Forged Alliance is a stand-alone expansion to the critically acclaimed RTS game Supreme Commander. The game adds a brand new alien race, the Seraphims, who have come back from outer space to wreak havoc on humanity. One campaign had been added, and the gameplay of the three existing factions has been significantly reworked.

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July 2017

While involved in doing the cleanup last month, on transports, it took me back to an old 'friend', the Return To Base AI function, which, over time, has reared it's ugly head as the cause of a lot of lost time for the AI. So, I decided, once again, to tear it apart and rebuild it. That's a good thing - since I slimmed it down a good bit, revised a few support functions as well, and overall, I think I have a better product in the end. For now, it's expanded the AI ability to RTB to all types of bases for certain unit classes (read: Air), and perform operations from those bases. So, now, we'll begin expanding the role of air units at the naval base -- initially with guard platoons and such, but eventually, in combination with a PRIMARY NAVAL BASE, combined air/naval operations. It's all good. The first trick will be to find a way to distribute air units to the naval yards.

Picked up a flaw in the water map definitions that was having Cybran and UEF factions building unlimited T2 mobile flak (which for them is NOT amphibious). Corrected - and more useful, reduced 2 conditions down to a single one.

OK - it's been funny for a long time, watching the AI nuke himself, or his partners, when it looks like a good shot. Well - it's going to come to an end. Eventually.

I'm chasing an elusive 'crash' bug that, at the moment appears to revolve around the Aeon AI. I've focused on death events, creation events, engineering tasks, platoon formation and so far, no luck. This leaves it pretty much down to a unit 'movement event', a platoon behavior, intel management, or a static process (like DeadBaseMonitor).

This continues to be a regal 'pain in the butt' -- but we carry on. Along the way, I've gotten a few things done - in preparation for PRIMARY NAVAL BASE, such as getting air and amphibious platoons to RTB to naval positions - and those positions being able to form platoons with them. The Naval DP is just about ready to become an active NAVAL, AIR and AMPHIBIOUS operations point. That will be VERY good.
Now, other good news - along the way I found a couple of other optimizations -- one in particular GetCurrentLayer, was replaced entirely by self.CacheLayer, almost entirely eliminating that very numerous function call with already local data ! In many cases, I not only eliminated the function call, but the malloc() for the temporary local the was being used -- and thus the GC later. All good.

As mentioned before, I'll want to find some way to get air and amphib units to decide which PRIMARY to RTB to, and of course, reinforcement changes too.

I included a screenshot with this article, previewing a new 8 factory base layout designed to be used on smaller maps, or in secondary bases, where space may be an issue.

F.B.P. Version 1.1 has been released
Supreme Commander

F.B.P. Version 1.1 has been released

(F.B.P.) Future Battlefield Pack [Modproject]

Hello everyone, yesterday I have publish my new Patch Update for the regular Forged Alliance Version of my first Future Battlefield Pack Unitpack.

Three new Annoucements! :)
Supreme Commander

Three new Annoucements! :)

(F.B.P.) Future Battlefield Pack [Modproject] 5 comments

Hello everyone, I have two really big good News about this Modproject. Thats why I'm really happy to inform you about it.

BrewLAN 0.8 progress report
Supreme Commander: Forged Alliance

BrewLAN 0.8 progress report

BrewLAN 22 comments

What has happened since 0.7.5.5, and where is 0.8.

Project Idea Presentation
Supreme Commander

Project Idea Presentation

(F.B.P.) Future Battlefield Pack [Modproject]

Hello everyone, I would like to know you opinions about these ideas for the addon Unitpack.

Add file RSS Related Files
Experimental Land Battleship

Experimental Land Battleship

Experimental Land Battleship Vehicle Model

Adds the Experimental Land Battleship (previously Armored Battle Fortress) to the game.

Operation: Knife Fight

Operation: Knife Fight

BrewLAN Patch 9 comments

Ever wanted to watch a crab knife fight? Now is your chance. Copy the contents into your mods folder. Functions with SC, FA, and FAF. One of the sub-mods...

Forged Alliance Campaign Mod Enabler

Forged Alliance Campaign Mod Enabler

Players Skin

This Gadget enables Mods in the Campaign of Forged Alliance.

D day

D day

Multiplayer Map

A 20x20 KM assault map meant for 4 people can be played against AI

Altis v1.2 by Rob21C UK

Altis v1.2 by Rob21C UK

Multiplayer Map 2 comments

Altis from Arma 3 converted into a multiplayer map for Supreme Commander.

Supreme Commander: Forged Alliance v1.5.3603 Patch

Supreme Commander: Forged Alliance v1.5.3603 Patch

Patch

This was the last patch ever produced for Supreme Commander: Forged Alliance. It never exited beta stage and was not enabled on GPGNet, but the Steam...

Comments
Superbanango
Superbanango

wow now forge alliance has its own site instead being with regular supcom XD

Reply Good karma Bad karma+1 vote
Balthassar
Balthassar

Yes. It only took them 10 years.

Reply Good karma Bad karma+4 votes
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Supreme Commander: Forged Alliance
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