BrewLAN is a unitpack and balance mod created for Supreme Commander: Forged Alliance with various unit additions and changes at all tech levels. All of the units are crafted to match the styles of original units and to bring balance to the madness, as opposed to being overpowered and making all other units redundant.
Delving into the past of BrewLAN's development; the development of its, currently few, experimental units and even the failed experiments.
Posted by Balthassar on Sep 17th, 2012 Page 1 of 2
Experiments are interesting things, sometimes they work, sometimes they don't, sometimes they look like they are going to work then go horribly catastrophic and everything explodes, or worse, everything else explodes. We will be looking at things from most of these categories today in the form of BrewLAN's patchy history with experimental units in no real order.
First up is the originally named 'Doomsday Machine'; a UEF experimental point defence I started making somewhere in the early reaches of BrewLAN's history, back when I had absolutely no idea what I was doing with LUA.
The idea was simple; "the Fatboy makes a cool point defence, lets make a cheaper immobile version that can get building adjacency bonuses and the like." Fair enough right? Unfortunately what I ended up with looked ugly, didn't like shooting westwards, and couldn't technically die because of my failed botch job code. The actual thing could blow up (I can't remember if you could then build there again or not) but the unit entity stayed there, probably still taking up unit-cap, and also counting towards units 'still alive' on supremacy mode. The upshot of which being that at the end of the game, the game didn't actually end because it still thought you had living units.
If I actually liked the concept of the unit at all I would have probably fixed these things, but it was an uninteresting idea that was badly executed from the start. So the unit was scrapped. And by scrapped I mean it was removed from the build menus but left in the game, so bored people with the cheat spawn menu open could still mess with the abomination.
Next up we have possibly one of the most overpowered experimental's I ever conceived; the 'Iyadesu'. A Seraphim experimental engineer. I used the siege tank mesh as a base for it while checking how well it worked in concept. Which it didn't; its engineering speed was such that it could start and finish a tech 3 power plant in literally 8 seconds and it could also self propagate. Nothing should ever be able to self propagate. Once you built one the potential for exponential growth was based only on your ability to micromanage. A single one escaping from the ruins of a base could lead to another one being build within a few minutes. Fights literally came down to who could spam off them more, and who's internet connection could handle that. It was game warping. It had to go. And by go I of course mean removing from the build menu's for cheat spawn menu based shenanigans.