Developed over the last 9 years, the LOUD Project is a complete reworking of the core code for Supreme Commander: Forged Alliance. Focusing specifically on improving not only the AI, but overall game performance - LOUD can now easily run games with 5000+ units, at normal speed, on 40k and larger maps. The package includes subsets of many of the most popular mods, adapted specifically for use with the LOUD project, and an entire collection of updated maps specifically marked to optimize performance with the LOUD project.

Post news Report RSS LOUD Project - April 21, 2018

A summary of the most recent updates to the LOUD Project for Supreme Commander: Forged Alliance

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Hello All !

It's time to roll-up a summary of all the little bits and pieces that have collected since the last official update to the LOUD Project for Supreme Commander: Forged Alliance. As usual, these updates are available thru the 'Check For Updates' button on the SCFA_Updater/Launcher.


There has been a great deal of behind-the-scenes work on the LOUD Project this month. We have migrated all of the project over to GitHub, and at least, for me -- that's been a learning experience. I've coded for over 30 years now with the same tools, a notebook, a pen, and a sense of humor. So it's quite a change.

Our community, and the number of people we've heard from about LOUD has absolutely exploded since Axle first suggested we utilize a Discord server. Now, there is some correspondence for me to chase down every single day - between here at ModDB, Discord (LOUD Project Discord Server) and our thread on the Forged Alliance Forever forums (LOUD thread on Forged Alliance Forever forum), answering a wide variety of questions and just generally trying to be helpful, consumes a lot of time.

Having said that, the team and I have still managed to get some work done, and while we aren't religious about posting update notes, yet, we have a good list of things to report on.

  • -- the SCFA_Updater is now at ver 3.46. with some new features
  • -- AI Amphibious behavior has been revamped for better production and attack focus
  • -- AI Transport Manager has been revised to better respond to combat platoon demand
  • -- AI Transport behaviors have been tuned to better understand and avoid threat conditions
  • -- AI Naval behavior has been tuned to increase responsiveness to 'No Enemy in Water' situations
  • -- AI Naval behavior will streamline and switch production as focus goes from Attack to Bombard
  • -- Increased and revised economic threats from factories, power and mass structures
  • -- Revised AI priority on adding second factory at start (will now start sooner)
  • -- Increased base eco needs for AI factories to start (minimizes eco stalls)
  • -- Increased storage in factories (both M & E in some cases, but not always)
  • -- Revised transport flight stats to improve drop sequence (still in review)
  • -- Small damage buff to T1 Interceptors (about 10%)
  • -- Added pure T2 Fighters and T2 bombers to AI Unit categories for expanded future use
  • -- Additional updates to maps: CityWars, The Pass, Asteryion Abyss - AI markers
  • -- New map: Hills of Havoc Wet - An Amphibious map but unsuitable for naval units
  • -- Introduction of 'Man in the Middle' time-limited challenge mode for CityWars and Havoc wet maps
  • -- Minor de-buff to top end naval weapon ranges (Dreadnoughts only)
  • -- welcomed Balthazar, author of BrewLAN (BrewLAN on ModDb), into LOUD team
  • -- improved code for resource-placement around start positions
  • -- added 4000 unit cap option
  • -- costs of transition to T2 building options increased by roughly 20%
  • -- ACU can no longer be transported by T1 transports
  • -- AI ACU will no longer try to self-enhance while his base is under alert
  • -- AI Air Production will transition more smoothly thru T2 and into T3
  • -- AI Air Production T1 units will cease production at the first appearance of T2 AA of any kind
  • -- Added pure T3 Land Scouts to AI Unit categories for expanded future use
  • -- AI Base Manager will now better respond to threats in order to prioritize building base defenses
  • -- (ie. - if you don't threaten the AI then he'll put more production into attacking you)
  • -- revised prediction code for AI nukes to improve accuracy and target selection
  • -- AI Platoon Movement revised to better manage transport calls and get the platoon 'moving'
  • -- added new sub-mod called 'Enhanced Commanders' - focuses ACU upgrades upon combat
  • -- substantial data reduction review, decreased memory footprint and increased performance
  • -- additional unit restrictions for air allow full flexibility in restricting air units by class

As you can see, a great deal of background work has been going on. To that end, the LUA update released today represents the beginning of the LOUD Project - Version 5.0. We'll be focusing primarily now upon completion of the Bombardment behavior, reintroducing language localisation, adding BrewLAN units into the LOUD Project, and introducing a small number of 80k maps for our hardcore players. Enjoy !

Sprouto



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