This is Firey Explosion Mod for Supreme Commander Forged Alliance. Well, I guess that it's quite obvious what this mod does. I tried to make explosions look more eye-candy while retaining some realism. This is my first attempt to make a mod, so there are still some features I would like to add, but dunno how. Anyway, this mod only alters effects, so it shouldn't clash much with gameplay mods such as 4th Dimension or Experimental Wars.

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3 comments by Luxor144 on Apr 16th, 2013

For those who are still interested in this mod, I can assure you that it is not dead. The progress on the mod is quite slow though, mostly because I don't have much free time (studies and everything).

As you've probably noticed, the mod isn't uploaded yet. The reason is that it currently has way too many loose ends and partially done features, and I don't really want to submit an unfinished mod. I'll try to hurry, although I still can't say much about the release date of the new version.

Speaking of which, the new version will include few new features:

Aerial debris (mostly done)
As seen in screenshots, this feature makes airplanes spawn several burning chunks of debris when they explode in mid-air.  

Structural integrity failure explosions (mostly done as well)
This function spawns small explosion effect on a unit that had taken critical damage or is near death. Makes unit destruction feel more realistic, as units begin to fall apart after sustaining too much damage. Or, well, at least that was the idea. Works quite well, even though it makes the smallest units look like they've been covered in firecrackers. Also, it uses unit's death sound, which works pretty well in much cases, although looks (or, rather, sounds) quite weird when this happens to an ACU.

Environmental effects (early stages)
The original game was a bit too clean for my liking, and this feature was created to fix that. It controls how weapon fire interacts with terrain, meaning artillery impact will cause dust clouds, etc. It's still quite early in development as there are more terrain types than I initially thought.

Since the mod uses some of the usual files used in other modifications, some merging is required to make it work with others. If anyone has any requests, let me know. 

 And for that guy who uploads my mod to other sites: I have nothing against that, I enjoy it appearing in other places as well, but seriously, at least PM or email me about it. 

Downloads RSS Feed Latest Downloads
Firey Explosion Mod 2.3

Firey Explosion Mod 2.3

Sep 28, 2012 Full Version 5 comments

An updated version of my mod. Fiddled with the emitters a bit to make destruction look more realistic. As you've probably noticed before, there is a slight...

Firey Explosion Mod 2

Firey Explosion Mod 2

May 24, 2012 Full Version 0 comments

An updated version of my original mod. All textures have been redone, and the effects themselves have undergone some tweaking as well. There are still...

Firey Explosion Mod 1.0

Firey Explosion Mod 1.0

Jan 26, 2012 Full Version 0 comments

This is the first version of my mod. It includes few custom effects with modified textures that replaces the old boring white cloud explosion effect.

Post comment Comments  (0 - 10 of 17)
RickVic
RickVic May 15 2013, 10:39am says:

Ok I use this mod + battlefeeling + 4th D + Black Ops unleashed + Total Mayhem + Orbital War.

The games runs stable with very rare crashes. I think its not a good Idea to use all this mods together but I love many units so much.

Can I merge this, and if, how ? gas powered forums are down :(

+1 vote     reply to comment
Luxor144
Luxor144 May 19 2013, 12:34pm replied:

Well...
Ahem.., technically, you can merge pretty much any mod with another, although merging six at once might be kinda...complicated.
Anyway, merging mods require some knowledge of modding as it basically involves putting modified functions of one mod into the equivalent file of the other without causing any conflicts. Since there are quite few files that each of these mods share, it might be quite long process, but if done correctly, you would end up with single stable mod that includes features of all the other mods.

+1 vote     reply to comment
Chosen-One
Chosen-One Apr 23 2013, 5:51pm says:

Maaaaaan, you should be able to integrate that masterpiece into the FAF!

+1 vote     reply to comment
Oaks
Oaks Apr 21 2013, 10:09am says:

Burnie from Total Mayhem suggested me to download Dl.dropbox.com Jon mod, when you have ToxicFrogs campaign mod active to repair the Hex5 kill,map expand and appearance of Brackmanns Megalith.It works.Spread the gospel.
And now,I am gonna try YOUR mod for a change. xd

+1 vote     reply to comment
[UEF]SubZero
[UEF]SubZero Apr 14 2013, 7:19pm says:

WHy does this conflict with Strategic Teleporters Mod

+1 vote     reply to comment
Luxor144
Luxor144 Apr 16 2013, 2:45pm replied:

Yeah.., the problem seems to be that both mods use a couple of same files. Basically, some merging should fix the problem. PM me with your email and I'll send you the merged version if you want.

+2 votes     reply to comment
[UEF]SubZero
[UEF]SubZero Apr 19 2013, 10:18pm replied:

Ok thanks. I sent you my email. Just PM me once you sent me the email, I don't tend to check on it :L Thanks for your help

+1 vote     reply to comment
[UEF]SubZero
[UEF]SubZero Apr 20 2013, 11:17am replied:

Thank You!!! It Worked!!! :D

+1 vote     reply to comment
Luxor144
Luxor144 Apr 20 2013, 12:15pm replied:

Glad to help

+2 votes     reply to comment
Atts
Atts Oct 2 2012, 2:18am replied:

Awesome, thanks for the help! I'll have to keep an eye on the bug, I can always remove the mod for that mission if needed i suppose.

+1 vote     reply to comment
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