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 ^^

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

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SCFA Enhanced Campaign AI - V3.3
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Medora
Medora - - 19 comments

Ooh, does the update include this: Moddb.com

I'll have to play this mission again real soon.

At this point I still find the third mission to be the most fun. Just wish there was more pressure on Princess Burke at the end.

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gregory1001 Author
gregory1001 - - 217 comments

Yes it does! I actually changed it again today so that map is already not up-to-date anymore :s I noticed the HQ building often got blown up because of falling wreckage from air units :s moved it back, at the cost of a T3 air factory :) No matter, Thalia still has T3 air ;)

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Guest
Guest - - 689,449 comments

I actually encounter the problem on 1st mission. If I pick UEF my commander does not spawn. The gate get destroyed after picking and the screen freezes on it. How did u get past that problem?

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Guest
Guest - - 689,449 comments

I don't know why, maybe I'm the only 1 with this problem but when I replace with your files and try to play 1st mission my commander does not spawn after the gate is destroyed. Just get stuck in animation mode while gunships continue destroying the base.
On a separate note, is there any way u can make single player more challenging? Wish there would be insane difficulty lolz.

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Guest
Guest - - 689,449 comments

Just notices this only happens when I pick UEF campaign, works with Aeon...

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Guest
Guest - - 689,449 comments

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Dalas120
Dalas120 - - 17 comments

Hey, congrats gregory! I was worried you'd stopped working on this. Gj on everything so far, and I really like version 3.3. The only chance I would recommend (and its a big one) is to have some sort of timer on the missions, or some way to balance the campaign from the player's point of view. In the entire campaign, surviving for the first 5 minutes is the only difficult part, because after that you can just turtle and build a couple of game-ending experimentals before completing the first mission. In my opinion, this really ruins the campaign in general.
For example, it would be great if on the second mission the second objective was revealed after 20 minutes or so, regardless of whether you'd destroyed the first base or not. Also, it would be awesome if QAI actually implanted the AI chips in the loyalists after a while, instead of just waiting forever. I've done a bit of work with campaign modding so I'm pretty sure this could be done, but I'm not familiar enough with lua to make it happen myself.

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Dalas120
Dalas120 - - 17 comments

Also, it would be cool to add some "throwaway" commanders on a few missions, especially the first. It doesn't make sense to me that Fort Clarke is the most important base for the coalition, yet you and fletcher are the only commanders there. Maybe a commander could jump in after each order base you destroy, or maybe you could add a commander in that little area south of the seraphim. Those commanders wouldn't have to be too important, just enough to add to the feel. Keeping them alive wouldn't need to be an objective.

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Dalas120
Dalas120 - - 17 comments

Oh, and also, finally, for real this time, how are you getting coordinates for your pre-placed units? So far I've been doing it by guess-and-check, and believe me that gets tedious.

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gregory1001 Author
gregory1001 - - 217 comments

The timer is certainly a possibility, but it could also make the game less enjoyable for the new players, those who struggle to build up bases like the better players among us. I'll be thinking of it!
But, what do you mean with actually implanting AI Chips? If you mean turning the Loyalists to the south of the prison to be an enemy, that's a no-go. The idea is that there are loyalists inside the prison who will be implanted with chips. Those to the south are just a bit of help for the player.

And believe me, the idea of those throw-away commander also came to me ;) That is why I'm working on a new custom function, it'll be great once it is operational. Well, great through my eyes ;)

And I already revealed that 'secret', somewhere else on my page ;)But am I supposed to tell my fans everything? That way my job here would be obsolete no? :P haha, sorry :)

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Dalas120
Dalas120 - - 17 comments

Maybe no timer on easy, long timer on medium, and short timer on hard? Dunno. The AI chips was just an example of another timer though - you know, "you have 35 minutes before QAI implants the chips".

Another thing that would be easier to change would be to make the good AIs actually die. You've done such a good job of balancing that none of your major allies, like Celene or Fletcher (especially in the first mission) ever die. Fletcher can even beat the 2 seraphim experimentals on hard by himself! I'm not suggesting you change a ton, just make the enemy ais beat the allied ones after long enough. IE - make the 2 loyalist commanders south of QAI in the second mission get attacked stronger after a while. Btw, it would be cool if Celene rebuilt her southern base too. And lastly, (my comments are mostly on the second mission because I just finished it with 3.3) QAI dies to 2 spiderbots if they approach from the sea, with 2 floods for stealth and 4 cruisers for fire support. Since he has numerous experimentals patrolling the front of his base, it doesn't make sense that the back of his base would be so easily taken.

