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 14)
Guest
Guest

Hi, I accidentally came across LOUD two months ago and couldn't believe my eyes when I realized, that you have actually managed to fix the two aspects I hated in the vanilla version of Supreme Commander: Lag and poor AI. Years ago I stopped playing SC due to these issues, but after finding LOUD, I have rediscovered this gem of game and can't keep my hands off it. Truly great work indeed.

There is one option, however, that I wish you could integrate to the game. I like playing with nukes, but dislike T3 long range artillery somewhat, since the AI uses it so effectively and tends to dominate the battles with it. The option "No game enders" takes away T3 artillery, but it also takes away the nukes. Would it be possible to add an option, that only takes away T3 artillery, but leaves the nukes in the game?

Additionally, you have lots and lots of great maps available in LOUD already, but I find myself missing two of my favorites: The Bermuda Locket and Seraphim Glaciers, both 20km maps. If you're planning to add more maps, these are the ones I would vote!

But once again, great mod (or re-visioning might me more accurate way to but it), and keep up the awesome work!

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Croatia
Croatia

Thanks for LOUD mod, I like it, but I have a question about one mod that I didn't saw in LOUD... it's about mass & energy - I bulid a lot mass fabricators (T3) & power factories (T3) but there is never enought power and mass (so buliding anything take too long in real time) and I'm playing this game last 10 years all the time, so Iknow it was always hussle with mass & energy...

In original FA there was mod ''mass and energy means nothing'' - I would like that one mod in LOUD!

Thanks.

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Guest
Guest

First great mod
Second is there anyway to use your mod without any new units, its all I really want.

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Sprouto
Sprouto

We don't include much in the way of new units. Most of the additional units are part of the included mods that come with the Project. You can selectively disable or enable them thru the mod manager.

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Guest
Guest

Thanks for the reply, I have every mod disabled thru the mod manager but there are still several new units, in particular each faction has a new experimental, one of which is so overpowered its taking the fun out of the game. Specifically the King Kriptor for the aeon faction. Again I have all mods disabled in the mod manager. Thanks for the help.

Again thanks for this mod, fixing what the devs should have fixed long ago.

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Sprouto
Sprouto

That's a good point - I had forgotten that we merged an older unit pack (That had some SC2 models in it) with our UNITS file. Those should more properly have gone into the LOUD_MODS. We'll get that corrected. Thanks for the heads up.

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Sprouto
Sprouto

That work is now complete - almost all additional units that are not vanilla units are part of one of the included mods. If you prefer the vanilla unit set, then simply turn off any of the mods which add additional units (Black Ops, Total Mayhem, 4D, LOUD Additional Units, BrewLAN).

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Guest
Guest

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Guest
Guest

Hey. It's been a couple of months since I played LOUD and I updated it earlier. When I tried playing once, everything seemed fine except ship formations, the first two formations in particular. The "tighter square" and the "longer square". There were some empty spots in the formation, some frontline ships were in the rear (i.e. destroyers) and some rear ships were in the front (i.e. cruisers). Other formations, like the circles and wide square, work tho. I'm not sure if this is an isolated thing since I only played once so far.

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Sprouto
Sprouto

We've got some naval formations under construction that have slipped in it seems. The spaces are intentional and are meant to allow the larger ships to move more freely in the formation, while the screening vessels are moved to the outside. The subs will appear out in front of the entire formation. The whole effect is an attempt to create the 'Floating Fortress' tactic of modern naval warfare.

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