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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3 comments by gregory1001 on Jul 20th, 2014

It's been too long, I know, but recently I decided to take another look at Forged Alliance. I tweaked some stuff, mostly unnoticable but I might make another release soon :) Right now I hope you didn't miss me too much :s I pretty much just abandoned you without warning :s
But right now, I'm back :) I've been playing the game a lot again and I'm really into it again :) Those who have some cool ideas, do not doubt... They are more than welcome! :D

Downloads RSS Feed Latest Downloads
SCFA Enhanced Campaign AI - V3.3

SCFA Enhanced Campaign AI - V3.3

Jul 21, 2014 Patch 31 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 4 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...

SCFA Enhanced Campaign AI - V3

SCFA Enhanced Campaign AI - V3

Apr 9, 2013 Full Version 29 comments

I know, you all waited a long time but yeah, it is here at last! It's just that I barely touched it recently. But I had some ... issues ... with friends...

SCFA Enhanced Campaign AI - V2.1

SCFA Enhanced Campaign AI - V2.1

Nov 20, 2012 Patch 14 comments

Quick fix for the second mission! To be precise, you now CAN complete the mission so you can enjoy the battle of the massive bases :)

Post comment Comments  (0 - 10 of 226)
Zsombi
Zsombi Aug 22 2014, 11:02am says:

If you will ever make a new version, could you make the AI build and use MMLs and respectively to have or to 'want' to build and use TMLs? Other than when being attacked by Seraphim or UEF T2 cruisers and by Aeon MMLs on the second map, there is no need to ever build TMDs.

The same is with SMDs. Even though the AI has SMLs (on some maps at least) it doesn't really gets used.

Oh.. and I read about another mod that tries to add phase activation timers. On its page it is written that it might be integrated with this mod.. Do you know about it? or it has nothing to do with this enhancement mod?

+1 vote     reply to comment
gregory1001
gregory1001 Aug 29 2014, 6:04am replied:

I will make a new version, it just takes time ;)
Well, in M1, you're mostly on an island so it would be better for the enemy to drop tanks and assault bots.
in M3, again, you're on an island so TML is useless for the enemy most of the time.
in M4, you are being attacked by MML in the first phase quite a lot :)
in M5, you are correct, I believe there are barely MML attacks involved...
in M6, there are some MML squads but you can deal with them pretty easily. I will work on TML however, see where I can get them involved :)

About nukes, the only mission where you get nuked is the last mission, but there you get a clear indication that is about to happen (as you've been given an SMD). I'll try to get ICBM facilities involved as well, but without really risking your own death because you don't have a clue that's coming.

Yes, I know about that mod, I've been in contact with him already. It's possible that I'll integrate his timers into my enhancements but I'm still thinking about that ;)

+1 vote     reply to comment
Zsombi
Zsombi Sep 1 2014, 12:32pm replied:

On M5 Fletcher is useless. The first monkeylord kills him. He spends all his time building resource farms and even when he says, that he starts making units... they are all T3 engineers only. Even when there were no enemy left, he still kept making only those units, sometimes a few planes and extremely rarely a Fatboy. I don't even care about him, he's completely useless.

+1 vote     reply to comment
Oaks
Oaks Aug 29 2014, 8:19am replied:

Yeah, the involvement of SMM, both static and on T3 submarines is non-existant.
From the first mission to the last there could suddenly appear new objective that if you will not have charged SMD in 10 (or even less) minutes you get Oceansjsu.com

+1 vote     reply to comment
Guest
Guest Aug 22 2014, 7:18am says:

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gregory1001
gregory1001 Aug 29 2014, 5:59am replied:

I've already been working on that ;) Fletcher is no longer supporting you directly, and Rhiza will only send small forces that are actually not helping at all ;) Don't worry, it is already fixed, I just need to release it.

+1 vote     reply to comment
OpposingFarce
OpposingFarce Aug 20 2014, 11:09pm says:

Every time I go to start a mission my commander wont spawn. I replaced all the appropriate files when installing.

+1 vote     reply to comment
OpposingFarce
OpposingFarce Aug 20 2014, 11:28pm replied:

Got it to work by reverting to 3.2 version. Unfortunately I can't complete the second mission as the waves of T2 tanks are too much before I can even build a second factory or a 3rd extractor.

+1 vote     reply to comment
gregory1001
gregory1001 Aug 21 2014, 12:29pm replied:

It works for me. However, I did not include a mohodata.scd file correct? That might be the cause ;) It is included in 1.1 or something, I just forget to distribute it now because I don't ever change it anymore, I'm sorry :(

+1 vote     reply to comment
Guest
Guest Aug 16 2014, 7:27am says:

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Released Sep 8, 2012
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