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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!
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    Dim-A-miD

    @Dim-A-miD

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    Best posts made by Dim-A-miD

    • RE: Supreme Commander Remaster !

      Intrigued by the topic, I asked Google directly whether a future version—like a hypothetical "ChatGPT 7"—could rework a game engine, such as the one used for Supreme Commander. It replied that this would be possible, provided it worked in stages alongside a team of developers—and that it could be done relatively quickly.

      When I posed the same question regarding version 8, Google responded that it would be feasible, requiring only a single developer, and that the AI ​​could handle the task quite rapidly.

      Consequently, the potential absence of source code—which the current rights holders might not even possess—will likely prove to be only a minor obstacle in the near future.

      posted in General Discussion
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      Dim-A-miD
    • Reviewing an old mod, possibly reworking it for FAF.

      Hello, I found an old mod pack.
      Please review the AlienNationsUnitAdditions modification from it for any new or old units missing from the available modifications.

      https://drive.google.com/file/d/1DB-avopWV5mIAWbxdzi6SylmVBc-qcwD/view?usp=drive_link

      If such units are found, it would be advisable to rework the modification for FAF compatibility.

      posted in Modding & Tools
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      Dim-A-miD

    Latest posts made by Dim-A-miD

    • Plans for the near future?

      Greetings.
      Having come across news that enthusiasts are set to restore, rewrite, or rebuild the game engine, a question has come to mind.

      Is there any roadmap for the game’s further development—once the client update is complete, of course? Could this involve adding new mechanics, structures, or units—or perhaps even new technical tiers? Or something else entirely—such as the introduction of maps designed for large-scale, 10v10 (or even larger) engagements?

      I’m very curious to learn what is planned for the medium to long term…

      posted in General Discussion
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      Dim-A-miD
    • RE: Supcom/Moho engine rewrite

      I am very glad that what was previously all but impossible has now become possible.

      In case three isn’t enough and you’d like to bring the total to five...
      https://drive.google.com/file/d/1TZtdjWtuOvBI3BfwgZBEqfJaJroEpdYC/view?usp=drive_link

      posted in Contribution
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      Dim-A-miD
    • RE: Supreme Commander Remaster !

      Intrigued by the topic, I asked Google directly whether a future version—like a hypothetical "ChatGPT 7"—could rework a game engine, such as the one used for Supreme Commander. It replied that this would be possible, provided it worked in stages alongside a team of developers—and that it could be done relatively quickly.

      When I posed the same question regarding version 8, Google responded that it would be feasible, requiring only a single developer, and that the AI ​​could handle the task quite rapidly.

      Consequently, the potential absence of source code—which the current rights holders might not even possess—will likely prove to be only a minor obstacle in the near future.

      posted in General Discussion
      D
      Dim-A-miD
    • Reviewing an old mod, possibly reworking it for FAF.

      Hello, I found an old mod pack.
      Please review the AlienNationsUnitAdditions modification from it for any new or old units missing from the available modifications.

      https://drive.google.com/file/d/1DB-avopWV5mIAWbxdzi6SylmVBc-qcwD/view?usp=drive_link

      If such units are found, it would be advisable to rework the modification for FAF compatibility.

      posted in Modding & Tools
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @cychwa_klaymberg said:

      Thank you for your reply.

      Okay, then take the pictures I made.

      UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
      AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
      KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
      SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

      Maybe someday I'll want to do something like this.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @Fichom said:

      Double-decker Fatboy when

      We have a double-decker Fatboy at home...
      Total Mayhem from Total Mayhem.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @cychwa_klaymberg said:

      I’ve implemented this in a somewhat simplified way. .... , and then you can build the unit itself from that gate.

      Does this add depth to the game? No. You could churn out a thousand tech tiers, with each one simply rendering the previous one obsolete. That way, instead of having 50 units that become irrelevant just 10 minutes into the match, we could have 500. That’s great, right?

      In my case, this was the easiest approach to prevent players from "spamming" these units and abandoning standard armies, since the gates themselves are very expensive.

      The fact that approximately 50 objects become obsolete every 10 minutes is normal; it's a necessary element of the game. If you exclude this, you'd end up with C&C – generals. So, some of the game's depth still relies on this approach.

      The explanation for this "depth" is as follows: as you advance to the next tech level, new mechanics become available, and objects similar to the previous tech level receive a significant stat boost. This, I believe, is also a significant part of the game's depth.

      Initially, advancing between tech levels was quite expensive, enough to build a small army and make it difficult for an opponent who decided to level up first. Nowadays, advancing between tech levels is relatively cheap, in favor of match speed.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @speed2 said:

      That super level is just a bigger exp with a fancy name

      That's true.

      Although for the subjective experience, it depends on the presentation and mechanics of access.
      For example, access restrictions—Quantum Gates required.
      It seems like nothing has changed, but there's already a requirement for progress.

      posted in Suggestions
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      Dim-A-miD
    • RE: Adding new tech levels to the game.

      @Nuggets said:

      Deploy the T6 units to counter them!

      GSB2402.jpg
      Good, the Seraphim's super-artillery has been delivered.

      posted in Suggestions
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      Dim-A-miD
    • Adding new tech levels to the game.

      Greetings.

      Relatively soon, the game will reach its 20th anniversary, which is a significant event.

      Also, the "Sanctuary" feature is planned for next year, promising good graphics. Although the beta doesn't quite tell what the unit count will be. They do promise a super level with special units.

      I'm asking here if local enthusiasts have the desire and ability to combine the solutions from separate modifications to create additional tech levels. And beyond the experimental super level, as a countermeasure to the "Sanctuary" feature.

      It's been noted that existing modifications contain many structures and units that could be used to create new tech levels. There's also an abandoned modification that adds tech levels... In total, about half of the solutions already exist...

      UEF https://drive.google.com/file/d/1W8KWaqH_Q44RKbE23IGQaHOjyEYslmJ_/view?usp=drive_link
      AEON https://drive.google.com/file/d/1NKohOmOqOYFK-MM6h27fQFXwaYXYuPLc/view?usp=drive_link
      KYB https://drive.google.com/file/d/1EtKAQU5-uLA0GYo_PdKP1yi_5JjQTvuE/view?usp=drive_link
      SERA https://drive.google.com/file/d/1iKaWEhbqdGGetNBdozumScEDP-F2BC53/view?usp=drive_link

      posted in Suggestions
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      Dim-A-miD