BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for over half 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 maximize technical compatibility with other mods.

Early history

Development for BrewLAN began on the 26th of August 2009, under the very short lived name of the "Tech 1 Balance Mod", because that was initial inspiration to create the mod; to balance tech 1 after a particularly unbalanced-feeling vanilla tech 1 only match. The actual name "BrewLAN" was adopted from a LAN party of the same name, hosted at the home of Joshua Wilson (CHCJoe) within the first week of development, where the mod saw its first multiplayer usage. The LAN itself taking its name from the fact CHCJoe was notorious for his tea; his enjoyment of it, and his frequent offering of it. Shortly thereafter, the first public download of BrewLAN, version 0.2b, was released on 13th of October 2009 with a sum total of 16 new buildable units (17 if you count the modified Novax, 18 if you count the Novax satellite separately); around a seventh of the current unit count.

Recent releases

The latest public release is version 0.5.8.1, a hotfix for the 2014 Christmas surprise release; version 0.5.8. The download for 0.5.8.1 accidentally excludes the SCD file. Make sure to follow the installation instructions and download it. The BrewLANniversary edition, version 0.5, was released on the five year anniversary of the first public download; 13th of October 2014.

New units

BrewLAN version 0.5.8.1 adds 108 new playable units. 25 for Aeon (T1: 7; T2: 6; T3: 11; EXP: 1), 25 for UEF (T1: 7; T2: 3; T3: 13; EXP: 2), 27 for Cybran (T1: 4; T2: 5; T3: 15; EXP: 3), and 31 for Seraphim (T1: 7; T2: 6; T3: 15; EXP: 2). You can find more details by clicking each of these images:

New game modes and modules

In addition to the units, BrewLAN now also offers additional sub-module modifications for adding additional variance to game play, and has some optional extra features separated from the main mod. The first two offer new game modes with different starting or victory conditions, the second two offer small tweaks with big impacts on gameplay (that probably exist elsewhere almost identically, they are quite simple in concept), and the final two are specific to BrewLAN. They are as follows:

  • Crystal Hill: A King of the Hill style game mode, which features a large crystal in the center of the map. Capture the crystal by moving units near it, and if necessary, killing the units already there. Once it has been captured for the first time it starts a 20 minute countdown. At the end of this countdown, each player who isn't allied with the controller of the crystal, loses the game. If control of the crystal changes within the last 5 minutes, then the countdown resets to 5 minutes. Symmetrical maps with flat land in the dead center of the map work best. AI support for Crystal Hill is partial. They will send troops and drop ships to the area and scout it out, and sometimes camp it with small armies, but not much past that unless they would usually occupy the center on the chosen map.
  • Paragon Game: A few vs many asymmetrical style game mode. If teams are fixed, the player(s) on the smallest team(s) each start with an experimental resource generator with four tech 3 shields around it, and a Support Commander. If teams aren't fixed then everyone starts with them and it becomes like playing with nothing but time. This mod also adds 3 factional experimental resource generators, so Aeon don't get a home field advantage on Paragon access, and restricts access to them for players who didn't start with them, so only the players who started with them can ever build more. Additionally the Paragon was removed from the 'game ender' restriction unit list, so the other game enders can be restricted without breaking the game mode. There is currently an issue with maps that have civilians, in that they are counted as a separate team, which means the starting units will only be awarded to players without allies on those maps. The AI sometimes does strange things if they start with an experimental resource generator.
  • Metal World removes the build restriction from anything that would be built on a mass point, which is usually just extractors unless you have other mods, and removes mass points from the map. This breaks regular AI, although Sorian AI have some cheaty work arounds in place that make them work with this.
  • Waterlag adds aquatic abilities to each building that isn't a factory, wall, silo, or experimental. The amount of mileage the AI get out of this is based entirely on the map.
  • BrewUI adds the additional field engineers to the idle engineers tab. Its a UI only mod that checks if BrewLAN is active before doing anything, meaning if you play a game without BrewLAN for any reason you don't need to disable it to prevent it from being active. Its separate from the rest of BrewLAN because there are many other mods that alter that part of the UI, and it can cause compatibility issues.
  • BrewLAN: Gantry AIx 1 adds an extra level of difficulty to UEF Sorian AIx's. Use if regular AIx isn't enough to challenge you. For modders interested it also acts as a scripting side example of how to create mods for mods.

