit modifications.</p>
<p dir="auto">This is right?</p>
]]></description><link>https://forum.faforever.com/post/72838</link><guid isPermaLink="true">https://forum.faforever.com/post/72838</guid><dc:creator><![CDATA[cychwa_klaymberg]]></dc:creator><pubDate>Tue, 21 Apr 2026 10:44:37 GMT</pubDate></item><item><title><![CDATA[Reply to Nuke on Tue, 21 Apr 2026 08:45:53 GMT]]></title><description><![CDATA[<p dir="auto">You need to edit the projectile bp</p>
]]></description><link>https://forum.faforever.com/post/72836</link><guid isPermaLink="true">https://forum.faforever.com/post/72836</guid><dc:creator><![CDATA[Caliber]]></dc:creator><pubDate>Tue, 21 Apr 2026 08:45:53 GMT</pubDate></item></channel></rss>