Likely one of the larger/largest personalized modpacks out there. Incorporating, Completing overhauling, and rebalancing form scratch units from the biggest and best mods for supreme commander forged alliance. Adding over 200 new units, new functionalities, strategic tools, and even some new FX to enjoy in this over-a-decade old game. Requires Supreme Commander Forged alliance & Forged Alliance Forever. Full Credit to all the creative minds making the content that allowed this mod to be possible, and who keep this game alive and great!
Patch Notes TLDR: - Many many fixes (errors, unbuildable units, broken features, and more) - many small improvements, some rebalancing too - CREDITS, credits will roll during warp/drop in as direct messages from you to yourself at the start of every game - New and modified FX to artillery, shields, navy and more. - Nomads support! (optional). Nomads can now be played with the proper changes to things like TMLs, Nukes, even a BOPs Style ACU and more. Thile only a few placeholder units are added now, more will come along with some proper new units. - More AI specific features. ACUs are a big one. AI spawn with a random 2nd ACU and the AI ACUs now have unique modifiers depending on if players are on their team or not. (EG: you longer should need omni to always be on for AI to properly run threat calculations in PvE) - Some new units for existing factions - Support for FAFs new ‘mobile factories’ for multiple units - disabled a few units to fix/add back/ rebalance later
Patch Notes TLDR:
- Many many fixes (errors, unbuildable units, broken features, and more)
- many small improvements, some rebalancing too
- CREDITS, credits will roll during warp/drop in as direct messages from you to yourself at the start of every game
- New and modified FX to artillery, shields, navy and more.
- Nomads support! (optional). Nomads can now be played with the proper changes to things like TMLs, Nukes, even a BOPs Style ACU and more. Thile only a few placeholder units are added now, more will come along with some proper new units.
- More AI specific features. ACUs are a big one. AI spawn with a random 2nd ACU and the AI ACUs now have unique modifiers depending on if players are on their team or not. (EG: you longer should need omni to always be on for AI to properly run threat calculations in PvE)
- Some new units for existing factions
- Support for FAFs new ‘mobile factories’ for multiple units
- disabled a few units to fix/add back/ rebalance later
Patch Notes (warning, scrambled AF)
*** added better EMP tables to sera T1 protector bot to fix it being able to stun things it shouldn't
*** Fixed some old legacy calls causing issues with: Aeon t1 wind turbine, Aeon and sera t1 shield gens, sera t4 resurrection engi, uef t2 M and E storage, aeon t3 mobile sensor and shield gen, cyb T4 seigebreaker, sera t4 seigebreaker, a sera lambda emitter, and a uef cruise missile, a sera gunship missile, cyb emp-laser AA missiles, and multiple items in the blackops collision beam files.
*** Fixed Cyb T2 combat engi not buildable
*** Fixed and Updated (with FaF changes) build tables for UEF and Cyb Field engis and engi boats
*** Fixed aeon T2 missile sub being unable to be built by T3 factory
*** Aeon T2 missile sub can nolonger fire from underwater.
*** Aeon t3 flying sprt engi, Improved unit script, still couldnt fix build effects bug but managed to ‘trick’ the engine into thinking there much smaller to hide the issue [Reminder to fix this properly still]
