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 ^^

Forum Thread
  Posts  
v5 suggestions (Games : Supreme Commander : Mods : Forged Alliance Enhanced Campaign AI : Forum : Suggestions : v5 suggestions) Locked
Thread Options
Oct 1 2016 Anchor

There are some suggestions in case if you will make more changes in the future.

I remember in SC the enemy had and used the tactical missile launcher structures, but for some reason they were not added in FA's campaign. I'd like to see them used again. Sort of to slow down player expansion even more. You could also add an optional quest in one or two missions where the enemy has TMLs in range and will fire at your position in x amount of time so prepare TMDs to make your life easier .. or something like that.

Last Mision and some other wet maps wit lackluster enemy naval action: On maps where the enemy makes navy make them in the second or at least the last stages use much more navy. The Cybran has T2 ships that can walk on land, so spamming those is good even if the allied bases are on land outside battleship ranges, because the destroyers can just walk over there. Other than on the icy map and the last map's first two stages I haven't seen much of a naval effort from the enemies.

First Mission: I mentioned before, it would be great if you removed the scripted camera movement in the last phase. It is not just distracting, it is harming, because while it happens the player cannot do anything, and it just happens without any warning so one can mess orders up if it happens during an order queue .. and it happens twice. just one or two red pings would be enough "to show urgency". The top acu can almost never be saved anyway, unless the player went full blown T4 / T3 bomber before starting the phase (only those are fast enough to reach the area in time - if they are stationed very close).

(On a side note: the major problem with the FA campaign is that it encourages the player to go all out T4 & game-ender before the first phases end. Then they added large counterattacks at the beginning of the other phases, then the attacks slow down again, making things a breeze on every map - and I am of course talking about hard difficulty.)

The place is supposed to be one of the few last allied places which has come under attack. Yet the enemy efforts somehow lack credibility, like one of the first optional objective, to clear the water from navy.. most submarines are measy T1 subs. That's just pathetic. Hover attacks? always from on the same route. Only the air attacks are good.

In its final stage the big allied base should produce some T3 heavy bots too, that would be a match to the near-constant wave of T3 siege tanks and repeated T4 chickens.

Dostya's Mission: Change her attackers back to the original or to similar levels. Her base shouldn't be destroyed while she constantly repeats "I feel the enemy is coming ..." and stuff like that, which implies that the Seraphim forces don't even touch her base much or nor at all until the scripted beginning of the last phase attack on her. Just disable the upper enemy bases, so there's no air land and artillery units and fire coming from there until the jammer is busted. In return just decrease her offensive support size or frequency.

I suggest not revealing and activating the small bases to the east and north-west. It is very un-immersive when you go there wipe them out and don't see T4s and nuke launchers a few steps away just because "your superiors" limit your urgent operational area .. or you could just reveal them completely, that would only cause 2 bases less to worry about in the last phase.

On the same note... if you really want to activate the three northern bases in the second phase, then reveal them completely ... but then , as you pointed out before, Dostya's destroyers would appear out of nowhere which would be un-immersive again - except Hex5, 'cause he just teleports in and out.

Aeon Facility Defense Mission: The fastest and easiest to reach the facility by QAI is by water, so in the last phase it should ramp up its naval operation to similarly high levels as what the Seraphim has on the icy map. Without player intervention it already has enough land an air forces to repel any allied AI attack and even take out its close neighbor. I would do less attack on land towards the south (and air that follows the same path), and more T2 6 T3 naval and air over water offense. Make use of legged ships! Cybran Battleships are essentially T3 point defenses with the range and fire rate they have, use them! Send amphibious land forces or even airlift them to the allied shores..

Icy Mission: In the last phase ramp up the offense on the princess' base. Also, even though she complains about not having enough resources, looking at the base, there are clearly enough to further fortify it, to rebuild the destroyed-by-default structures, and only then start making offensive units as counter-attacks.

(I don't know if I said it before or not, but a skirmish AI with restrictions is often way better than the scripted campaign AI.)

QAI's Mission: Fletcher is not really in danger after the first bomber squad and even then if the player has something around there the bombers go for those, not Fletcher. Hex5 only attecks the player, always through the same route, so it's fine, Fletcher doesn't get harassed, but if he were by similar forces, even though he has a large base it would fall quickly. After Hex5 is done Fletcher keeps doing almost nothing.. he does make a T4 once in a while and makes small attack forces, but he sends most of them in a roundabout way instead of taking amphibious ones through the river and ferrying the rest over it.

His economy is more than enough for him to contribute more to the allied effort.. it would be better if he would have a smaller but more efficient base or he would contribute as much as economically possible, otherwise he's just useless and steals system resources.

I noticed that QAI doesn't have the Scathis anymore (at least not when the player is a Cybran too), but it could have instead a T3 heavy artillery emplacement. That's not as brutal but still causes a real sense of urgency.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.