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gregory1001 Author
gregory1001 - - 217 comments

Is Fletcher still that unbeatable? Even with the strat bombers targetting his fatboys in particular? :s

And I can input a timer, I'll see what I can do with it :)

And I never even realized he had such a weak spot there! Well, you could say that QAI has to give all attention to Celene, as she is attacking it with such a huge base xD but some monkeylords there shouldn't hurt :)

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gregory1001 Author
gregory1001 - - 217 comments

And, what I forgot to mention... The loyalists are now in more danger :) Remember that function I was talking about? Transport attacks not involving a base ;) They are now under constant pressure from Obsidian heavy tanks. It looks like they're originating from Celene's main base but they are just spawned. I even give it another purpose in that mission, to help the player on hard difficulty. I'm now thinking where I can use this function elsewhere :)

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Dalas120
Dalas120 - - 17 comments

You're right, of course! I forgot that saves are unaffected, and fletcher dies fast with the new update. Fletcher does have a couple of things that bug me though. First of all, he doesnt build any Percivals, even though you have them unlocked, and they're a perfect counter to othhums and experimentals. Ravagers would be cool too, but that's not a huge one. He also builds fatboys in the most exposed part of his base... maybe you could move that back a little, closer to the HQ. Finally, and most important, once fletcher starts losing engineers he rebuilds them instead of his army, so I got to watch a long string of engineers run straight at the seraphim's blocade. Of course, if the seraphim gets that far you've probably lost, but building troops instead of engineers could slow that down more

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Dalas120
Dalas120 - - 17 comments

Oh, and also the kill experimentals objective seems a little outdated, especially since the seraphim sends a constant stream of them. Maybe you could get rid of it?

And on the second mission the loyalists are put under more pressure, but they dont really die, they just sit there in a stalemate. Maybe adding an extra-strong attack wave after a while could kill off the commanders. Cool function though, I never would've guessed those tanks were just being spawned if you hadn't told me!

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gregory1001 Author
gregory1001 - - 217 comments

You might be right about the engineers... I'll put a higher priority on land defense units :)
You honestly think the fatboy should be moved back? Because well, it's an easy to acces place for the engineers, and I don't want them to get stuck or anything :(

I know, I forgot to change that objective :( I want to link it with all seraphim experimentals on the map, I just completely forgot about it!
And ofcourse you couldn't have guessed it, it's only present in my current version, it isn't included in the public download :P

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Dalas120
Dalas120 - - 17 comments

That is a good point for the fatboy, but I was just thinking a little out of the way, maybe the bottom left corner of the base, so that fletcher could keep making fatboys even if his front was being overrun

And the linking idea is pretty smart. I look forward to the new version!

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Dalas120
Dalas120 - - 17 comments

Oh, and also(#2), the gauntlet (second mission) seems really weakly defended despite the emphasis that the second objective cutscene puts on it. Adding more turrets would be cool, and maybe a shield generator or artillery piece on some of those gaps in the hills. It's also really easy to take the loyalist prison if you send in 5-6 transports with stealth field generators, one of which has a sACU as well. The sACU can easily kill off the single PD at the prison, and is immune to gunships if it has the AA upgrade or builds a couple of turrets

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gregory1001 Author
gregory1001 - - 217 comments

I'll see about the pass, I don't want to fill it completely with turrets. But in my version, a lot more units are sent there now. :)
And I can't fortify it for everything :s you could also build 20 monkeylords in the first part and roll over the base with that, can't prevent that in any way :s you could get the teleport enhancement and just go for it that way, also can't prevent that :s I like the ideas, but I don't think it's possible. We can always find a way to bypass their defenses easily ;)

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Dalas120
Dalas120 - - 17 comments

Mmmmm . . . that's a good point. The ability to build up a massive army with no time pressure, or just research TP definitely can throw a wrench in things. I guess you could put more PD around the prison or something, but that's kinda clumsy. Is there any way to have gunships and ground troops move towards the prison if enemy units are detected there?

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gregory1001 Author
gregory1001 - - 217 comments

There is :) I can trigger more forces to be built by celene once you enter the prison area :) But, if you really choose the prison area, it won't be enough. I mean, you'll probably have control of it by the time those units are even constructed. I'll just add some siege bots to patrol there :) is that okay?

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Dalas120
Dalas120 - - 17 comments

Yeah, that sounds perfect! Sorry if I've sounded like I'm complaining, I just really like your mod, and I have nowhere near the skills to work on it myself. Good job!

(Though I might be back with more comments after I finish the 3rd mission)

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gregory1001 Author
gregory1001 - - 217 comments

It's alright, I like it actually. It's a sign that I'm not the only one enjoying the campaign :)
And you know, two years ago, I was just a curious boy, wanting to discover why the AI allies were not doing anything useful... I studied, I experimented, I failed (and I still do) but I'm learning new stuff because of that. Maybe if you keep practicing, you'll be a real editor like me :) and if that time comes, we could work together ;)
The only thing that I really miss, is the option to create new dialogue, that would be so nice xD but no, I have to live with the files given to me :(

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Dalas120
Dalas120 - - 17 comments

Hey, I spent some time and came out with a version of the first mission that has timers, so it auto-advances to the next mission. It's balanced for hard, but it should be playable on all difficulties (though easy has no timers). I uploaded it as a mod on my profile - take a look - I also made some minor AI changes that I thought would be cool.

