With my changes for the campaign AIs, the story will feel more as it is supposed to, in my opinion ;) This is no real mod for FA, you only need to replace files of your FA installation. Easy installation and lots of fun changes ^^

Report abuse SCFA Enhanced Campaign AI - V3.2
Filename
SCFA_Enhanced_Campaign_AI_V3.2.zip
Type
Patch
Uploader
gregory1001
Date
Jun 15th, 2013
Size
29.59mb (31,027,933 bytes)
Downloads
2,402 (7 today)
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Description

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


Here it is, a new patch! I've made some changes, but no life-changing stuff this time :P


I'd really like to thank you all for your patience! Sometimes it can take a while before you get another sign of life here, but don't worry ;D

Some changes I made for this patch:

  • The 2nd mission can now be played 'til the end.
  • Dostya's base now shuts down when her ACU is destroyed. So now, the base will be destroyed completely. Also, I got rid of those monkeylord defenses, that was just too much.
  • I made some small platoon changes, mostly for allies. Specifically, I may have decreased the amount of units/strike forces in the missions.
  • Rhiza's colossus in the 3rd mission will now be rebuilt 8 minutes after death.
  • Decreased Rhiza's unit cap in Operation Overlord from 420 units to 320 units. This is still pretty high, I know, but now she won't be that overpowering anymore in the last phase.
  • Increased the player unit cap from 500 to 750 for every mission. This was requested anonymously.
  • ...

I hope you'll like this new patch.Got any ideas yourself that you'd like to be made reality? Tell me! ;D

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SCFA Enhanced Campaign AI - V3.2
Post comment Comments  (0 - 50 of 64)
spaceman2010
spaceman2010 Jun 15 2013, 6:44pm says:

hey did you know with the campaign everytime i set it up i could never do a skirmish map

+1 vote     reply to comment
xanderkand
xanderkand Jun 16 2013, 12:44am says:

Is it possible to continue with an old save before capturing the prison with mission 2? or must I restart the mission?

+1 vote     reply to comment
gregory1001
gregory1001 Jun 16 2013, 5:07am replied:

Well, you can still use your saves but that'll load the map without any of my changes. So if you want to play with edits, you'll need to start over ;)

+1 vote     reply to comment
xanderkand
xanderkand Jun 16 2013, 6:24am replied:

ok thanks. my saved army will never get to destroy QAI but I can just engineer a new one! nice work!

+2 votes     reply to comment
Medora
Medora Jun 17 2013, 10:29am replied:

What if I just want to apply your changes to the second mission? Should I still upload all the files, or just the file for the second mission?

+1 vote     reply to comment
gregory1001
gregory1001 Jun 18 2013, 4:13pm replied:

You can indeed apply changes for each individual mission. Just copy X1CA_002 to your game and that one should be edited without anything happening to the others. But also make sure you get Lua.scd and Mohodata.scd! ;)

+2 votes     reply to comment
Medora
Medora Jun 18 2013, 11:21pm replied:

Thanks. Replaying mission. By the way, I am still on the first part of the mission (before any mission area expansion) and my ally had her extractors and land factories taken away. She still has the air factories and even an engineer, but is no longer rebuilding her base. Is that something that may be fixed whenever you catch free time and feel like it?

+1 vote     reply to comment
Medora
Medora Jun 19 2013, 3:03am replied:

Addendum: Found out that after the first area expansion my ally starts rebuilding again.

+1 vote     reply to comment
gregory1001
gregory1001 Jun 19 2013, 6:33am replied:

You mean, after destroying the first order base? Because it should not be possible that Thalia doesn't rebuild structures 'til phase II :s

+1 vote     reply to comment
Medora
Medora Jun 19 2013, 4:01pm replied:

Yeah, strange: before destroying the first order base, if Thalia's land factories and extractors are taken from her, she won't rebuild her base, but after destroying the first order base, she suddenly pumps out several engineers and rebuilds everything, heh.

+1 vote     reply to comment
gregory1001
gregory1001 Jun 22 2013, 11:06am replied:

Question... Does she build her forward defenses in the first part or not?

+1 vote     reply to comment
Medora
Medora Jun 22 2013, 7:49pm replied:

If you mean does she start building those tech one defenses outside of her base then I have not seen her try until the first map expansion.

