The 10 year BrewLANniversary release. Version 0.8.9; half the additions you deserve, all the additions my old computer could handle.
Contents
You can safely skip this section and go right to installation if you don't care what the individual parts are.
Inside the 7z download you will find folders called mods, maps, and gamedata.
The gamedata folder items contain UI textures and lobby options, neither of which can cause desync because it's all client side. They are not strictly required for function, but you will be missing custom unit icons, strategic icons, buttons, and the ability to configure Crystal Hill, TeaD, and Crate Drop in the lobby.
The maps folder contains a custom 8-player version of Gentlemen's Reef, called Mentlegen's Reef, with a starting position in the centre, for 1 vs many games with Paragon Game. The other map, Dev-Tex, is a white map I use for creating icons and other testing. Neither are required. Add seasoning to taste.
The contents of the mods folder is where all the business happens. The BrewLAN folder, contains BrewLAN, and the other five folders that start BrewLAN_ contain the other 20+ sub-mods, nested in groups so it's tidier in your mods folders, and it's easier to uninstall. Which is relevant if you want to install a later version.
The BrewLAN modules folder within the mods folder has been moved for this version. The mods are still there, they are just distributed differently for this release and going forwards.
Installation
If you wish to use BrewLAN with FAF or LOUD, get it from their respective mod vaults. Remove any and all old versions of BrewLAN before beginning, from both your documents and your directory. Note that mod installations in your documents folder will overwrite installations in your game directory.
Inside the 7z file you will find mods, maps, and gamedata folders. The mods and maps can either go in your documents or your game installation folders. Valid directory examples include:
%UserProfile%\Documents\my games\Gas Powered Games\Supreme Commander Forged Alliance\
...\SteamApps\common\supreme commander forged alliance\
...\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\
If the folders already exist in the target locations, merge. Maps will already exist if you're doing this in your installation directory, but mods might not. I can't guarantee either will already exist in your documents, but there should also be a replays, savegames, and maybe screenshots folders if you've ever played the game before.
The gamedata folder needs to go in your installation directory, see the last two examples above. There will already be a gamedata folder there, so merge the contents. If the scd files end up with other scd files, then you know they are in the correct place.
Verification
If you did everything correctly, assuming installation entirely in the game directory rather than split between your documents and the directory, your game install should look like:
- Supreme Commander Forged Alliance
- bin
- ForgedAlliance.exe or SupremeCommander.exe on steam
- ... (a bunch of .dll files and other files)
- gamedata
- brewlan.scd
- cratedrop.scd
- crystalhill.scd
- experimentalicons.scd
- tead.scd
- lua.scd
- units.scd
- ... (a bunch of other .scd files)
- maps
- BREW_REEF
- BREW_DEV
- SCMP_001
- ... (a bunch of other folders containing scenario data)
- mods
- BrewLAN
- BrewLAN_Gameplay
- BrewLAN_Plenae
- BrewLAN_RNG
- BrewLAN_Units
- ... (potentially other mod folders).
- ... ('movies', 'sounds' and other folders)
You should not have any instances of /mods/mods/ in directory structures, or any .scd files anywhere within mods folders.
Troubleshooting
If the mod icons appear yellow on the mods list, they are not installed in the correct location, and are probably nested in a way that they shouldn't be. If unit icons are missing in game you didn't install the scd files for the gamedata folder correctly.
Any other issues, feel free to ask. If you want to be helpful with your troubleshooting questions, run the game in windowed mode, press F9 to launch the log window, un-tick the debug and info messages, and quote the warnings and errors that are shown. You can also access the log with the launch option /log logname.log
which will create a file called logname.log in your game directory.
You know, I followed your mod back in 2009 with your first couple of unit additions. I can't remember what they were, but I remember that it was a really insignificant addition compared to other mods. What kept me subbed and playing was the quality of work you put into your mod. Now, there's dozens of new units, and insignificant would be the last word I would use to describe your mod. But the quality's still there, and it still makes all the difference.
Thanks for all your work. You don't hear it enough, but you deserve to.
Thanks!
Can I just replace the files or do I have to go through the entire process of deleting and such?
Edit NVM.
Whats the point of having the wind turbines but no power generators at the start in the research mod? The wind turbines suck and constantly drop to 5-6 power generation for several seconds at a time, crashing your early economy, so there's no point to building many of them since you can get normal generators as soon as you get a research station, so it's mostly just an annoyance that randomly slows you down at the very start. They would make more sense as a cheaper but less powerful alternative to power generators with their own tech-ups than as a randomly changing power source that can screw you over in one of the most vital parts of the match.
Not to be a jerk or anything, I just don't think it makes sense to have the only option for power generation at the start of the game be random and unreliable. Especially since your speed and efficiency in those first few minutes has a big impact on how well the game goes for you.
They output on average nearly double the energy of the regular generators for resources spent on them, and the amount they give at any given time is global for all players. At their very worst they are only around half the efficiency of regular generators. And if they are sucking they are sucking for everyone equally. They won't be affecting you any more than anyone else.
They are also supposed to be acompanied by tidal generators, but only the Seraphim one is complete, and that only matters on ocean maps.
All the experimental artilleries and experimental missile launchers do not work. I do not why. I can build them but they dont do anything afterward, deal no damage.
I didn't add an experimental missile launcher or touch the existing one.
What other mods are you running, did you install it correctly, and can you provide a log?
is your version for the FAF client up to date ? when you search brewland it finds an old one
It isn't, no.
I found there isn't "BrewLAN_Modules" folder in the latest one here, is there any thing I lost?
It got moved. Nothing is lost.
OK,thanks you for your mods!
the research center system creates problems for the A.I. it would be nice to have the penetrator fighters and other units disconnected from the research center
Which AI is having issues?
hello I use I.A. sorian and play a lot with FaF Forever. often artificial intelligence has problems with upgrades as if it were enchanted by tech1. then they added as the official faction the Nomads and do not have the research center so they stop at tech 1. Another problem sorce often auqndo I put more A.A. there is always one that stops at tech1... anyway the mod is fantastic created with great care!! it would be great if you could choose to enter the research center or not without losing half the units. Thank you and good work Daniel.
The Nomads thing is a fair point, I'll get a Nomads Research Centre done for the next version.
I can't recreate those other issues though. I've tested Sorian on FAF, and it uses the research.
ok can someone tell me why it keeps telling me i need an app to download the mod
ModDB is?
You can get it off Github.com
I downloaded all the mods but it says the it has no app thing. Can u please help me with dis.
Get it here instead: Github.com
Hello.
I need some help with the mod.
When I build a building Either from vanilla FA or BrewLan they sometimes make my game freeze. Its also missing the Unit and Building models too. Any fixes for this?
Edit: Also there are missing Icons for both the mod pictues and the modded units. Is there a way to fix this?
Sounds like it's installed incorrectly. Check where you installed it to, and where the installation instructions expects you to.
I put it in the Mods folder for SupComFa. All I did was click on the downloaded file, opened it and dragged it to my mods section.
I checked all my files and they have all the stuff. But the crashes still occur.
I also made a mistake in what I said. Vanilla is good but just brewlan.
Check the installation instructions. There's three folders in there, and they want merging with existing folders, not just throwing in the mods folder.
your mod is very good!!what you use to make all these amazing creations
This comment is currently awaiting admin approval, join now to view.