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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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 :)

Cybran Commander Rev 4.0 : 2.8.3

Cybran Commander Rev 4.0 : 2.8.3

News 3 comments

And now the Cybran Commander. I choiced to remake it because I want all factions have a realy different commander. As you can see the cybran commander...

About the 2.8.3

About the 2.8.3

News 6 comments

Hi here, In Experimental Wars 2.8.3 I will add a new feature for the mod. As you can know currently the commanders are realy breakables. I will try to...

Experimental Wars V2.8.2

Experimental Wars V2.8.2

News 3 comments

Experimental Wars V2.8.2 is now avalaible ( or soon if it does not yet online )

Experimental Wars Next Version Is Approaching

Experimental Wars Next Version Is Approaching

News 4 comments

After a lot of works for me and Manimal I could announce we are currently working on the last fixes and news.

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Experimental Wars V2.8.2

Experimental Wars V2.8.2

Full Version 76 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

Full Version 33 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

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 223)
Andi382
Andi382 - - 368 comments

Hello,

can somebody tell me if this Mod is Compatible with the LOUD Project Mod for Supreme Commander forged Alliance?

I am able to activate the Mod with the Mod manager, but then the Loading Times in Transit are infinite and the Game dosent start... Is there a fix for that Problem?

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Guest
Guest - - 689,508 comments

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Guest
Guest - - 689,508 comments

Greate mod! One of my favourite!
Is there any chance of an update for this mod?

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Guest
Guest - - 689,508 comments

Does anyone know where to find the Mod Launcher for Supreme Commander 1

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s11789
s11789 - - 49 comments

hey man,how long does this mod get a update,love your work.

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Guest
Guest - - 689,508 comments

Can you make mod which only includes levelation?

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Guest
Guest - - 689,508 comments

is it working on forged alliance as well?

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vodoizvietnam
vodoizvietnam - - 75 comments

Is this mod compatible with the campaign?

Your v1.8 cause mission 5 Mindgame refuse to expand.

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SpartanofApproval
SpartanofApproval - - 97 comments

Are ALL units effected by the "Levelution" or are some units an exception(e.g. experimental units)?

Also, how many times does a unit "evolve" into more powerful units?

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FireStar217
FireStar217 - - 81 comments

extreme wars 1.0 is just like this but wont have to promote them up, and it does not break the campaign, and the units are epic!

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SpartanofApproval
SpartanofApproval - - 97 comments

The creator of Extreme Wars 1.0 "donated" his work to the head modder of the Total Mayhem Mod due to not having the time to keep working on Extreme Wars.

At least, I'm pretty sure that's what's goin on with Extreme Wars anyways.

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