Multilingual support

BrewLAN 0.5.8.1 has full language support for English, and almost complete support for French, German, and Russian. These translations are only lacking for the unfinished Seraphim Experimental Resurrection Engineer, which was a prematurely released bonus in the Christmas release, but are otherwise complete. Of the sub-module mods Metal World, Waterlag, and BrewUI add no new text to the game, so as such will function as expected for any language. Crystal Hill on the other hand has new text notifications, which are available in English, German and Russian (0.6+). While Paragon Game only 3 words of new text (the names of the race specific Paragon alternatives), which are available in English and Russian (0.6+)

German localisation by 106.Bluebird, French localisation by asdrubaelvect29 and jaisse, and Russian localisation by theonewhonevergivesa. If you would like to see BrewLAN translated into your language you can help! The majority of the translating is done in this one document, the sub-mods have separate localisation documents. There are many benefits including your name on the credits, this mod being available in your language, and possibly even being able to name one or more units (especially in your own language).

No special installation is required for non-English language versions. If you are running the game in French, German, or Russian then you will see BrewLAN units in those languages. If you have any issues, bugs, spelling corrections, or anything else that requires my attention you can send me a message directly, or leave a comment below.

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The fourth and final section. Finally.

Aeon

Aeon units available in 0.5They get 6 units each at tech one and two, eleven at tech three, and a single experimental. (Although the Salvation gets re-listed as an experimental.) They get an entire 10 units with fully unique models (although 3 of those share the same custom model with different bits hidden), including one of only two walkers in BrewLAN; and the only one with a custom walk animation. This is mostly due to the fact that their art style is amorphous shiny sliced blobs, and are quite easy to make fully custom models for.

Tech 1

Field EngineerVivifier: Tech 1 Defense Engineer
"Tech 1 amphibious construction, repair, capture, reclamation, and mine layer unit. It is equipped with a personal shield and can build specialist defenses."
Unlike the other races field engineers, the Aeon defense engineers don't come equipped with weapons, instead only featuring a shield. If you are paying enough attention to micromanage, they can still beat the other field engineers in 'combat' by reclaiming them.

Light GunshipRespirer: Tech 1 Light GunshipTech 1 Gunships
"Light Gunship. Primary role is base defense. Effective against low-level ground units."
The respirer, being one of the first ever units added to BrewLAN, is over five years old. I have always planned to give it a more unique appearance than that of a distorted slightly retextured version of the tech 2 gunship... yeah... eventually.

Light Artillery InstallationCharis: Tech 1 Light Artillery InstallationAeon Resource Base
"Light stationary artillery. Designed to engage low to mid-level units."

Pressure MineMolehill: Tech 1 Pressure Mine
"An all-terrain, low damage, pressure detonated, mine system. Visible only to Omni."
The molehill technically counts as one of the units with 'fully unique' models, but its just a round shiny blob (Like any other Aeon unit OOOH BURN). But its a mine, its there to exist and explode people.

Light Shield GeneratorAspis: Tech 1 Light Shield Generator
"Generates a protective shield around units and structures within its radius. Upgradable twice."
This unit was another named by CHCJoe. At the time he suggested the name to be for the Cybran tech 1 shield, but since my plan was to bump the ED1 down to tech 1, along with the very clear naming convention of Cybran shields, that wasn't to be. Similarly for UEF and Seraphim tech 1 shields, they both had very clear naming conventions I wished to follow. Leaving Aeon, where it fits almost perfectly. Incidentally, the name 'aspis' comes from the ancient Greek word for shield, so if you build more than one they would be 'aspides'.

Light Air Staging FacilityPedestal: Tech 1 Light Air Staging Facility
"Light air staging facility. Repairs and refuels individual aircrafts."
This was the first of the tech 1 air staging facilities completed, and for a while was the only one. Mostly because it was the only one I had a proper idea of what I wanted it to look like. For a while it was also unable to pay host to tech 3 aircraft. Since it can hold the same number of tech 3 aircraft as the tech 2 air staging facility its more space efficient, however it doesn't repair them as fast, but its a good option for bulk refueling, if population limit isn't a concern.

Tech 2

Field EngineerButler: Tech 2 Defense Engineer
"Tech 2 amphibious construction, repair, capture, reclamation, and mine layer unit. Equipped a personal shield and radar."
This is one of a parallel pair of tech 2 alternative engineers with names taken from the family names of people who attended the namesake LAN party. The other being the Cybran 'Wilson', of course.

Tactical BomberImpaler: Tech 2 Tactical BomberAeon Tech 2 Bomber
"Mid-level tactical bomber. Equipped with a light Quark bomb and radar."
The impaler is a rare case, in that it was one of the only units which has a completed appearance before anything else. All other units started out the other way round; with a specific slot or role in mind, often with specific statistics but with without a defined appearance. As for the unit itself, impalers are basically glass cannons; they are a force to be feared if unopposed, but a flak cannon or two will see them come tumbling out of the sky.

Energy StorageTech 2 Energy Storage
"Stores large amounts of energy. Construct next to power generators for adjacency bonus."
Not a particularly interesting unit, doesn't even have a name, and is one of the only units with a directly re-used models that I have no plans to change eventually.

Mass StorageTech 2 Mass Storage
"Stores large amounts of mass. Construct next to extractors or fabricators for adjacency bonus."
Unlike the energy storage, this is more than just a slightly larger version of its tech 1 counterpart; this one has a new texture. The texture is identical to the tech 1, but bigger so it doesn't look as pixelly.

Proximity MineMound: Tech 2 Proximity Mine
"An all-terrain, high damage, radar detonated, proximity mine system. Visible only to Omni."

Heavy Wall SectionTech 2 Heavy Wall SectionAeon T2 Wall
"Restricts movement of enemy units. Can sustain extreme amounts of damage."
Not as cool as the laser covered Cybran equivalent, but functionally identical.

Tech 3

Field EngineerBilmon: Tech 3 Field Engineer
"Tech 3 amphibious construction, repair, capture, reclamation, and mine layer unit. It is equipped with a personal shield and can build specialist defenses."
Armored Assault Tank
Moldavite: Tech 3 Armored Assault Tank
Scarab: Tech 3 Mobile Strategic Missile Defense
"Heavily armored assault tank. Low rate of fire, designed as a heavy support unit."

Mobile Strategic Missile DefenseScarab: Tech 3 Mobile Strategic Missile Defense
"Mobile strategic missile defense. Build costs include first missile, however the vehicle lacks a fabrication suite to produce additional missiles unassisted."

Heavy Air TransportSolaris: Tech 3 Heavy Air TransportAeon Tech 3 Transport
"Heavy air transport. Armed with a powerful shield and heavy anti-air weapons. Can carry up to 72 units."

I briefly considered making the Solaris an experimental, or able to carry experimentals. Eventually decided against both.

Decoy PlaneBeguiler: Tech 3 Decoy Plane
"Lightly armored decoy plane. Equipped with powerful radar jamming equipment designed to create multiple false radar signals. Mimics air superiority fighter movements."

Shielded Mass ExtractorTech 3 Shielded Mass ExtractorAeon Shielded Mass Extractor
"High-end Mass extractor. Must be constructed on Mass deposits. It generates a shield dome large enough to cover itself and 4 small storages."
The shield doesn't take up any power, and can't be disabled.

Shielded Power GeneratorVon Mayer Reactor: Tech 3 Shielded Power Generator
"Large power generating structure. Possesses a powerful shield, which consumes a small portion of its operating output."

Shielded Mass FabricatorTech 3 Shielded Mass Fabricator
"Large mass fabrication structure. Possesses a powerful shield, which consumes additional power."

Nuclear MineMountain: Tech 3 Nuclear Mine
"An all-terrain mine armed with a full-yield nuclear warhead. Manual detonation required. Visible only to Omni."

Heavy Point DefenseAeon T3 Heavy PD, Anti-Armor PD, & Field EngineerOrbos: Tech 3 Heavy Point Defense
"Heavy defensive tower. Attacks land-based units, sea-based units, and low-altitude aircraft with a powerful laser. Does not engage high altitude aircraft, or submerged units."
One thing about the Orbos that you can't tell from the description is that it also comes with omni, and has a tendency to stare at random stuff. It can also miss sometimes. Less than 5% of the time.

Anti-Armor Point DefenseNihiloid: Tech 3 Anti-Armor Point Defense
"Very heavy defensive tower. Attacks land- and sea-based units with a powerful oblivion cannon."

Experimental

Experimental Siege TankAbsolution: Experimental Siege TankAeon Experimental Seige Tank
"Experimental hovering siege assault tank. Equipped with a powerful oblivion cannon and tactical missile defenses."
The tactical missile defense on the Absolution is one of the best in the game. Beyond that its basically similar to the Tempest.

BrewLAN 0.5.1 UEF unit overview

BrewLAN 0.5.1 UEF unit overview

News 11 comments

The third section of four of the BrewLAN version 0.5 and 0.5.1 units overviews.

BrewLAN 0.5.1 Seraphim unit overview

BrewLAN 0.5.1 Seraphim unit overview

News 4 comments

Continuing with the overview of units in the BrewLAN 0.5 beta; we go through the units Seraphim get.

BrewLAN 0.5 Cybran unit overview

BrewLAN 0.5 Cybran unit overview

News 2 comments

In lieu of posting the full change log since the last public release as I usually do I have chosen to post a general overview of the mod as a whole as...

BrewLAN 0.5 announcement

BrewLAN 0.5 announcement

News 0 comments

BrewLAN 0.5 release announcement. With screenshots of all available units.

RSS feed Downloads
BrewLAN 0.5.8.1 beta

BrewLAN 0.5.8.1 beta

Full Version 141 comments

BrewLAN version 0.5.8.1. Requires Sorian AI. Make sure to follow the installation instructions and download the brewlan.scd.

BrewLAN 0.5.1 beta

BrewLAN 0.5.1 beta

Full Version 17 comments

This is a hotfix for 0.5 beta. It directly fixes the X'treme Wars crash (caused by BrewLAN assuming the Fatboy could still build) and creates a workaround...

BrewLAN 0.5 beta

BrewLAN 0.5 beta

Full Version 27 comments

BrewLAN 5 year anniversary edition. Version 0.5 beta. BrewLANniversary. Remove previous versions of BrewLAN before installing, direct overwriting will...

BrewLAN 0.4.4 beta

BrewLAN 0.4.4 beta

Full Version 31 comments

BrewLAN version 0.4.4 beta. Doesn't require BlackOps Icon support. Stuff. There are an entire two new things since the last version. One of them is big.

BrewLAN 0.4.3 Beta

BrewLAN 0.4.3 Beta

Full Version 19 comments

BrewLAN version 0.4.3 beta. Released partially as a hot-fix, as this version corrects the BlackOps Unleashed incompatibility. Installation should be pretty...

BrewLAN 0.4 beta

BrewLAN 0.4 beta

Full Version 22 comments

At long last, after two and a half years, a release. BrewLAN 0.4 beta. Remove any older versions of BrewLAN before installing. Requires BlackOps Global...

Post comment Comments  (10 - 20 of 370)
Saxxonknight
Saxxonknight

I was playing the mod tonight on Seton's and noticed that the reclaim is gone, the units that were to be the reclaim are there and are neutrals (capturable), and units that die don't turn to corpses that you can reclaim. Not sure what the problem there is. Was only game mod in use, I do have some UI mods (ie mex upgrade) in use.

Also, on that repair ship idea I was trying to do, it appears to be beyond my skills, hacked at it a few times but made hash. I'd pay you to make that one :)

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Saxxonknight
Saxxonknight

On the dead units not reclaimable, also buildings are dead, but cannot build there because of the unreclaim able corpse.

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Balthassar Creator
Balthassar

I don't know what could be causing the dead stuff/reclaim issues. BrewLAN doesn't touch that except where the Sera res bot is concerned.

As for the repair ship. There is an implementation of one for UEF in the latest dev build. Have a play with it and tell me what you think. Here is a link to a reply I gave another guy with explicit install instructions and a download link: Moddb.com

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Guest
Guest

I tried it on my laptop with no other mods installed, the reclaim still being live neutral units still occurred (cybran destroyers were shooting my engs). Destroyed units would also just display an idle corpse that wasn't recoverable (its full color, not the dead metal of a corpse). Destroyed buildings similarly are not reclaimable nor rebuildable.

Not sure what the problem is, but I do know that FAF changes some things with FA when you install it, ie FA won't start and run in its original folder, you have to start it thru FAF and I'd wager that its a conflict with something in the latest FAF build that is causing this to happen with BrewLAN installed. I did not have this problem 7-8 months ago when I first tried BrewLAN, I did notice some time later in games I'd have some unrecoverable corpses, but not all, then maybe 3 months ago it was broken as it is now (on my installation, quite likely the base install without FAF works, but I play FAF a lot so it co-opts the installation).

----------------------

The Repair ship looks nice and proactively repairs at around torpedo range (that might be increased either absolute or upgradeable like a Cybran Hive, since often the fleets are fairly widespread with T3 ships included, T2 fleets maintain tighter spacing), caveat though it does not repair damage to itself. When I came up with the idea it was due to the Bulwark not being able to rank up, thus never being able to repair itself unlike other ships that could rank up and self repair. You might consider allowing it to self repair if possible (adding an Engineering Drone would achieve that, if it has available hardpoint). Fairly sure the Bulwark doesn't have the necessary hardpoints, but adding a drone on that would be a decent T2 option.

Another thing you might consider as a change is swapping torpedoes for TMD on the repair ship, as I had envisioned it, it wouldn't have offensive capability of its own but be capable of defending from various threats to a degree.

I did notice that it has no strategic icon on the map, when you zoom out its not visible. It also does behave like an engineer in regards to simple drag unit selection, ie it won't move with the fleet unless you specifically select it. For practical purposes it might be better to have it actively be included in unit selection so that it moves with the ships it is supporting, and like the Bulwark occupies a back rank position.

Overall I think its a better implementation of the Tech 2 "Naval Yard" that was in ?Black Ops? or other mod, that was a factory that moved like a ship, it had some bugs to it getting stuck on things etc. This behaves more like a support ship should, tune up the idiosyncrasies (icon, formation inclusions etc) and that looks ready for primetime. It certainly would improve naval play.

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A separate bug I noted, I had a Custodian T3 Field Engineer building a wall section, I reclaimed a prior built T2 section to install a gate, after reclaiming the T2 section the Custodian would not longer respond to orders or move. Not certain what was up there, I've seen units bug out similarly before, but it may possibly have to do with the reclaim issue observed.

Thank you for your efforts on this stuff, it definitely adds some dimension to the game.

Saxxonknight (wasn't logged in, had to add sig)

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Guest
Guest

In regard to the dead units/reclaim issue, I was watching a unit that got had (air) it fell and crashed with the animation of the crash, but then it doesn't convert to dead metal. Somewhere there is a conflict that the sequences that governs that, or maybe even makes reclaim possible is over wrote. I know there are some mods out there that remove reclaim from the game, possibly something breaks it in that manner?

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Balthassar Creator
Balthassar

I have resolved the FAF death/wreckage issue. I don't remember how reliant the Iyadesu was on the removed section of code, but I'm pretty sure last time I changed the Iyadesu's code it stopped using the offending piece. Re-download the github master.

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Saxxonknight
Saxxonknight

Cool man, getting it now. Looks like the reclaim is back in business, thank you.

The repair ship definitely spices up naval play, not just from the front line repair of units (you had to micromanage/pull your units back to a land base or spot you have engineers/drones to repair), but also in building forward bases. Since it moves at ship speed it gets there with the fleet and can begin making a base.

There is a unit that is in Black Ops or Deep Blue Naval pack, its a stationary air base. It has shields, repair drones and air platforms, torps for protection etc. Interesting idea for a center piece for the construction of a naval base.

I did note that the repair ship can build the artillery defense grid, but that it can only be built on land. Is that meant to be an aquatic building?

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spice!
spice!

Hey, I totally forgot. Does this mod have those Experimental Icons which display whether Experimental's are assault, support, etc? Like regular units but with the Circle and an icon in the middle.

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Balthassar Creator
Balthassar

Yes, although I have so far only released it with the development version of BrewLAN on GitHub. And it is really hard to get to work with FaF at the moment.

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Saxxonknight
Saxxonknight

That might be why I have that reclaim/dead unit issue when trying to play.

Problem is once you have FAF it redirects the original install (likely via registry).

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spice!
spice!

You able to send a download link over my way?

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Balthassar Creator
Balthassar

Github.com

Installation is a little different, if you have trouble there are fairly explicit instructions here: Moddb.com

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spice!
spice!

Hey, Balth. I've been using BrewLAN for roughly a few weeks now, and it worked just fine with the other mods I had. But now I'm suffering from crashes, my guess is that it was an update to FaF which broke them all.

I have a crash-log if you'd like to read it.

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Balthassar Creator
Balthassar

Sure, send me the crash log, and I'll try to make sense of it.

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spice!
spice!

I've got the log, but it seems like I can't pm you.

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