The T2 shield deviates too much from its basic form compared to the T3 shield. I'll create a mod for this function, but the T2 shield needs to visually incorporate the T3 elements to provide a suitable assembly animation. When it's finished, I'll post pictures of the assembly here and possibly upload a mod just for this function so everyone can test it out and see how it works. Regards, Saver

Best posts made by Saver
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RE: SUGGESTION: AEON T2 Shield Generator Fix
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Savers Unitpack
Hello everyone,
because of the more and more frequent mod presentations in the forum, which I appreciate very much, because they describe the mods already before testing them and
I decided to do the same for my modFirst a preface, which you can skip if you like. That's fine for me.
# Foreword:
For me and many friends, Supreme Comander is an evergreen game. We used to play a round
via Steam until I came across the Sorian AI on YouTube and other sources. It was a great experience, as I had
only played against the standard AI and I'm not a good player, but a match against the AI
AI made for great eveningsAfter a few matches, however, the question arose: what else is there? More maps, new mods, other AIs?
Answer - FAF
I discovered FAF 2021. It's a great project that has increased my enthusiasm for the game.
There is something here for everyone who appreciates this game.A client that offers new gaming experiences,
A forum that comes alive thanks to the many helpful members,
lots of maps, including a map editor
& a whole bunch of mods ^^.So a big thank you to everyone who gives their time and effort to FAF.
Now my reason why I made this mod in the first place. I have seen a lot of great mods through browsing and testing.
mods, but unfortunately I couldn't find one that didn't affect the core game too much or that suited my play style.Unfortunately, I don't speak English very well and had no previous knowledge. Lua, Blender and Co. were just foreign words to me.
I took this as an incentive to acquire some knowledge in this area as well.My first step was to change the values of the units. As my favourite unit is the UEF, I concentrated on the Fatboy.
It was always too weak for my understanding at the time. So I modified it. Which I later realised was a mistake. But that's how you learn. So the Blueprint Lua was modified, but the look also had to match this strength. So I looked for a mod
that would give the Fatboy a great look. This was probably my next and biggest mistake. I decided to take a unit from a random modpack from the site moddb.com. I tried to contact the creator, but he didn't reply to the site for a long time.So if the creator of the original model is here, I apologise again for the basic model.
The model became my role model. Of course, it was also far too strong for normal play and lacked the construction features of the original Fatboy. So I searched the internet for a way to change that. That's how I learnt to understand and use Blender. I took the old Fatboy and the new model and connected them together.
Is that difficult? Yes, definitely. At least if you have no idea like me and are too stupid to ask questions in the forum. So keep learning ^^.
So my tip to new faces who also want to create a mod is to ask in the community. That would have helped me back then and saved me a lot of time
...So, I think that should be enough to give you a little insight into the creation of the mod and my motivation. Let's start with the introduction of the mod.
# Savers Unitpack
What does this mod do? As the name suggests, it is a unit pack that gives each standard faction at least one modded experimental land unit.All units should complement the faction, but not make the basic game obsolete. No overpowered unit that tears everything down, but should complement it.
As the FAF balance team can probably tell you, something is never balanced enough for everyone. But at least I tried.
Here is a small overview of all Exp. Landunits in comparison.
Fraction – UEF
mobile factory - Fatboy and its changes
Weapon Systems:
The Fatboy now has 2 Gauss Cannons at the front, with an increased turning radius of 10, giving them a better chance of hitting an enemy even when moving backwards. A Gauss main cannon in the middle, which is the Fatboy's highest damage. It also rotates more slowly. The two rear Gauss Cannons have also been removed.
The anti-aircraft guns have been replaced by T2 Fragmentation Flak, which makes it a bit more robust against air, but not too much.
In the middle of the Fatboy 2 Phalanx anti-missile systems have been installed. This gives it the true character of a mobile base.
The Fatboy has also received the AntiTorpedo, as the Megalith has.The two Hells Fury Riot Guns and the torpedoes have been left as they were.
The new mobile construction system from FAF has also been adopted. Thanks again to the developers. In addition, the 4 Air DockingSlots are now also visible instead of the standard model.Infantry Mech - Ramrod (new unit)
Ramrod, the name comes from a series from the 80s (long live nostalgia ^^). Ramrod's function is to support the Fatboy. He can hardly stand up to the normal Exp. Units hardly exist in 1vs1. But with his versatile weapon systems and his personal shield, he is a serious threat, especially to secure the defense against an onslaught and to lead an attack.Weapon systems: Ramrod has a Hiro Plasma Cannon on his right shoulder, which can cause a lot of damage. This is supplemented by the cruise missile on the left shoulder, which opens as soon as a target is acquired.
