Let me quote Brutus quoting Uvesos summary from our develop chat:
Let me quote Uvesos summary from our developer chat here (the question pops up every few months):
We are already working with Sprouto (the maker of LOUD) together for month.
He joined our AI-Development Discord and is sharing his knowledge with us.
The changes in LOUD compared to FAF are insane huge. Some examples:
LOUD is using special maps to increase the gamespeed (flat maps to reduce the c-engine pathing)
It has reduced graphic effects on units. (removed blinking lights, optimized build beams etc)
Also sounds like ambient sound on units are removed.
Many people think that's all what it needs to be fast, but the real speed changes are inside the code.
In Loud a Air unit class does not have any functions from land or navy units.
Every lua file does first localize any global used function like WaitTicks(), table.getn() etc. to increase the speed.
Almost every function is optimized/rewritten/moved to a different location.
But FAF itself has also some functions that makes FAF slower than the original game.
The veterancy system (callbacks to every unit that is involved in a fight)
Shield damage overspill (search for overlapping shilds to transfer damage to nearby shields)
Reclaim (unit.lua function SetRebuildProgress is cloning every wreck on the whole map in some cases)
And many other stuff that we have in FAf to prevent cheating or fixing c-engine behavior.
So there is no compatibility at all.
It would be easier to implement FAF into LOUD.
Asking if we can make LOUD as mod for FAF is the same than asking if we can make SupCom2 as mod for FAF.