Supreme Commander 2 in FA
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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, Iโve tried porting some units myself, but itโs 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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@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.
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.
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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.


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

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

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)

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.
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Dying to play this mod. Wonderful work there !
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