I started this mod with the purpose to make the story more realistic, looking at all the AIs (especially allies)

Some examples:
* Among the most noticable change of all, Dostya is now actually fighting with you in the 4th mission. Her base is completely active during the Jammer phase and will assist you to destroy it as it is supposed to be.
* Rhiza will now build more attack squads in the third mission instead of 1 navy and 1 air squad. During the last phase of the op, she'll go all-out with her naval forces.
* The Loyalist base at the start of the 2nd mission is improved a lot. It didn't make sense to me that she was responsible for the rescue with a T1 base. I added air factories, upgraded a land factory to T3, expanded the base a bit and added air staging.
* Big aid from Rhiza in the last mission, but I suggest you find out about this on your own ;)

I hope you'll all enjoy these changes like I do.
Do not forget that I created these changes so I can enjoy the campaign more, as I'm a campaign lover in every strategy game.

You can report bugs to me via the forums or comments. I'll try to fix them asap.
You can also suggest your own ideas which you would like implemented. As example 'give that AI a strong expansion base' and I'll try to make it a reality for you =)

Have fun, and good luck during the OPs ;)

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8 comments by gregory1001 on May 19th, 2015


Well hello everybody!


Last week, I got myself a new dekstop (the old one was suffering from performance issues...) and so, after reinstalling SCFA, I've started playing the original campaign again. However, I really didn't like it as much as my edited one, and thus I got the files from my old computer and started to get going again!

With my new files, I'm playing all the missions over again. And, as the public might have noticed a long time ago, there were some bugs in my edits, which i'm trying to resolve. Also, I'm editing new stuff like a correct way for Celene to re-expand in mission 2.

So, you might have guessed it.... Version 4.0 is coming up! I don't know when it'll be online, but it'll take a week or two max.

I hope you enjoy this newspost, and I hope I still got some fans after 11 months... xD

Downloads RSS Feed Latest Downloads
SCFA Enhanced Campaign AI - V4.0.1

SCFA Enhanced Campaign AI - V4.0.1

May 30, 2015 Patch 18 comments

Quick correction to version 4.0! Looks like I should've spent a bit more time on 4.0 to make sure everything was okay :o

SCFA Enhanced Campaign AI - V4.0

SCFA Enhanced Campaign AI - V4.0

May 28, 2015 Full Version 5 comments

After nearly a year of waiting, a new version has arrived!

SCFA Enhanced Campaign AI - V3.3

SCFA Enhanced Campaign AI - V3.3

Jul 21, 2014 Patch 41 comments

You know the drill commanders, get those files in your installation and be ready to get some tanks off the production line!

SupCom 2 campaign AI edits

SupCom 2 campaign AI edits

Jul 21, 2014 Full Version 8 comments

Indeed, it is here, my custom version of some AI's in the Supcom 2 game!

SCFA Enhanced Campaign AI - V3.2

SCFA Enhanced Campaign AI - V3.2

Jun 15, 2013 Patch 67 comments

It's been a while, again... But yeah, I don't really work on it everyday anymore and I do have examinations now again xD

SCFA Enhanced Campaign AI - V3.1

SCFA Enhanced Campaign AI - V3.1

Apr 25, 2013 Patch 9 comments

Patch, hoping to solve some of your issues. And if not, then I have no idea why you can't play...

Post comment Comments  (0 - 10 of 256)
ntblood
ntblood Jul 28 2015, 4:34am says:

Are there installation directions? I followed a youtube video I saw on modding this game in general. So I created a "mods" folder in my game folder (Steam version), put all the AI mod files loose in my new "mods" folder, and cut and paste the .scd files into the gamedata folder in the game's folder. Does that sounds right? There's nothing to enable in the Mod Manager in the game menu for this AI mod, is that right?
Thanks
"you only need to replace files of your FA installation."

+1 vote     reply to comment
ntblood
ntblood Jul 28 2015, 4:38am replied:

Oh, ok. So I just replace the map folder and the 2 scd files in gamedata, got it I think : )

+1 vote     reply to comment
The_focusing_gamer
The_focusing_gamer Jul 16 2015, 7:08am says:

I think somethings wrongnwith mission 5, when I beat Hex 5 it doesn't do anything, my allies are able to attack QAI's positions and it can launch attacks on me with experimentals but i cannot attack him, the screen won't expand and dr brackman doesn't spawn. I am using the campaign mod and brewlan, so if anyone can tell me whats wrong i'ed be glad of the assistance.

+1 vote     reply to comment
Guest
Guest Jul 19 2015, 2:58pm replied:

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Oaks
Oaks Jul 26 2015, 2:42pm replied:

Yes I can help you.
Dl.dropbox.com Mod.rar
Use this mod as well to fix it.
The ToxicFrogs campaign mod enabler is causing this little bug.
Credits to Burnie from TM and OrangeKnight from GPG.

+1 vote     reply to comment
Oaks
Oaks Jul 26 2015, 2:51pm replied:

Oh, link not working.
Use this one, and scroll down to download from the link placed down for it to work.
Wip-famod.blogspot.cz
Jon Mod
I suppose the link ends with ".cz" only for me.

+1 vote     reply to comment
The_focusing_gamer
The_focusing_gamer Aug 1 2015, 9:13am replied:

sorry but going through all that writing I just couldn't make any sense of it all, do you have a direct link to the download, or even better the patch download itself?

