BrewLAN 0.8. Revision 666. At long last, the beast is released.
You can safely skip this section and go right to installation if you don't care what the individual parts are.
Inside the 7z download you will find folders called mods, maps, and gamedata.
The gamedata folder items contain UI textures and lobby options, neither of which can cause desync because it's all client side. They are not strictly required for function, but you will be missing custom unit icons, strategic icons, buttons, and the ability to configure Crystal Hill, TeaD, and Crate Drop in the lobby.
The maps folder contains a custom 8-player version of Gentlemen's Reef, called Mentlegen's Reef, with a starting position in the centre, for 1 vs many games with Paragon Game. The other map, Dev-Tex, is a white map I use for creating icons and other testing. Neither are required. Add seasoning to taste.
The contents of the mods folder is where all the business happens. The BrewLAN folder, contains BrewLAN, and the other five folders that start BrewLAN_ contain the other 20+ sub-mods, nested in groups so it's tidier in your mods folders, and it's easier to uninstall. Which is relevant if you want to install a later version.
If you wish to use BrewLAN with FAF or LOUD, get it from their respective mod vaults. Remove any and all old versions of BrewLAN before beginning, from both your documents and your directory. Note that mod installations in your documents folder will overwrite installations in your game directory.
Inside the 7z file you will find mods, maps, and gamedata folders. The mods and maps can either go in your documents or your game installation folders. Valid directory examples include:
%UserProfile%\Documents\my games\Gas Powered Games\Supreme Commander Forged Alliance\
...\SteamApps\common\supreme commander forged alliance\
...\Program Files\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\
If the folders already exist in the target locations, merge. Maps will already exist if you're doing this in your installation directory, but mods might not. I can't guarantee either will already exist in your documents, but there should also be a replays, savegames, and maybe screenshots folders if you've ever played the game before.
The gamedata folder needs to go in your installation directory, see the last two examples above. There will already be a gamedata folder there, so merge the contents. If the scd files end up with other scd files, then you know they are in the correct place.
If you did everything correctly, assuming installation entirely in the game directory rather than split between your documents and the directory, your game install should look like:
You should not have any instances of /mods/mods/ in directory structures, or any .scd files anywhere within mods folders.
If the mod icons appear yellow on the mods list, they are not installed in the correct location, and are probably nested in a way that they shouldn't be. If unit icons are missing in game you didn't install the scd files for the gamedata folder correctly.
Any other issues, feel free to ask. If you want to be helpful with your troubleshooting questions, run the game in windowed mode, press F9 to launch the log window, un-tick the debug and info messages, and quote the warnings and errors that are shown. You can also access the log with the launch option /log logname.log
which will create a file called logname.log in your game directory.
Yeees... There it is - BrewLAN 0.8!
Thank you Balthassar. I love your mod.
Cool, ill load up some FAF tonight.
I just played it and you did a great job!
I wish the Cybrans Experiment Factory could also build a Soul Ripper.
The slink could also attack ground units before, that can be changed again.
Hedgehog, Adreamelec and Blade Raven have a great design. I do not like the experimental ghetto tank transport. Repurpose it to totally different kind of fat-boy-unit.
Experimental Air Unit Idea for Cybrans: I want a really great-looking air unit (not like the ugly Soul Ripper) and a powerful big laser that leaves a big gap on the ground during a quick overflight(how the monkeylord does it). Very powerful and precise. Of course, with many air missiles. highest damage rate of the laser like the Cybran ACU.
Whoh~ I can build Experimental Dreadnought on UEF Gantry...
Cause I found out that with both Black Ops and Experimental Was mod on, I can't build UEF Dreadnought at anyway =(
Although strangely, Experimental Engineer doesn't seem to be working.. I can't get it to reconstruct anything
Seems to be working for me with BlOps and EW. Technically it doesn't actually reconstruct things anymore, you reclaim them and it gains the ability to build them. It doesn't actually turn wreckage's into units any more.
So how's does it work?
Where can I build reclaimed unit? I can keep reclaim the wreckages and can't anyway to build these units
If the beam effect of it reclaiming never stops, then something's broken the script.
What is supposed to happen is it reclaims the wreckage, and gains a drone. Both the Iyadesu and the drone have access to build the reclaimed unit. If the drone ever dies it loses the ability to build that specific thing. 8 drones max.
I've tested it with all 3 different versions of Experimental Wars I have installed, and it's working for me. (Although I have no idea which is supposed to be the latest version because the version numbers are all over the place.)
So I'm going to need more information on what version of everything you're running to identify your issue; mods, FAF/Steam, ect.
BrewLan v0.8
Experimental Wars v2.8.2
BlackOps Icon Support Mod v5.0
BlackOps Naval Balance v1.2
BlackOps Special Weapons v1.3
BlackOps Unleashed v6.0
BlackOps Unleashed Balanced v6.0
The game v1.5.3596
Hm, I don't have a way of testing the original retail version. You might want to patch the game to 1.5.3599 and see if that fixes things and/or send me the log so I can see what it's doing.
I have the same issue but instead of experimental wars I have total mayhem v1.20 and my game is up to date (retail version) do you think blackops is causing the issue?
