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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Thalia on the battlefield... Nuclear attacks! Order base Make-over
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10 comments by gregory1001 on Jul 26th, 2013

So, yes... I haven't been doing anything for a couple of weeks and now you know. I returned today from my summer holidays and thus I can make changes again! There is but 1 problem... The last thing I did, adding Seraphim potential in the 4th mission, is complete. And well, I can't remember anything I was doing afterwards if I did start something else :(

So I'm asking you for help once again. Would you guys like to give me some ideas? :)

I'd also like to ask you once more if there is anyone with knowledge of editing the Supreme Commander 2 campaign like I'm doing with FA. Please look and comment here ;)

Downloads RSS Feed Latest Downloads
SCFA Enhanced Campaign AI - V3.2

SCFA Enhanced Campaign AI - V3.2

Jun 15, 2013 Patch 64 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 8 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 :)

SCFA Enhanced Campaign AI - V2.0

SCFA Enhanced Campaign AI - V2.0

Nov 18, 2012 Full Version 2 comments

Yes, I know, it's been a long time that I gave you another download! I hope you'll all enjoy this new version of my enhanced campaign AI!

SCFA Enhanced Campaign AI - V1.2

SCFA Enhanced Campaign AI - V1.2

Sep 15, 2012 Patch 2 comments

Again, a patch destined to correct the 4th mission...

Post comment Comments  (0 - 10 of 163)
Zsombi Mar 21 2014, 7:44am says:

So.. this 'mod' is dead.. I guess.

0 votes     reply to comment
Guest Feb 26 2014, 9:09pm says:

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Captain_agigabyte Feb 7 2014, 12:34pm says:

****. Reported on accident. And didn't read the notification.

+1 vote     reply to comment
Mythologicus Jan 21 2014, 11:35pm says:

Pretty nice enhancement. I'm fairly certain I heard some previously unused voice-overs in there. Decent work overall.

I had the issue with my ACU not spawning in the first mission, but I did as the guest below me said and it fixed the problem (changing player colours).

Personally I'm a little confused by the presence of the extra commanders in Meltdown (M4) and Mind Games (M5). James' presence on Hades is just...odd. Especially since it's a planet sitting in Seraphim-controlled space and HQ specifically states >both< commanders are on planet, referring to the player and Dostya. Additionally the mission's big challenge was arriving on a hostile planet with enemies extremely close by, and trying to build a functional base in a rather exposed position. With James taking the pressure off, it takes some of the awesome away. I feel like Dmitri in Mind Games shouldn't be there, either, and that's not just because he steals my northern mass deposit.

On the subject of Operation Meltdown, the survival period is too long and the attacks too weak. Dostya's base somehow remains functional and spams about 8 Monkeylords to defend the north-western passage. The Seraphim attacks are very weak, right up until they abruptly hit you with three Ythothas at once which just makes it frustrating.

+1 vote     reply to comment
Mythologicus Jan 22 2014, 1:46am replied:

Huh. I just realised this implies that the fixes implemented in 3.2 haven't worked. Dostya's base remains active and builds craploads of Monkeylords. Strange.

+1 vote     reply to comment
Oaks Jan 31 2014, 8:17am replied:

I agree with Dostyas base,Dostya herself when dyin' not on position,Monkeylords spamm.
But James is somewhat neccesary.
It would be nice secondary objective to not let him die.
But situation is much better,more competitive
in V3.2 then it were in V3.1.

Defending Dimitri in phase 3 in Mindgames is also great.
As well as Fletcher. The death of Dimitri could cause to Seraphim or Order appear on Hex5's position.

Secondary objective for UEF to build shields and newly defend Thalias HQ in V3.3 in mission 2 is great as well. xd
But QAI needs to be helluva more powerfull and aggresive, so you will have troubles to have Sascha,Dana and Celene alive,whom she could betray you again if some another secondary objective is not fullfiled within some time table, for example.

+1 vote     reply to comment
Guest Jan 11 2014, 5:27am says:

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gregory1001 Jan 18 2014, 8:20am replied:

Indeed, now I think of it, sometimes I didn't include it in the downloads... Since it has never been changed from release 1, I didn't really think about it xD
Please excuse me :(

+1 vote     reply to comment
Guest Jan 23 2014, 9:33am replied:

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Guest Jan 11 2014, 7:39am replied:

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Released Sep 8, 2012
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