For melee combat, Ramrod has a plasma cannon on each arm, but it has the shortest range of any of his weapons.
Like the Monkylord, he also has torpedoes and two anti-air turrets on his back.
Just like a build animation.Fraction – Cybran
mobile factory - Megalith and its changes
The Megabot - Megalith was criticized by a good friend of mine because it is the only factory unit in the game that does not benefit from the new build/move function in FAF. So please, here's the build option, complete with animation and visualsEven then I thought that the backend should be there for more.
Fraction – Aeon
Anti-Airbot – Enforcer (new unit)
Contrary to what its two main guns might suggest, the Enforcer is a true anti-air monster. Its job is to protect Aeon's areas of operation from attack from multiple directions. Since Aeon is already the strongest air force in the game, this unit is meant to cover the last area.Weapon Systems:
The Enforcer has a typical Aeon Oblivion Cannon on each side, which has the range of a T3 Mobile Arty. In addition, two High Intensity Laisers are mounted at the front to take on an onslaught of T1 - T3 level units. The last weapon system only opens when enemy Air Untis come into range. The anti-air missiles open at the top.
Fraction – Seraphim
Mobile Missile Launcher Bot - Urtha (new unit)
Urtha Uya is a second-line unit, as its direct damage is more for support than attack. On the other hand, it shines with its battery of missiles that it rains down on the enemy, which should disable most anti-missile systems. Of course, it is still a threat if the unwary get too close.Weapon Systems:
Similar to the Enforcer, Urtha has a chronocannon on each side designed to inflict direct damage on nearby enemies. The head is armed with a beam launcher. Since it has a short range, it is used for close combat.
The launcher is hidden on the back and fires up to 9 drone missiles.
These fly in a swarm and are designed to disable defenses. To maintain movement in combat, Urtha fires them independently. But why is the damage only similar to the Aeon's T3 Missile Boat? It also has a typical Seraphim anti-aircraft system at the rear.
Fraction – UEF – Water
Aircraft Carrier - Atlantis and its modifications
Ok, ok, here only the last unit and one out of line. Normally only the land area should be affected.
BUT... who hasn't wished for more sense for the Atlantis?
Me, I guess, but more out of coincidence and a week's vacation.Weapons systems:
The Atlantis now has a Long Range Cruise Missile, which builds up in the front after surfacing. It fires 4 missiles with a more direct trajectory than other ship units. Two Gauss cannons are mounted above the launch and landing pads to fend off nearby ships and lay siege to small islands.
Final words:
For me, this unit pack is complete. I can't say if there will be new units in the future. There might be some balance updates, but that's about it.
I hope this post was entertaining for the readers and that the mod can give people some fun. I wouldn't ask for anything more
***But what I would like to say is a huge thank you to the people who supported me with tips and reviews.
Thanks to Uveso, CDRMV and Laso.***
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RE: Game Councilor
Hello Jip, once again a big thank you for your work and efforts to improve the game. I'm very excited about the shadder I mentioned. Unfortunately, I can't help because I don't really know how to program. And work more with trial and error ^^ with my maps and mods.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
Hello everyone,
I have been able to create two new versions in the last two days, in addition to the holidays. These are, as announced, contained in the same mod.
Unfortunately, I have not yet learned to create small videos for the versions. But I hope the pictures give you a little incentive to test the version.
I would be happy to get an evaluation from you. I hope that a version can be determined by a vote, which might also be included in the game.
An update was uploaded to FAF. -
RE: SUGGESTION: AEON T2 Shield Generator Fix
Another hint. I have uploaded another update of the mod. CDRMV looked at the animation from #3 and found errors in my work. He fixed them and provided me with a version. He also tells me that he will try again to integrate the Aeon Bauwasser effect (Mercury Pool).
So thanks again to CDRMV
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RE: SUGGESTION: AEON T2 Shield Generator Fix
Hello everyone,
I actually thought I had finished my work on the project for the time being, but no.
Yesterday evening CDRMV contacted me and shared another new function with me. We have added this function to the #3 variant and now we believe (hope) that this mod can be submitted to the FAF team as a proposal. @Jip I ask you to take over
thank you in advance.
Here are a few little things that were missing in the variants.
Icons:
The construction time and the buttons for stop and pause have been added.
Here is the construction effect
Here is a small excerpt from the script for those who want to use the effect in other units.
OnStartBuild
self.MercuryPool = import("/lua/EffectUtilitiesAeon.lua").CreateMercuryPoolOnBone(self, self.Army, 'Pool', 1.5,1.5,1.5, 0.1)OnStopBuild
self.MercuryPool:Destroy()I have added the effect to my unitpack. So thanks again to CDRMV.
