FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Zopto
    3. Posts
    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!
    Z Offline
    • Profile
    • Following 0
    • Followers 1
    • Topics 1
    • Posts 13
    • Groups 0

    Posts

    Recent Best Controversial
    • RE: Supreme Commander 2 in FA

      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.
      20261025112622_1.jpg
      20261025112735_1.jpg

      The Universal Colossus does in fact pick up its targets with its claws and throws the units back at other enemies.
      20261025113012_1.jpg

      The not Czar is also here, with it's bombs and array of lasers.
      20261025113228_1.jpg

      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)
      20261025113329_1.jpg

      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.

      posted in Modding & Tools
      Z
      Zopto
    • RE: Supreme Commander 2 in FA

      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.

      posted in Modding & Tools
      Z
      Zopto
    • RE: Supreme Commander 2 in FA

      @Nuggets

      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.

      @Marine0-710B

      Once the mod is in a good enough state, that's the plan!

      posted in Modding & Tools
      Z
      Zopto
    • RE: Supreme Commander 2 in FA

      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.20261023114526_1.jpg

      posted in Modding & Tools
      Z
      Zopto
    • RE: Supreme Commander 2 in FA

      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.
      20261022182050_1.jpg 20261022182207_1.jpg 20261022182258_1.jpg 20261022182358_1.jpg

      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.
      20261022182450_1.jpg

      Nukes also had their SC2 explosion effects ported over, and they still look quite good.
      20261022182823_1.jpg 20261022182909_1.jpg

      The research tab also got a visual upgrade to more closely resemble SC2.
      20261022182025_1.jpg

      A fun fact, despite being at 2/3rds scale, the SC2 Monkeylord is fucking huge.
      20261022183606_1.jpg

      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.

      posted in Modding & Tools
      Z
      Zopto
    • RE: Supreme Commander 2 in FA

      @ZLO

      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.

      posted in Modding & Tools
      Z
      Zopto
    • Supreme Commander 2 in FA

      Through the power of having AI do whatever the fuck I want, it has managed to port over all of the UEF from SC2 into FA with surprising accuracy, including sfx, vfx, build animations, etc. The research system is also fully implemented. As of writing, UEF is the only faction "done".

      Sadly, I know I can't upload this to the FAF mod vault due to licensing and copyright and such, but I think it's cool enough to want to show off anyway.

      Watch a full UEF v UEF match I played against AI here, then a feature showcase of hunker, jumpjets, etc.

      It's not 100% complete yet, and the balance is still pretty tentative, but I think it looks pretty good so far.

      Didn't know this until very recently, but apparently the SC2 models are absolutely huge compared to the FA models, and even when scaled down to half size, they're on par or still quite bigger.

      20261018123202_1.jpg 20261018123213_1.jpg 20261018123309_1.jpg 20261018123630_1.jpg 20261018123843_1.jpg

      posted in Modding & Tools
      Z
      Zopto
    • RE: New "Random Events" AND Roguelike-Mode Mod!

      Absolutely love the roguelike mod. Just played a game with some friends and it was great. I plan to combine it next with the battle royale mod for some true fun and chaos. The only thing we were saddened by was the fact that in the Kills + Buy mode, if you bought a pick, the kill mass requirement also went up (notably, the inverse is not true. Kills do not increase the buy cost). Do you think it would be possible to have it so they weren't intertwined? I'd understand if you can't.

      Regardless, my friends and I love the mod! Can't wait to see more. 😄

      posted in General Discussion
      Z
      Zopto
    • RE: BlackOpsFAF Balance and Patch Mod 2026

      @Doompants Oh yeah we absolutely have a set of house rules regarding the teleporting. We banned offensive teleporting but still allowed defensive teleportation for the purposes of running away or base defense. That's what ended up satisfying the most people and worked as a decent compromise.

      posted in Modding & Tools
      Z
      Zopto
    • RE: BlackOpsFAF Balance and Patch Mod 2026

      I'm not sure how much I can express my thanks for this. This is exactly the mod my playgroup needed! I was thinking of doing something similar myself, but you swooped in and made the teleport changes yourself and fixed a bunch of bugs! Also made a bunch of much-needed balance changes (I know the pain of the aeon beams & teleporting coms first hand lmao).

      If you want some stuff that could be changed in blackops, I've compiled a small list over the years of using the mod:

      • The Manticore doesn't display its DPS, and says "Defense". This can be fixed by changing the WeaponCategory to 'Direct Fire' instead of 'Defense'.
      • The Aria is in the wrong category; it's filtered under the Strategic section instead of the Defense section. This can be fixed by changing the 'SORTSTRATEGIC' category to 'SORTDEFENSE'.
      • With the Seraphim T3 Advanced Airstaging Facility, specifically the attack drones (BSA0001) it spawns, they do not have a strategic icon. This can be fixed by giving it the "StrategicIconName" tag along with some icon. I would recommend giving it the same icon that the other blackops drones have, which is 'icon_gunship1_directfire'. (Maybe also make then un-selectable? Though that's more opinionated)
      • Due to recent FAF patches, the Aeon Inquisitor Experimental Siege Bot has become bugged; it spawns it's projectiles in the ground, causing them to explode instantly, rather than spawning them in the air and having them fall. This has made the unit extremely powerful, as it can bypass shields and hit units beneath them (ideally, just take out the shield generator so the rest of your army doesn't have to deal with it). Unfortunately, I don't know how to fix this one, but I'd figure I'd bring it up if you knew how.

      I'm pretty sure I have more in the depths of my mind, but these are the ones that come up first. And once again, I can't express my thanks enough for making the mod in the first place.

      posted in Modding & Tools
      Z
      Zopto
    • RE: BrewLAN 0.8.9.9

      The latest version of BrewLAN is fully compatible with FAF. I've used it plenty of times.

      posted in Modding & Tools
      Z
      Zopto
    • RE: Wars of Glory (WoG) Milestone 170

      @magge It seems the latest FAF update completely broke the mod. It worked fine on the last patch (the 24th)...

      If you're curious to watch a replay from when the mod worked, here is one from yesterday, before the patch: https://replay.faforever.com/19334738

      posted in Contribution
      Z
      Zopto
    • RE: [Modding] - Supreme Commander: Tech 4 Edition Mod Project!

      I really like the idea of the "evolving units." I do have a question though. Are the units going to be built in the t2 and t3 sections, or are they going to stay in the t1 sections and replace the existing units already there? Total Mayhem does something similar with its lower-tech units. You have an Mk1 version of a unit in a t1 factory, but at t2, you can make an Mk2 version of the unit, which is stronger, has more guns, and typical Total Mayhem shenanigans.

      posted in Modding & Tools
      Z
      Zopto