*** Nuke flight scripts improved, small tweaks + extra redundancy checks.
*** Incorporated souls nomads tweaks mod. (Nomads optional)
*** Incorporated the nomads support from souls boom and kablamo mod
*** AI now get a 2nd ACU from a random faction
*** All SACUs (incl nomads) now have custom factional death explosions
*** Certain experementals that used the SACU death effect now use their factional versions too.
*** Added credits that are read out at game start.
*** Fixed toggle button for UEF t1 mobile PD.
*** Fixed aeon t2 energy mortar not functioning
*** Fixed novax centre and satellite combo issues. (AI now build more satellites after initial launch, AI initial sat now deploys properly, handful of other small script errors)
*** Tracking stations nolonger reveals partially built units
*** Nerf/Fix, Cybran T2 navy, T3 land, and T4 naval cluster MLRS launchers nolonger lead targets, causing friendly fire in most cases
*** Heavy Fighters are now ‘fighter gunships’ (weird hybrid between a gunship and a ASF)
*** Can now ‘Pause’ and ‘Stop’ T3 to 3.5 economy upgrades (all 4 faction, fab, extractor, pgen, hydro)
*** Rebalanced all flying nuke carriers and mobile nuke defense, nolonger pre-loaded (cheaper initial cost now), builds faster for the most part, other small balance changes
*** Flying Nuke carriers now have their own custom missile with a better flight profile to be air launched
*** Nuke carriers, uef flying nuke defense, and mobile land nuke defense all now have custom fx for building missiles
*** Cybran T3 battleship projectile, new impact fx.
*** New FX to the Trails of UEF and CYb mobile and static T3 artillery, cyb T4 artillery, and impact fx of cyb battleship projectiles.
*** New FX for both the mavor and its shell, shell also now does damage waves and gives like nukes. Slight rebalancing (slightly lower ROF, higher AOE and damage to ‘match’)
*** Updated standalone TML mod, incorporated changes to modpack (nomads homing TML and improved TMD support, CoolFactorTM uef and cyb TMD)
*** Flying nuke carriers nukes rebalanced
*** Sera T4, All T3 static, All subs and sera BB, and all nuke carrier nukes now have extra shield damage to the shield (if any) they directly hit (arty or normal)(As bonus damage to deal with arty shield PLUS as a bug fix: turns out nuke damage didnt interact with shields correctly)
*** New icons for basic ACUs, and 4 faction specific icons for the bops ACUs
*** Nomads AI ACU now has changes vanilla ACUs got.
*** AI ACUs now have increased vision range and free full-map standard radar. (for better omni-off performance)
*** Tracking stations now give a visual ping effect and a subtle audible effect every time they begin a sweep.
*** Nomads T1-LAV and T2-Hovertank can now shoot gunships like other factions
*** Aeon t4 walker (colossus replacement), fixed not being able to fire multiple weapons at once.
*** Added Additional Effects to uef t4 air fortress
*** Projectile water impact effects are now larger, projectile impacts on units, air, and shields now use scaled land impact effects (shields still give the ‘ripple’ + the impact effect)
*** Sera t2 tml bomber now has a custom missile with better scripting for air launch
*** Various other nomads-compatibility changes and fixes
*** Disabled uef and cyb T3 engineering ships (temporarily) for balancing
*** New Unit: UEF T3 ‘Assault Carrier’: Can build a limited selection of air,land, and sea units + support-style weaponry
*** disabled uef t3 mobile air staging (was sortof just a placeholder runtill carrier was added.)
*** Cyb T4 PD has slightly more range now
*** New Aeon T4 PD/Outpost, Build on uneven terrain, AA and AG, bubble shield, Radar+Sonar+omni+intel based vision boost (like mini perimeter monitoring)
*** Fixed a bug that caused cyb splitting TMLs to do no damage.
*** Fixed cyb cluster-bomblet TMLs still doing full damage if shot down (now they ‘partially split’ doing reduced damage)
*** New Cyb T4 Strat missile carrier. Fires cluster-nukes. Main missile is intercepted by SMD but will split into 1 (instead of 3), submissiles are interceptable by TMD. Can bypass siege shields. Has low damage and high AOE.
*** AI ACUs now only get the full-map radar and other intel boosts if they have no player allies at creation. Otherwise they only get a small intel boost.
*** Disabled T2 and 3 hydrocarbons (temporarily) as this was causing AI build logic issues (but the other upgradable eco added wasnt?)(They will return)
*** Each Factions ACU Can now build a special ‘field modified’ version of a tech2/3 unit from their faction when they get T4 engineering. (incl nomads)
*** UEf t4 pd excalibur: Updated with new pretty model, fixed issue where it built at an angle, EMPs units around structure when fired, slightly reduced ROF as this can get adjacency and other T4 pd cant (still better with adjacency, but now worse without), tweaked effects, custom copy of projectile that can pen an additional target plus gives vision on first and last target hit.
*** Aeon ACU upgrade changes: Sniper and cannons replaced with twin shoulder snipers and an oblivion cannon. Oblivion cannon disables main gun and overcharge and consumes power to fire, upgrades increase ROF-Range-And AOE range. snipers can engage aircraft (low priority).
