This group is actively developing the LOUD mod for Supreme Commander Forged Alliance, with the following design goals in mind: 1) We needed an AI that would give an experienced player a challenge. This AI will definately do that, with multiple transports dropping troops on you, to late game platoons of experimentals heading your way. The AI will use effectively all of the units in included mods with this project. 2) The game speed as the number of units increased has always brought the game to a crawl. By tweaking allot of the game code, as well as the maps and unit files, the game speed has been improved drastically. This version of the game will now run 5000+ units at a game speed of 0, with 4 AIs and a 20 or 40 km map.

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Comments  (0 - 10 of 26)
Abanamat
Abanamat

Can anyone tell me, the UEF T3 Artillery defense grid, is that basically a better T3 shield? Does it work only against artillery? Does it protect against other threats?

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Sprouto
Sprouto

That's strictly for artillery - and does not intercept any other kind of incoming fire. It's intended for use as an additional tool in conjunction with a normal shield matrix and it's real goal is to insure that your surface shields only have to deal with ground fire.

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Guest
Guest

I would like to see a mod where i can turn off the following:
1.
If i shoot an experimental bomber of a experimental disc out of the sky, that it wont fall on my base and completely destroy half my defences, its been shot down, it lost. Now i regularly see trains of bombers t3 and experimental focussing on 1 target, and flying in that direction, counting on being destroyed at a certain point, continue flying and aiming for the wreck to drop on my building. Sort of an Anti-"i`ll drop on your base and you still lose-mod.
2.
I notice that when i select an army and click on a secluded/lonely/unprotected target, that immediately after i click on it, enemy troops will move in and cover it, even before my troop have been able to cross the map and attack it. Sort of an Anti-Precognition-mod.

These things are ruining the gameplay for me and my friends.

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Sprouto
Sprouto

Well - to be honest - huge things falling out of the sky is pretty realistic - and the large bomber raids you see aren't intending to fall on you - they're just focused on killing something in particular. Tip - don't cluster your defenses immediately around important targets - have good recon AWAY from your base and intercept the raids BEFORE they reach their target.

There is a 3rd party mod which will bounce falling aircraft, but we don't have it in LOUD.

As for enemy troops moving to unprotected points, LOUD is simply guarding his assets, it's not based upon you deciding to move your units there.

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Abanamat
Abanamat

This is great! Thanks for your effort guys!

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Lordwolf2006
Lordwolf2006

I have a doubt, i have downloaded the mod, and here i have the updater&Launcher; in the version 4.57, but recently i saw here a LOUD Ver.5.0Remedy.... which one is the latest version of the mod?

Anyways, i played with it here, and i must say, i am impressed to see a full 8v8 AI match with 2000 units cap, running without my units being in slowmo mode, that's all i ever wanted for my supreme commander experience. Great work you guys did, thank you guys.

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Sprouto
Sprouto

Thanks for your kind comments.

The Updater/Launcher is currently at version 4.57

The AI code in LOUD is currently at version 5.1 Kreamy Biscuit.

Enjoy - and drop by our Discord server to take part in the conversation about it's continued development.

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Guest
Guest

is there a list with all the units added with all mods enabled?

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Sprouto
Sprouto

Not really - since it's easily several hundred spread across several different mods. While we don't include absolutely everything from every mod we've adapted, we've worked hard to keep those that add something to the game that isn't already there and those that are truly unique and don't upset the overall balance of the simulation.

We've taken considerable effort to streamline and optimize those functions which may be added by specific mods, to insure that the performance of LOUD stays high with any mod we include with the package.

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Guest
Guest

Why is seraphim t3 long range arty (experimental rapid firing arty from one of unit mods does the same) landing shoots always just before its target? Is it just me or is it some kind of a bug?

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Sprouto
Sprouto

It was a bug - but it's fixed in the latest update.

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