+1 vote     reply to comment
gregory1001
gregory1001 Jun 24 2013, 4:39am replied:

Strange... I'll check on it for my game ;)

+1 vote     reply to comment
SoaringHawk
SoaringHawk Jun 17 2013, 1:24pm says:

cant wait to play this :D just finished downloading

+1 vote     reply to comment
gregory1001
gregory1001 Jun 18 2013, 4:12pm replied:

Thanks, make sure to tell me what you think about it ;)

+1 vote     reply to comment
SoaringHawk
SoaringHawk Jun 19 2013, 5:16pm replied:

LOVE it! as a suggestion i think you should add a ACU for thalia because to me it dosnt feel like she is really there just a base hard wired to attack. same with felcther on mission 1

+1 vote     reply to comment
gregory1001
gregory1001 Jun 22 2013, 11:02am replied:

I've been thinking about that too, but there is one thing... The bases construct forward defenses and such, and so the ACU will then be used as well, making in vulnerable to attacks :(

+1 vote     reply to comment
Guest
Guest Jun 22 2013, 8:39pm replied:

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SoaringHawk
SoaringHawk Jun 22 2013, 8:42pm replied:

couldnt you make the ACUs be on there own team so they would only walk around and repair. idk if it would work but i dont why it wouldnt

+1 vote     reply to comment
gregory1001
gregory1001 Jun 23 2013, 12:14pm replied:

You see, each base has a 'manager'. This manager takes control of all engineers, ACUs and structures. If I place an ACU in there, it'll be under control of that base manager and thus, since that manager wants to build outer defenses, the ACU will be used as well... I can however try to find out how to disable her construction capabilities but it'll take time to find out. Or, maybe I'll never find it :(

+1 vote     reply to comment
SoaringHawk
SoaringHawk Jun 17 2013, 1:27pm says:

can anyone play the first mission whenever i select my race it dosnt spawn my acu and the base gets destroyed how do i fix this

+1 vote     reply to comment
gregory1001
gregory1001 Jun 18 2013, 4:12pm replied:

Many people are having issues with this, but now I wonder... Do you use the campaign mod enabler and are you using mods too? Did you copy all files correctly?
Really, I can't think of anything why this is happening because it never ever happened to me...

+1 vote     reply to comment
SoaringHawk
SoaringHawk Jun 19 2013, 5:18pm replied:

the two files had to be put in gamedata not the bin

+1 vote     reply to comment
Guest
Guest Jun 18 2013, 2:09am says:

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gregory1001
gregory1001 Jun 18 2013, 4:11pm replied:

You mean, when you have killed the Seraphim ACU's? That would be very strange... As far as I can remember, I never really touched that part of the scripting :(

+1 vote     reply to comment
Medora
Medora Jun 19 2013, 6:07am says:

Man, how I wish changing the dialog were an option. For mission six, when the bold guy asks Commander Rhiza her status, she should say "Like a boss," and when I beat Commander Fletcher, Hall should say, "You had no choice; Commander Fletcher was being a douchebag."

+1 vote     reply to comment
gregory1001
gregory1001 Jun 19 2013, 6:35am replied:

Well, unless I can create new videos, mimic their sounds and somehow be able to put them in the databank, I cannot change anything when it comes to dialog. Only add or delete some in the missions.

+1 vote     reply to comment
Guest
Guest Jun 21 2013, 3:41am says:

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gregory1001
gregory1001 Jun 22 2013, 11:05am replied:

Really, I can't solve that problem for you guys if I don't have that same problem... And if it doesn't occur in my game, there is no way I can find an error in the code or something :(

+1 vote     reply to comment
Guest
Guest Jun 25 2013, 11:49pm replied:

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zeroremorse
zeroremorse Jun 25 2013, 11:56pm replied:

By the way, I'm not "Guest"... I'm zeroremorse.... my log in worked properly this time via steam ;)

+1 vote     reply to comment
gregory1001
gregory1001 Jun 26 2013, 7:41am replied:

Well, I'm really sorry to tell you this, but I can't find a way I can help you with that... ;(

+1 vote     reply to comment
zeroremorse
zeroremorse Jun 27 2013, 2:28am replied:

No worries, thanks anyway :) All the best.

+1 vote     reply to comment
Medora
Medora Jun 21 2013, 6:12am says:

By the way, after replaying mission 3 (with your 3.1 update) it just occurred to me that after the final map expansion, though Princess Burke seems a little stronger and sends out engineers, the Seraphim in the north east of the map seems weak, i.e., I am not sure it would ever defeat Princess Burke on its own. I even tried destroying her forward defenses to see if it makes a difference, but even then the Seraphim was not making much progress.