Can you send me the log? It's hard to say without seeing the log.
There's details of how in the 'troubleshooting' section above.
I decided to add units from the other mods to the research center, but their icons are not displayed (Unit in the research center is there, but it does not have an icon), what should be done to display them?
Because the research items are technically their own unit, you need to copy the icons of the originals but add "rnd" to their unit code. So for example, "url0101_icon.dds" gets duplicated as "url0101rnd_icon.dds".
Thank you
Just out of interest, what things did you research lock?
I added units from Black Ops and Infinity Wars.
I wanted to learn (because it is not strong in programming), which is responsible for the fact that when upgrading the research center, such units as engineers, factories and the chief commander are also upgraded, I would like to remove it.
They technically aren't upgraded, they just gain the higher level blueprints. They build them considerably slower than an actually upgraded factory or a higher tech level engineer. Think of it as a software update for them.
It's a fairly ingrained system into the mod. The function CategoryArrayRemoveTierN() from blueprints.lua is responsible for most of the set up for it, but you'll also need to make sure that 'NOTHINGIMPORTANT' remains a valid category, which DumpOldBuiltByCategories() handles, which is only called by CategoryArrayRemoveTierN(). You'll then also need to replace any references to the category 'BUILTBYENGINEER' with 'BUILTBYTIER1ENGINEER', which is used by the tech 1 research centres and is referenced by blueprints.lua.
Theoretically that should do it, but I might have missed something.
Balthassar, In the Multiplayer the mod seems buggy because of an error such as # 375, I would like to know if we were wrong to install it or it is a problem of the mod thanks.
If you're getting a desync error, someone installed it wrong, or has something else different with their install.
First check everyone deleted any old versions of the mod they had before installing the new version. An overwrite wont remove old redundant files, and the game will still load them, and will report differences even if it can't do anything with them.
If someone installed it to the wrong place, their desync message will be different and should tell them what they did wrong. Get everyone to actually read their desync message and that should answer that one.
If all that fails, have everyone compare gamedata folders, and fix any differences with them.
That should fix desync.
The spy satellites from the UEF T3 observation satellite factory have less than a minute's worth of fuel, causing them to travel very slowly. Was this intended?
Yes.
It was so you could get them into position quickly, but not scout the whole map. And to give the impression of geostationary satellites. That's why the fuel total is a multiple of map size.
So quick hiccup: my copy seems to think it's version .7.5.5, and I can't figure out how to change that. How would I go about troubleshooting this so I can try out some of the new bits?
Recently playing for UEF discovered that T4 extractors, generators and fabricators of matter automatically build turrets around them, and this greatly hinders the game, as they occupy a limit. I wanted to know if this can be removed
If you don't plan to play with other people you can modify the "/brewlan/lua/uefunits.lua"
Comment out or remove the line that says "ChangeState(self, self.PanicState)".
Or alternatively, don't let them get shot.
Did the today's update change something?
From 8 of august one
It fixes some translation errors, and updates some of the sub-mods. Nothing sim-side has changed for BrewLAN itself. I'm currently doing a write-up for it.
I don't have any other mods installed . Where are my logs located ?
If you run it in windowed mode you can press F9 to show the log, you can also use the launch command /log logname.log which will create a log file in your SupCom route directory.
Here is what I got when pressing F9 in the broken match .
Docs.google.com
Also , I tried the BrewLAN featured in the LOUD mod and it works . But I think the LOUD BrewLAN is not up to date .
BrewLAN for LOUD is it's own thing. I'm not in full control over it there.
You installed it wrong. You have mods/mods/brewlan. There should only be one mods folder.
Although it's crashing because my script for correcting the milliard of issues that causes isn't working.
That's wrong , my folders does mods/BrewLAN,BrewLAN_Gameplay,BrewLAN_Modules ect ... and not a mods/mods .
Are the "BrewLAN_####" like a "mods" folder ?
No. You have a folder called "mods" inside your mods folder. Every single log mentioning directory confirms it, and the BrewLAN location is reporting as "/mods/mods/brewlan". It should be "/mods/brewlan" you installed it wrong.
If you have a yellow icon on the mods list, it's in the wrong place.
Ok , I founded the problem !
I was referring to the files into the steam folders , not the one in the "My Documents" folders which had the mods/mods problem . I fixed it and now it's working !
Also , is the mod translated in french ? The new units' descriptions are in the right language according to their description .
Thanks !
The mod is translated into 9 different languages. I can't personally guarantee how good the translations are, but they exist. I am open to corrections for the translations.
Hi everyone i have trouble with this mods i already follow the instruction but when i installed and selected the mods in the mod manager like brewlan, brewlan ui, bubble tea, caffe corretto and research & daiquiris and play them on skirmish all i get was the top view of the map and nothing else like seriusly nothing no acu no ally acu no left top mass and energy no middle top bar and the right top only show the timer but the timer does not move and nothing else. is there something else to install or what im very confused my previous mods is okay but not brewlan. >>>>>> Nevermind i fixed it already after reading the comment carefully one by one thank you to #filzar
OK never mind turns out you need to extract the mod when in the FA folder instead of in the moods folder *placing this as a note in case anyine else has this issue