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Post comment Comments  (10 - 20 of 67)
Gastornis Oct 3 2013, 6:12am says:

The next full version is not expected before 2014, I'm right?

+1 vote     reply to comment
burnie222 Creator
burnie222 Oct 17 2013, 4:21pm replied:

Im hoping to release TM 1.21 before 2014

+3 votes   reply to comment
Guest Dec 31 2013, 7:40am replied:

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Azu22 Dec 21 2013, 9:35am replied:

thank you very much for your Master Piece of Mod for this game. I am looking froward to see more stuff from you. Just discovered this game. If you need ideas i got some ( they are more global and require your skill to be created). For anyone else that is following his mods, i would like to Play online with Mayhem mod ( allthough i am new at this game :D). I wish all of u a good xmas and a good slide to 2014.

+1 vote     reply to comment
Gastornis Sep 28 2013, 6:26am says:

Another Question: The UEF have a T4 experimental Defense. Will the other factions also get such one?

And I have a great idea: The T3 Defenses could be upgraded from "Heavy" to "Super Heavy": From the ACU they can be built as a heavy defense. In exchange of mass and energy that could then be upgraded to super heavy defenses. In this way, they would additionally equipped with an air defense and eventually a higher armor.
With technicians, the ACU and SACU, the defense can be upgraded more quickly.

That would be awesome!

+1 vote     reply to comment
burnie222 Creator
burnie222 Oct 1 2013, 10:17am replied:

The other factions will get an Experimental Defense, and Ive planned experimental AA defenses for all factions as well. :)

+1 vote   reply to comment
XkrXDragoon Sep 1 2013, 9:36am says:

Ive got an issue with the 1.2 mod :(. MY supcom is downloaded as Steamapps/common/Supreme Commander Forged Alliance

I cant find a folder thats SupremeCommanderFA, where would i find that to download the mod correctly?
Im getting the bug where weapon projectiles dont fire and red lines appear.

+1 vote     reply to comment
malurok97 Sep 1 2013, 1:52pm replied:


The red lines and non-firing projectiles are caused by an incorrect install of the mod.

First, use 7-zip or another file archiving program to unzip the mod and drop the containing folder into one of the directories below.

C:/Program Files/Steam/SteamApps/common/Supreme Commander Forged Alliance/mods (add x86 to "Program Files" if your system is 64 bit)

Alternate (I use this one for TM)

C:/Users/<Your Username>/My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods (Replace "Your Username" with your Windows Username)

Make a "mods" folder in either one of those directories.

The folder structure must be /mods/TotalMayhem/mod_info.lua

and NOT


+1 vote     reply to comment
malurok97 Aug 28 2013, 2:32pm says:


I'm loving your mod so far. The only bugs I've reported are:

- Gheel Mk2 has wrong icon (not Tech 1, it's Tech 2)

- Major friendly fire issues. (Units end up shooting the terrain or themselves while engaging enemies, making them MUCH less effective)

- Units auto attack after a transport drop. (Known issue)

- Static effect on large explosions (Commander entry, commander death nuke, all nuclear explosions, artillery explosions, reclaiming effect, etc.) (Happens mostly to Cybran explosions, occurs with and without mods. Occurs on normal and custom maps. All factions affected)

- Amphibious units have to be completely out of the water to fire. (affects all TM units that are amphibious)

- Unit got permanently stuck for no reason (only happened once, only way to move was to teleport. Very long ago)

- And some other bugs I don't even remember

PS: I sent you a PM regarding some new unit idea almost two weeks ago.

+1 vote     reply to comment
dammit-dumbass Aug 20 2013, 8:58am says:

Your work is awesome! I really enjoy all your units, especially the mechs from the Mechwarrior series :D
Ps: maybe we can see an Atlas one day? :P

+2 votes     reply to comment
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