+1 vote     reply to comment
Zsombi
Zsombi Jul 6 2015, 8:54am says:

I just saw, that you made more improvements.. :D
I'll try them out, and of course on the hardest difficulty, as always :)

+1 vote     reply to comment
Oaks
Oaks May 28 2015, 2:50pm says:

Heheh, so Olivia and Jasmine instead of Sascha and Dana? xD
Splendid behavior of Thalias group AI's.
Order Illum. Aluminar transports working perfectly keeping Loaylists ACU duo under pressure.
I would create optional objective by the start of third phase that if I will not destroy all QAI's experimentals in 5-10 mins., reinforcements for him would arrive.
I really would like to meet the force of atleast 50 Bricks or 10 Salems class once. And that fool QAI ACU went right up between my 5 Fatboys and main Celenes attack force.
Spiderlords and Soulreapers shouldnt behave like shy farts,wandering around one by one but rather be like furios wolwes,decimating any opposition and stand firmly in formation position.
QAI certainly could use twice as much exp's and 4 Megaliths as his personal guard.
The Nuking out scene doesnt get Celene weaker at all,nukes doesnt actually destroy anything except 1-2 shields, and she has like 2 Emmisarries artillery.
QAI should better double up everything.

+1 vote     reply to comment
gregory1001 Creator
gregory1001 May 28 2015, 3:16pm replied:

Well, with all effort I could give, I can't defend him against everything :( I mean, I could gather some more defenses, but the player will always be able to overpower him.. Like you say, you had 5 Fatboys, and it's just a matter of where the ACU moves (it chooses a random factory to assist, so could be on the front lines) and where you have positioned your units.

As for the artillery, I made a last-minute edit in my files before uploading, so that Celene would only build them on easy difficulty. I now see that I didn't move the updated file to the .zip before uploading -.- my bad.... That wasn't supposed to happen :(

And about the megaliths, I'm not going to get some in this mission I think.. I mean, it's a Brackman invention saved for the very last mission, so it would be a bit early to introduce Brackman's personal transport unit in the hands of QAI no?

+1 vote   reply to comment
Oaks
Oaks May 29 2015, 7:03am replied:

Played on normal, but yes,otherwise you are right.

But now, I am glad that I made a backup again, because the third phase of first mission didnt initialized.
Could it be because I killed Gari before I killed her second Colossus?

An idea, when using Seraphim ACU mod(and campaign mod enabler), could there may be some new optional objectives for it? (under condition that Seraphim ACU exists for player-human, or something like this)
Otherwise you would just adopt the objectives of faction you've choosed to replace the ACU with.
I mean, its little bit pity that not all factions has unique optional objective in all missions.
Though, yeah, we are all probably fully satisfied with the ones added by you. xD

+1 vote     reply to comment
gregory1001 Creator
gregory1001 May 30 2015, 5:48am replied:

You can download V4.0.1. now as a fix to the M1-bug.

And well, what do you have in mind for a Seraphim commander then? A whole new mission on the same map perhaps?

+1 vote   reply to comment
Oaks
Oaks May 30 2015, 6:55am replied:

Yay, thank you for V4.01., still goin' strong eh? xD

Hoho, a whole new mission? I like your style, man.
But I never wouldnt ask you for the impossible or for something which would be too much a hassle for you.
First, I would like to know if its even possible.
And then, IDK. .
Wait, you imply that it would be possible to even change or create entirely new main objectives?
Allowing for example to play the campaign from the Sera viewpoint, so to say?
Heheh, just imagine, me killing Dostya,Brackmann, Fletcher and Rhiza plus betraying(and killing) Hex5 in four different missions! :-)
Nah, I rather thinked of something far more prosaic. Just adding few more new optional objectives, such as build Ythotha, build your own Ahwassa to destroy enemy ones being build (mission 3), build gateway and SACU on the mainland isle(mission 1), build and use nuke to destroy Hex 5, build Yolona Oss before Arch is completed, build T3 arty and/or build SMD on various occasions, would be more than enough, I think.

+1 vote     reply to comment
gregory1001 Creator
gregory1001 May 30 2015, 7:12am replied:

It is possible... In some way, after a lot of thinking and playing with the files, I could give the player control of the Seraphim Base in the first mission, ally you with Vendetta and make you try to destroy Fort Clarke (thus starting the mission at the last phase) ;) But that would mean rewriting nearly every script, which will take a long long time... But it is not impossible!
--> You won't even need the seraphim ACU mod, I can take care of that ;)

Another possibility: let's say you are playing the third mission, and the mission follows its normal sequence. I just make Rhiza and a fake player so strong, it's nearly impossible to defend the naval base. the mission goes on like that until you finally destroy the Palace :)

Again, it's nice to think about it, but I can't image me doing that in a few weeks, I'd need months perhaps :( just because I would have to combine that with college :(

+1 vote   reply to comment
Oaks
Oaks May 31 2015, 7:22am replied:

I certainly could not ask you to neglect your real life and college just for old and small me.
Nor to enslave you for months for little brainstorming.
So, thank you, its not neccesary, I were thinking rather about some new additional (heheh, but as much as unique as they can be) optional objectives.
No need to throw the world upside-down. still yet. :-)

+1 vote     reply to comment
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