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Dalas120
Dalas120 - - 17 comments

For some reason it doesn't show up on my profile, but its called Supreme Commander Timed (Harder) Campaign

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gregory1001 Author
gregory1001 - - 217 comments

Hmm... I see you have used my files as a basis for your mod. Good you mentioned it. But, I don't remember giving you permission for that? :P

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Dalas120
Dalas120 - - 17 comments

Erm, sorry about that! I can take it down if you want, I just couldn't think of a better place to publish the files. I just added version 1.1, which has some ai changes. For example, the M2 town rebuilds all its defenses after a while, and Gari rebuilds all of her bases given enough time. One annoying issue is that Gari always walks out on her own to rebuild bases, which gets her killed pretty quickly. I tried using a variant of your operation 3 colossus movement code to give her constant orders to return to base, but it doesn't do anything :(

Also, the small south-eastern town in the third mission now builds some defenses, but for some reason I can't get air patrols to work properly. I've got a patrol chain set up around the perimeter of the base, but when it builds planes, they mostly fly straight to the order naval base and land just south of it. Every now and then a plane follows the correct patrol route, but not very often. Any advice on either of these issues?

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Guest
Guest - - 689,449 comments

There is a bug in mission 5, fletcher doesn't create soldiers, only a few fighters, could you fix it? or it is an installation problem?

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gregory1001 Author
gregory1001 - - 217 comments

Did I look over this? I'll see what is wrong, first thing tomorrow! ;)

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SoaringHawk
SoaringHawk - - 30 comments

cant wait to get playing ill give feedback when i beat the game again :)

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SoaringHawk
SoaringHawk - - 30 comments

Champion Hawk's Journal: Mission 1 : Its amazing! Fletcher seems to actually be in a stalemate with the Seraphim but slowly losing ground. The fact that he rebuilds his forward defence also adds to that he is a really good commander. |End of Entry #1|

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SoaringHawk
SoaringHawk - - 30 comments

MIssion Journal 4: 1 big problem. On normal difficulty Doysta dies within 15 min on the second objective. well i say dies, more like her unkillable acu stands there while tons of enemies shoot at her. i think she needs much more defences. Maybe more shields or bring back the monkeylords but only a couple on either side maybe add soul ripper? It just takes away the feel that Doysta is this super awesome elite commander when she cant even defend for 25 min. other than that the mission is great

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Guest
Guest - - 689,449 comments

I never test on medium or easy, always hard so I'll try to look into this again! But it doesn't really make sense, Dostya is supposed to be stronger in lower difficulties while the Seraphim always uses identical attack forces to attack Dostya (if I remember correctly xD)
And I've been working a lot for this mission, trying to decrease Fletchers overpowerness :P I just had to let the Seraphim target his Fatboys directly!

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gregory1001 Author
gregory1001 - - 217 comments

^^^ This is my comment xD haha

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AdmiralAnkylon
AdmiralAnkylon - - 49 comments

so... how do i install it?.. im new here

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brutebane554
brutebane554 - - 3 comments

first of all great mod second how do you install i am operating on a new system and have sadly forgotten how to install your mod.

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brutebane554
brutebane554 - - 3 comments

okay i went back and downloaded an earlier version which had instructions but now I can only play it as the Aeon if i try to play as any other faction it loads the map and then i can see the map but there is nothing on it please help!

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bloodybandit
bloodybandit - - 61 comments

He there if got a problem with your mod and skirmish playing

yesterday i installed campaign mod enabeller and i installed your mod .

BUt now anytime i try to do skirmish or multiplay the game doesnt go to the skirmish sreen but says with a pictogram connecting and it keeps doing that until i remove the modded Mohodata.scd and Lua.scd and replace iwth the originals..

NOw i know how to get rid of my problem but i can't remember having this problem with previeous versions of your mod ...

just so you know ... and i'm just awake so my writing and grammar and plaement is a bit off sorry

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bloodybandit
bloodybandit - - 61 comments

to the people who want to install the campaign AI mod

download the mod

Extract the mod files to a folder of your choosing ( don't install in the game folder yet)

when you have the mod extracted take a look at its contents ..

You'l have five or six folders that came with the mod and two *.scd files ..

Now go to your forged alliance folder ..
find the maps directory and copy your first 6 six folders to a backup folder, then place the mod map directory's in your maps Directory//

go to gamedata find Mohodata.scd and Lua.scd and copy those to a backupfolder like Forged Allaince Backup files or something like that

now copy the mod mohodata.scd and Lua.scd to you gamedata directory

Now your all set to play the modded campaign

Enjoy

NOte :: I just reinstalled my system and firstly installed Plannetairy Annihilation and Forged Alliance and after installing the Campaign AI i coudn't play skirmish ( says connecting but it takes a very long time to complete loading and it doesn't finish i think ) ..

so if got a problem but i noticed that if you replace mohodata.scd and lua.scd with the originals it goes back to normal YAy skirmish and hopefully online play as i haven't tested that out..

ANyway hopefully this helps you people out

Bloody Bandit

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Saelac
Saelac - - 5 comments

I can only play the campaign as Aeon, if I select any others then it just simply loads the map as a blank except for the resources.

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brutebane554
brutebane554 - - 3 comments

i have the same problam as you and i can't figure out how to solve it

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Masterzh
Masterzh - - 165 comments

I can also confirm that for UEF it doesnt spawn ACU.

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Guest
Guest - - 689,449 comments

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