*** Improved all 4 acu range ring toggling and weapon targetting and behaviours wiht the targeting lasers. Behaviour with upgrades are now more predictable (range bascially set by the right arm upgrade) and there are only the neecsary range rings for weapons and only when you have the uprgade (torepdos and missiles show on upgrade, AA and non-primary weapons dont show or only have 1 ring.) [bug: min range doesnt always update on the UI but does update in sim/Practice]
*** re added cybran ‘darkness’ t4 intel facility. Will now detect enemy Intel, counterintel(if its not hidden from radar) units and static TML and SML. Will alos EMP static T3 intel structures, TML, and SMLs (effectively adds 1 minute to a 5 minute nuke build time, also can potentially reset all revealed blips by turning off long range radar)
*** increased tracking radius and firing tolerance on depth charge launchers (4 t1 bombers and 1 uef patrol boat). Depth charge bombers now fire pairs of half damage bombs like the patrol boat.
*** all 4 t3 and the cyb t4 strat missile carriers speed reduced, now similar to gunships in speed. Making them easier to identify via just the radar blip (high alt and slow) and easier to intercept.
*** ACU Overcharge now only starts tracking halfway through its flights. Also has a lower max turn rate. Looks better, helps with terrain, and lays the groundwork to later allow manual overcharge to target ground.
*** Rebalanced mines: T1 are half cost (Mass, Energy, Time), T2 are 75% cost, T3 nuke mines have quarter energy cost (unchanged M & T).
*** fixed bug with aeon t1 attack boat and its new multi-weapon setup.
*** Fixed a bug where UEF t3 mobile antiartyshield could not be hit by torpedoes
*** Sera T3 heavyPD: added a tiny AOE radius
*** AI acu overcharge is now cheaper, now not even requiring E storage.
*** Disabled custom faf build animation for colossus (to be fixed later)
*** Fixed/updated colossus grabber arm target restrictions
*** Removed main laser addon ‘pulses’, added a unique quantum maelstrom AOE that does reduced damage the further from the colossus you are.
*** Replaced drone tempest with FAF tempest that supports mobile construction, added buildable hover to construction options, added a chrono dampener when submerged.
*** UEF t3 assault carrier now has mobile factory functions
*** Reenabled factory ability on czar (faf disabled this), and added mobile factory capabilities (click on the hole)
*** Uef T4 gameender (goliath) has drones removed. Reworked the missile salvo. Reworked the flame arms (now can target independently from the main gun and body. Now fires in flame ‘bursts’ that ignore gravity, slow down over distance, and veer off from initial firing direction, and can target air [at lowest priority])
*** Nomads now have a full AI ACU and a BOPsised player ACU with unique upgrade trees
*** Fixed atlantis mobile factory, cluster missiles, and flack
*** Nomads t2 transport is now armed, reduced speed it was given
*** Nomads T1 tank, now fires coax from different barrel, and other related coax changes.
*** Nomads aircraft carrier now supports mobile factory
*** un-targetable Uef acu microsat now ahs stealth and cloaking (still picked up by omni, still untargetable)
*** muted cybran sats weapons
*** uef defence and spy sattelite now have cloaking (still show up on radar, but there sats, only the aeon one would be visible from ground)
*** Novax satellite now had minor radar spoofing and radar jamming.
*** allowed static and mobile nuke defenced to be given target orders. So you can pick a satellite or a blip to shoot at.
*** Gave nomads SMD an antisat weapon.
*** Improved/updated nomads air unit FX (contrails, thrusters, smoke, ect)
*** Updated uef and cyb T3 walls, adjacency shape changing works again.
*** UEF T3.5 extractor, fabricator, and pgen now have PD turrets instead of the placeholder shield (still placeholder textures)
*** buffed cybran stealth satellite: slightly bigger probe radii, doubled lifetime of twin short range probes, increased EMP effects on low tech units.
*** gave nomads some placeholder T3.5 eco upgrades (Highly Volatile, but better then the rest)
*** gave nomads t1,2,3 mines (T1 and 2 are the same as others, instead of nuke, T3 is a single launch anti everything rocket turret)
Hello, this mod is great but it would be really troublesome if every AIs get 2 of the same or different ACUs so please is there any way to disable this feature or can you remove it in your next update?