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 40 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 7 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 235)
Zsombi Jan 24 2015, 2:07am says:

So.. is there absolutely no chance that you will release a new version with the changes you made after version 3.3 .. in the near future?

+1 vote     reply to comment
powerhungry4 Sep 13 2014, 9:16pm says:

Hey gregory, love your mod, not a fan that it is difficult to uninstall though. Was looking at the FA campaign mod enabler (http://forums.gaspowered.com/viewtopic.php?t=25089) and was wondering if it wouldn't be possible to make the mod enabled by a .bat file and then disabled upon exit in a similar fasion. I think this would also fix problems with people having issues with skirmish/multiplayer after install. This is what I made for the lua and mohodata file (with the original file from mod enabler):
RENAME lua.scd lua1 (lua.scd from the original install)
RENAME mohodata.scd mohodata1
RENAME lua lua.scd (your lua file with ext changed)
RENAME mohodata mohodata.scd
RENAME mohodata.scd mohodata
RENAME lua.scd lua
RENAME mohodata1 mohodata.scd
RENAME lua1 lua.scd

Only thing is two files is relatively easy whereas entire folders full of files would be longer and more ridiculous but I thought I'd throw the idea out.

+1 vote     reply to comment
OSGAsuma Sep 14 2014, 4:09pm replied:

I personally don't have any trouble uninstalling the mod, all you have to do is take the mod form the specific folder, and then verify the in game Cache, once that is done, it should take 5-10 minutes, then your good to go.

+1 vote     reply to comment
gregory1001 Creator
gregory1001 Sep 16 2014, 2:22pm replied:

Indeed, this is a method or just take backups of the originals before pasting my versions ;)
but it is as you say, renaming every file is taking a bit long :s

+1 vote   reply to comment
OSGAsuma Sep 4 2014, 2:34pm says:

Just one thing, during mission two, around the beginning of the second phase, the Cybran (QAI) and Celene already send massive squads to the secondary loyalist bases, even if I prepare massive amount of unit on transports, on of them still get taken out. The one on the left, Dana, I think it is, has a tiny base, which seems strange because she is an ACU, personally, I think Celene should decrease in strength because she can take all of QAI by herself during hard mode, if Celene is made weaker, may I recommend a secondary objective, such as protecting Dana and Sachsa again whilst both of them build a new forward base when QAI's secondary base in phase 2, thanks and cant wait for the next update.

+1 vote     reply to comment
Zsombi Sep 8 2014, 12:06pm replied:

You can protect them even now, just transport a SACU and a couple of T2 and/or T3 units to each as soon as you can. Then build at least 1 T3 shield gen. and as many T1, T2 (if you're UEF then T3) PDs as necessary, maybe 1 or 2 AAs too.
For me they never got taken out unless I forgot about them.

0 votes     reply to comment
gregory1001 Creator
gregory1001 Sep 16 2014, 2:23pm replied:

This is already taken care of in my latest changes, it's just not released yet :) I'm going to college now so I don't really find the time anymore to think of this :s

+1 vote   reply to comment
Oaks Sep 5 2014, 7:18am replied:

Sascha and Dana are SACU, both has the Veil stealth generator I think.
But its also right, that one of them always gets too much pressure, we speak strictly on Hard difficulty.
Maybe Thalias units(HQ Loyalist base from start of first phase)
could focus on aerial support of its SACU's in the second phase, instead of just sending small squads head on, through labyrinth.

Major nerf of Celene and major buff of QAI in third phase is certainly neccesary. I would mainly remove her Colossus, moreover theres a CZAR for you to control, isnt there?
I think that QAI could be able to hack Colossus and CZAR to his control. xd
It must be nigh impossible for QAI to keep proper pressure on Celene, Thalias group, pressure in Naval fights, holding the shields and defenses and providing aerial asset of bombers, gunships,interceptors againts you.
Instead he goes head on againts Celens Colossus and dies in seconds.
I always wanted to fight with Celene as well.

+2 votes     reply to comment
OSGAsuma Sep 5 2014, 10:01am replied:

Agreed, I personally think that QAI gets a major buff increase, and Celene a decrease, loyalists the south of QAI during the second phase are ACU's, just checked, the T2 heavy tanks from both Celene and QAI just destroy both of them, I always thought maybe adding some more T3 units and buildings/Defences to QAI, because QAI is a major character in SupCom, it only seems fair to makes him base stronger even if he is just controlling, as for Celene's betrayal, I would think it'd be cool for her to turn against you again, maybe QAI does something to her and she changes back, and then because Rhiza says she'll finish her off, maybe you could spawn another ACU as Rhiza near one of the secondary loyalist bases and take take away Dana or Sachsa instead, just some ideas for maybe a plot twist.

+1 vote     reply to comment
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 Creator
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 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 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
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Released Sep 8, 2012
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