That should be it for now. I would be pleased if a result is written here about the possible proposal.
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RE: Issues with the heightmap in the FAF Map Editor.
@captainklutz
Hello and thank you again for the new brushes
Here is my new card with the brushes. Maybe some people will like it.
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RE: stand-up animation like the GC
I hope it can help other people working on their own units or help improve the game. I had great support from other modders who gave me good tips. Thanks to everyone working on FAF
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RE: EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x00915402
Everything is going great as usual, thank you very much
Latest posts made by Saver
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RE: SUGGESTION: AEON T2 Shield Generator Fix
Hello everyone,
I actually thought I had finished my work on the project for the time being, but no.
Yesterday evening CDRMV contacted me and shared another new function with me. We have added this function to the #3 variant and now we believe (hope) that this mod can be submitted to the FAF team as a proposal. @Jip I ask you to take over
thank you in advance.
Here are a few little things that were missing in the variants.
Icons:
The construction time and the buttons for stop and pause have been added.
Here is the construction effect
Here is a small excerpt from the script for those who want to use the effect in other units.
OnStartBuild
self.MercuryPool = import("/lua/EffectUtilitiesAeon.lua").CreateMercuryPoolOnBone(self, self.Army, 'Pool', 1.5,1.5,1.5, 0.1)OnStopBuild
self.MercuryPool:Destroy()I have added the effect to my unitpack. So thanks again to CDRMV.
That should be it for now. I would be pleased if a result is written here about the possible proposal.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
Another hint. I have uploaded another update of the mod. CDRMV looked at the animation from #3 and found errors in my work. He fixed them and provided me with a version. He also tells me that he will try again to integrate the Aeon Bauwasser effect (Mercury Pool).
So thanks again to CDRMV
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RE: SUGGESTION: AEON T2 Shield Generator Fix
@Deribus I see the mod as support for this discussion. However, as I do not know how and where I can take this dialog further. I would like to ask you to perhaps forward this suggestion to the decision team. I apologize if I have expressed myself incorrectly.
@Jip Thank you for your answer. If you like this mod, please feel free to submit it as a suggestion.
If the mod needs to be revised again, I will help. Of course, anyone else can also edit this mod. Maybe someone will find a better solution than me.
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RE: SUGGESTION: AEON T2 Shield Generator Fix
Hello everyone,
here is my last contribution to this topic for the time being.
First of all, a big thank you to CDRMV.
He fixed the bug with the orb rotation and adjusted it in all animations. After fixing it, I was able to improve variant 3 a bit more. The update can be found on FAF. Many thanks also to the people who looked at the variants and gave an opinion.
At the moment,
#3
seems to be the clear leaderSince I don't know how to proceed and I don't know whether a version will be included in the game or not, I would ask a moderator to perhaps post a note here.
Greetings from Kiel
Saver -
RE: SUGGESTION: AEON T2 Shield Generator Fix
Hello everyone,
I have been able to create two new versions in the last two days, in addition to the holidays. These are, as announced, contained in the same mod.
Unfortunately, I have not yet learned to create small videos for the versions. But I hope the pictures give you a little incentive to test the version.
I would be happy to get an evaluation from you. I hope that a version can be determined by a vote, which might also be included in the game.
An update was uploaded to FAF. -
RE: SUGGESTION: AEON T2 Shield Generator Fix
@Nomander I'm tinkering with this thought poetry right now. However, I don't know whether I can get the construction effect of the Aeon to the unit (Silver Sea). Unfortunately, I have already tried this in vain with another unit without success.
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RE: Another dumb idea from Dorset
Hello everyone and hello to you too Dorset (@Dorset, I myself am, in real life, also a project and construction manager in the road construction / energy sector) I also think your idea is good and worthwhile. However, I can also agree with Blackyps that many aspects of the game are usually better off in a mod than in the normal game. Because there everyone can design their game according to their preferences. Again, the game has progressed over the years just through such ideas and improvements as it is now. I still feel quite new to this forum, but appreciate the will of many to develop this forum and the game. I can therefore only offer to support them with my limited knowledge if there are any requests (even if the answer sometimes takes a while
)
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RE: SUGGESTION: AEON T2 Shield Generator Fix
@Jip @Deribus :Thank you for your feedback and constructive suggestions.
I will gladly continue my efforts to create a more suitable approach in the basic form. To make sure which version is more popular with most people, I will present the other versions in the mod as a new unit. If we decide on a favorite, I will remove the other versions from the mod. If you also want to work on the mod, I will gladly give you my approval. However, please do not fill the mod vault with unnecessary variants. Maybe you can integrate a new model, similar to my approach, as a new unit in the existing mod.
PS: Other ideas are welcome