Supreme Commander 2 in FA
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is it intended that you have FA Flux/fluid economy?
Does this mean that we just suddenly have a new faction "UEF 2" ? and now we can maybe make a balance mod that you would enable on top of this mod and play this faction in multiplayer?
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I haven't decided whether I want to replace the fluid economy yet. I imagine it is possible, but I am very unsure if it can be done without adversely affecting the FA factions, should they be in a match together. Ideally, I would like it to, but if it can't be done, then oh well.
As for suddenly having a new "UEF", yep, pretty much. As it stands, I am attempting to balance them against FA rather than needing to use another balance mod on top of it (like SCTA does), because imo if you want pure supcom 2 balance, just go play that game.
I think I've improved it a little but balance is still very much iffy, as some things don't translate that well between the two games, but I think a happy medium can be achieved.
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Hey @zopto this sounds really interesting! Would be interested in checking this out regarding my own modding. I sent you a pm!
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Hey @zopto that looks really cool I would like to Check it Out as Well. Especially regarding the jump-jet ability—I’m curious to see how that’s been implemented. I’ve developed my own jetpack/jump ability for my Mods maybe I can use that to improve mine. Regarding to the Research Feature I Work on/Code my own one from Stratch, which is inspired by the one from Supcom 2:

But currently the Development of my Research System is paused because I Work on my Mod Mechdivers at the Moment. Anyway I write you a PM as Well.
Best regards
CDRMV -
If this has a working noah unit cannon in FA my dreams since 2010 have come true.
If you have REPO please share, thank you again and cheers.
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BrewLAN has a unit cannon.
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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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