The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Advanced Tactics as the name implies is a mod to add more strategic gameplay to Supreme Commander. Players will be expected to take and hold strategic locations, gather intel, use terrain effectively and other elements of battlefield management. Base-building will play a greatly reduced role as reinforcements can be dropped into the mission areas at designated landing zones. The short name for this mod is simply AT or SC:AT :evil: . HOW? To get the mod up and running in the shortest time possible I have decided it will be split into two versions: Advanced Tactics Basic The basic version will concentrate on improving strategic gameplay with minimal engine hacking. The focus will be on: * Adding more intel and counter-intel units and attributes (such as cloaking) already supported in the engine. * Increasing the value of mass points and hydrocarbon deposits and reducing the efficiency of the mass...

Report RSS ADVANCED TACTICS MOD UPDATE: 14 October 2008

ADVANCED TACTICS MOD MOVED TO SPRING ENGINE I have moved all of my development to the Spring Engine and joined forces with a mod called PlanetWars. I've outlined my reason in a comment on the mod profile but basically it's because I'm sick of working in the dark. The documentation for the lua interfaces was always poor but I hit the limit of my patience recently while writing some very complex code. From now on I'm only working on open-source projects.

Posted by on

I am moving all development to the Spring engine (See comment below).

The current status is:

* Framework: I've rewritten the mod to break it into sub-mods. The idea
is that other mods can use parts of the mod without requiring all of
its features. For example the threat system could be used by another
mod without the gameplay tweaks. The system uses the mod managers
before/after/requires fields to automatically select dependencies. (80%
done)

* Gameplay changes: Most of the gameplay tweaks listed on the forum page are done. (90% done)

* Energy system: A working energy system was written by Scarmouth to
allow 'strategic energy' where defenses and factories require a nearby
reactor to function. Not tested at current patch level (50% done)

* Support AI: Human players can turn on a 'support ai' that makes idle
tanks build and fight. This is working but needs a few tweaks. (80%
done)

* Behaviour system: The basic framework is in place and working to
allow sliders that control unit priorities when idle. The hardest part
was actually the UI elements which can be tricky to place. (40%
complete).

* Threat system: Improvements to the AI 'threat map' that determines
threat levels based on unit type. In other words the danger and defense
of an area or unit is measured seperately for layers air/land/sea and
weapon type missile/nuke etc. (40% done)

* Utilities: A large collection of global functions for Sim, User and Setup that make mod writing easier. (50% done)

It would be nice to have people working on models while I prepare the
framework and AI components but other features really need to wait
until I'm ready. Volunteers always welcome. My time will free up in
January so expect to see something early next year. As you can see from
the feature list this will be an extraordinary mod, practically a whole
new game with features not available in the latest commercial games. So
hang tight and rest assured this is not vaporware or a minor mod.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: