Imagine a mod in which yours units can evolve when they kill ennemies, Imagine a mod in which yours units can evolve when you ehance its, Imagine a mod in which your commander can evolve when it kill ennemies, Imagine a mod in which you can create a sea economy, Imagine a mod in which you can build some experimentals units at each tech level Imagine a mod in which you can call your faction Heroe to kill the ennemies, Imagines a mod in which there are 3 engineer by tech level, If you can t imagine all of this ( and more ) try Experimental Wars :D

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10 comments by asdrubaelvect29 on Oct 4th, 2011

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Experimental Wars : The Awakening

Now Questions / Answers

Q Why Experimental Wars change its name ?
A Because I want begin the final version of expe wars and to do this I must restart at 0.

Q Why you can't work with the current version
A Because there are too much work on the balance and on the bugs research. I do not want offence the poeple who follow the mod but there are a tons of bugs who are not reported.

Q Will there be AI support ?
A Not by me

Q What will change in Experimental Wars : The Awakening ?
A Currently I want realy work on the balance and on the bug, I will work with FAF and perhaps ladders player to do the best balance as it will be possible.
In the first version there will be only 1 upgrade ability in the research centers

Q What do you think when you said " there will be only 1 upgrade ability in the research centers "
A It is easy, you will have only 1 upgrade in each research center. Exemple when you build the Tech 1-0 research center you will can build Tech 1-1 upgrade and after you will can build directly the T2-0 research center after you will can build tech 2-1, Tech 3.0 and Tech 3-1. For each layer ( sea / land / air )

Q Do the units will have its veterancies upgrades by unit's killing ?
A No I will remove all veterancies upgrades to do the mod's balance.

Q Will there be Tech1, 2, 3 Experimental units ?
A Yes, but only with the veterancy 1 upgrade ability.

Q When the others Research Center's upgrades will be implanted ?
A I hope it will be more easy to do the balance level by level but all depend if the players test the balance and send the reports for the balance.

Q What will be the changes for the mod's development ?
A For me that will be a lot of work for the first realse but after that will be easy because I will can directly talk/write with the players for the next upgrades ability.

QWill there be your news commanders in the first version ?
A I think the commanders are underpowered in forged alliance ( with ou without the mod ) it is why they will be add in the first verson.

Q Any date for the first Experimental Wars : The Awakening version ?
A Soon I hope.

If you have any other question do be affraid :)

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Experimental Wars V2.8.2

Experimental Wars V2.8.2

Sep 11, 2011 Full Version 59 comments

A little update for a lot of big battles. For exemple, now all Tech 1 cybran ships can walk on the land. Author : Asdrubaelvect and Manimal for coding

Experimental Wars V2.8.1

Experimental Wars V2.8.1

Aug 30, 2011 Full Version 32 comments

The new version is now avalaible. Have Fun In the version there are a lot of news, you can read the pacth note. To install just unzip in the mods folder.

Experimental Wars V2.00

Experimental Wars V2.00

May 16, 2011 Full Version 26 comments

Released the 07-30-2010. Have a good game :) pleaze report all bugs or balance problems thanks

Post comment Comments  (0 - 10 of 200)
Guest Sep 25 2014, 1:46pm says:

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Switchblade95 Sep 9 2014, 9:53am says:

Any chance of this mod will reborn?

+1 vote     reply to comment
Dragon492 May 13 2014, 8:24am says:

Hmm, I hope this wasn't abandoned, its so unstable, and many missing animations...

I get random crashes quite freaquently using latest version of SC:FA.

Sometimes early in the fight, sometimes when victory occurs...

Great mod however unstable as it might be, it has alot of potential.

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Guest Oct 26 2014, 8:45am replied:

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Foxcrystal Dec 19 2013, 10:26am says:

I got this installed but when i try to use the SUBCOMs they wont move or do anything i tell them to. Anyone fixed this?

+1 vote     reply to comment
unicron5120 Nov 28 2013, 9:34pm says:

3:07 Really thats already in the game.

+1 vote     reply to comment
waxcourage Nov 30 2013, 2:41pm replied:

Yeah but only the destroyers could walk on land. Now the frigates and other ships can

+1 vote     reply to comment
NeoStar57 Nov 17 2013, 2:08am says:

How do I install this, its soo hard idk where to put my .zip

+1 vote     reply to comment
unicron5120 Dec 15 2013, 5:44pm replied:

You dont place the zip you make a mods folder in the dir and then put the contents of the zip in the folder

+1 vote     reply to comment
Vlad2212 Nov 20 2013, 10:49am replied:

well hello there just put the files from the .zip folder in the mod folder that should be in your Programs/Gas Powered Games/Supreme Commander Forged Alliance/mods
than you should be able to choose it ingame by the modmanager

+1 vote     reply to comment
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Released Jul 29, 2010
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Highest Rated (6 agree) 10/10

very BIG Toys))
I love it ^^

May 18 2011, 1:58pm by Tiberian_ComRAde

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