If you ever have the time and feel like it, might you make the NE Seraphim send out larger/stronger groups of units more frequently so that I might have to struggle to keep him away from Princess Burke (sorta like how I felt when I started mission 2 on hard mode with your mod, heh)?

+1 vote     reply to comment
gregory1001
gregory1001 Jun 22 2013, 11:05am replied:

Yeah, they might be a bit weak :( I'll check on it ;)

+1 vote     reply to comment
Medora
Medora Jun 22 2013, 7:50pm replied:

I noticed it's a bit stronger if I play Cybran on hard mode with your mod, but still would take a long time for the NE Seraphim to have any success.

Anyways, thanks. Very much appreciate the work you put in; love the mod.

+1 vote     reply to comment
jmadams1
jmadams1 Jun 23 2013, 2:17pm says:

I was able to replicate the issue where at the beginning of the campaign, after selecting your faction, the gate is destroyed and the commander never shows up. For me, this was caused by not following the directions; I had only copied map files and didn't copy the lua.lua and mohodata.lua to the gamedata directory. Once I took care the those two files, the game started properly.

+2 votes     reply to comment
gregory1001
gregory1001 Jun 24 2013, 4:39am replied:

I knew I didn't make any errors! haha :D Because then I should have had the very same issues of course.

+1 vote     reply to comment
Guest
Guest Aug 3 2013, 1:55pm replied:

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Guest
Guest Aug 3 2013, 2:14pm replied:

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gregory1001
gregory1001 Aug 4 2013, 5:38am replied:

No, that shouldn't be it... The script just says to spawn in the ACU at that position, the Gate itself is just there to make it look like it's coming through it.

And I can't really help you, there are some people that are having problems with this, that the maps don't work or the ACU doesn't spawn in, but for me everything works perfectly :s

You did get the latest version (so this one xD), correct? Because there could be bugs in the older ones. Not that the last one is perfect, it's always possible there is a bug in here too but I didn't notice any (yet) :)

+1 vote     reply to comment
hellspawn89
hellspawn89 Jun 26 2013, 4:34pm says:

what about skirmish ai or is it all the same why wont the enemy build the mod units

+1 vote     reply to comment
gregory1001
gregory1001 Jun 27 2013, 2:09am replied:

I don't do skirmish AIs, sorry :(
And they won't in the campaign because they are scripted to build units. If I code it to build just 8 heavy tanks, it'll only build 8 heavy tanks and nothing else. That is why.

+1 vote     reply to comment
SoaringHawk
SoaringHawk Jun 28 2013, 6:51pm says:

as another suggestion i think adding dimtri and james to that little spot of mass desposits would be cool as like all the avaible commanders are being sent on planet to help. i think you should have them have a joint base and stay at like t2 with some basic defences to hold their own on the first ojective at least

+1 vote     reply to comment
gregory1001
gregory1001 Jun 30 2013, 7:05am replied:

Dimitri and James having a joint base? I'm sorry, but I can't follow you... They're from separate missions? And you're talking about 'that little spot of mass deposits'? Which mission, which commander and where precisely? xD

+1 vote     reply to comment
wyl2238
wyl2238 Jul 29 2013, 4:40am says:

It's seems not work on version higher than 3603, maybe those who cannot got the mod work should try lower version.Thank gregory1001 for this outstanding mod.

+1 vote     reply to comment
gregory1001
gregory1001 Aug 2 2013, 11:23am replied:

You are very welcome! I did enjoy making this anyways ;)

+1 vote     reply to comment
Litany0fFury
Litany0fFury Aug 4 2013, 12:59pm says:

How do i know i have downloaded this correctly? When i tried mission 2 the oder base is the same. Not like the 1 in the picture above with shields

+1 vote     reply to comment
gregory1001
gregory1001 Aug 4 2013, 5:18pm replied:

That is because I only made that change recently and is those more up-to-date than this download. This is the newest version for the players, but not for me :P
In the next update, you'll have access to that edited Order base, but untill then you'll have to make do with yours ;)

I don't know when the next one will be released, as I only made minor adjustments so far...

+1 vote     reply to comment
Litany0fFury
Litany0fFury Aug 5 2013, 9:41pm says:

OK thanks. Dam man the mission 2 is insane the order attacks r seriously too fast n too rapid. need to twict tech 2 units coming into play a little too early for Hard

+1 vote     reply to comment
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Release Date
Released Sep 8, 2012
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MD5 Hash
2760829f72669d4fd0495e9149ed47b5
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