BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for almost a decade. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximise technical compatibility with other mods.
Tech 3 Air Factory for comparison.
Did I mention it's forking huge.
Development-wise all it's missing are some particle effects and a tarmac texture large enough for it.
As for the cookie cannon; I might make that a thing when I get bored.
Aaah, so you work on Indenpence Engine. It is.. Wow. Majestic.
Followed by Aracme and Abyssal Persecutor?
Though I doubt it can spam air experimentals as CZAR.
Cookie cannon, cylinder, straw hat, cookie hat, Ivan cookie drop-pod cannon, cookie shield, cookie tank; anything will do :D
Aracme is likely. I wouldn't hold your breath for the Abyssal Persecutor; that has been sitting unfinished for at least 5 years, but maybe.
2:20 to make a CZAR with this thing. It is worth mentioning that nothing can assist it mostly because it is too big, but also because the platform moves and confuses UEF drones.
It's also worth mentioning that it's too big to shield with even an Iron Curtain; only the Pillar of Prominence can deal with it.
Pity, I love Salem class destroyers and Abyssal Persecutor (or what I've seen of it) is basically Salem on steroids.
Still, nice addition!
Mother of god. Here i was spamming Fatboys and spiders thinking, boy this would be really op if i could do czars or EXbommbers.
hm, the barrier can be good if it act as a shield wall to protecting the unit under construction, other than that it is unnecessary
They look very necessary with the build animation. I can neither confirm nor deny if they offer any protection at this point, since I haven't gotten that far in testing and/or setting up collision and target bones.
if you plan to let this factory create units above game terrain plane then I understand.
and you dont even need to setting up collision for this structure at all.
I saw a flat plane shield generator on internet so you can apply it to this one if you want.
Posted a screenshot of it half way through building a CZAR; the platform raises to the top over the course of the construction.
The larger a unit is the more effort you have to put into making sure the collision is set up correctly, especially units with unpack animations. If you do nothing units fire at the dead center of a unit, which looks bad on a building this size. Larger units need bones setting up for AI targeting, and it is more than possible that units aiming at those bones miss the collision model of the target. I have had Seraphim T3 attack subs miss 90% of their torpedoes at a Gantry before, and they home in.
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