BrewLAN 0.8.3, revision 711. The convenient update.
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.
Change log?
From Balthazar (mod maker) on Discord:
The most noticeable change is probably the penetrator bombers for the R&D sub mod
LOUD has some of the changes already, although some of the others might take some time
I suppose I shouldn't say the most noticeable change, they are the addition I spent the most time on; the tech 3.5 bombers.
Notable fixes:
Fixed the script that is supposed to detect and fix incorrect installs.
Fixed the Iyadesu breaking on some versions of the game if there were no build restrictions.
Fixed a potential AI related crash related to buildings being issued move orders.
Fixed Cybran and UEF tech 1 air staging being off centre.
Notable changes:
Split off advanced AI features from BrewLAN to their own mod.
Projectiles from the railgun Excalibur are now more reliable and have AoE where they eventually stop.
The Panopticon and the Seraphim tech 3 optics now have water vision.
The Stargate now warps projectiles.
The Gantry tech share feature now tracks factories and engineers for deciding what experimental to give access to, and now longer counts engineering stations.
Gantries now more dynamically choose their whole build lists on launch. Most visible effect of this is that they all now gain the ability to build field engineers currently.
Increased the rate of fire of the Ivan drop-pod artillery.
Increased the population cap of mines.
Mines can no longer leave wreckage's.
Aeon shielded mass extractors now disable the shield when production is disabled.
Various AI categories have been cleaned up.
UEF mobile anti strategic missile launcher now fires volleys of 2 rather than 3. Effectively the same as before, but graphically different.
Some localisation strings that shared vanilla strings are now unique.
The Centurion can now fire its weapons simultaneously, and is now considerably more effective.
Notable additions:
New mods:
BrewLAN: AI
Invisible War
Knife Fight
Scathing Beetles
BrewLAN:
New tarmac textures for size 8 buildings for Aeon and Seraphim.
Research & Daiquiris:
Tech 1 tidal generator for Seraphim.
Tech 1-3 hovercraft factory for Aeon.
Tech 2 light power generators for all factions.
Tech 3 penetrator bombers for all factions.
Tech 3 penetration fighter for Cybran.
That's missing some stuff, I never got chance to finish compiling it before I left for the airport. I've been traveling for most of the last day solid.
I'm aware, but it at least gives people a rough idea of what to expect before you yourself post one when you're back ;)
That was more for other peoples benefit than yours. Other people might not know.
Fixed one problem and now have another that being I only get the map and ingame players/unit counter thing with ONLY the unit count showing
Keeps on crashing
I cannot download the mod... it keep saying the file is not available on any mirrors...
same as wraith
And stay safe Balthassar
If you're having issues you can download it from the GitHub releases page. Github.com
Just be sure to remove it from the extra folder git adds.
thanks boss. keep up the great work. having loads of fun with this
Hey, im playing on FAF and tried to find your mods, but im not sure if i found the right one. if you feel like it, i would love to see your newest Mods their marked as such. Greetings Deadworker
PhilipJFry the FAF moderator deals with the FAF releases, so if it says uploaded by him it's the correct one(s). The sub-mods are uploaded as mod packs on FAF with "BrewLAN" at the start of the names.
Hello! quick question, me and my friends love playing this game but it always slows down after playing a while. Would this mod help with the issue?
It's the AI that causes the most slowdown, honestly you probably want LOUD to fix that.
Awesome job
I'm loving all of the details and units in this mod, but before I download it, just two questions: With the gantries, do they have a veterancy function that adds the stars the more units they build, and is that in any way compatible with the vet research upgrades from Experimental Wars?
Also, do walls (specifically the bigger t3 kind that you can build units on) count as units themselves?
Thanks!
The gantries use the default scripts of factories, so it depends how those were implemented in those mods.
Walls count as units, but they their pop-cap requirement is less than 1. It's not 0, but it's less than 1.
Thanks!
In the Exp wars mod, when you upgrade the research structure, it corresponds to the veterancy level of the units built, so if an air research center is at tech 2 level 3, for example, any air factories will produce anything tech 1 at full vet bonus (5-star) and anything tech 2 at 3-star.
Default vanilla walls still don't count towards popcap, right?
Thanks again, this will be really helpful!
I think they are a 10th of a unit. I'd have to check.
Thanks you!
Does the FAF-vaulted version of BrewLAN interfere with the installation of this version of it? I'm thinking of downloading FAF and I wanted to know if I have to replace or redownload files if I switch from FAF to Steam (Regarding BrewLAN).
Both versions are almost entirely identical and you probably wouldn't spot the difference either way.
If you're worried you can install this version entirely in the game directory rather than split between gamedata and my documents if it's not already, that way since FAF doesn't load from the default game directory they can't interact at all.
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I don't maintain separate versions. I can't stand the thought of doing parallel development for different variations of FA, so I make the same code work on all of them. It even (mostly) works on the original Supreme Commander. The only differences between this version and the version on the FAF vault are a function that I added to make use of the under-construction-experimental-order-queuing feature on FAF, which I added shortly after 0.8.3 and didn't see the point in making another update here for, and also the FAF vault version has the Aeon Experimental Shield from Bubble Tea disabled because I could never get it to work under their modified shield code.
Why does it keep on crashing on me?
You probably installed it wrong.
Fixed but have another problem.
What is the problem?
The only things that appear are the map when I'm playing a game is there's ONLY the ingame thing that shows what players are ingame even then it ONLY shows the timer and the unit count.
What mods are you running, and can you give me the game log?
I don't know how do give a game log but I DO know which mods I I have.
Experimental Wars (not active)
Black Ops Icon support (active)
Total Mayhem (active)
Supreme Mech Commander (not active)
Realistic Nukes (Active)
And some of the mods that come with the game.
If you use the launch command /log logname.log it will save the game log to that filename in the game directory. I assume since you're asking here that you're using this version (0.8.3)?
NVM problem solved.
Which of the unit mods I'm running can I have enabled with this mod?
Yes I am (using the Github version as that's the only one that seems to work) and I can't find it.