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Quick correction to version 4.0! Looks like I should've spent a bit more time on 4.0 to make sure everything was okay :o

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SCFA Enhanced Campaign AI - V4.0.1
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SoaringHawk
SoaringHawk - - 30 comments

With my internet fixed I can now play the version of my favorite mod :). Full report later.

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Guest
Guest - - 689,366 comments

Can someone plz say how to install this mod? Im newbie ;p

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SoaringHawk
SoaringHawk - - 30 comments

if you are on steam go to program files (x86) > steam > steamapps > common > supreme commander forged alliance| if you are not on steam idk where but still find supreme commander forged alliance. Go to the maps folder in supreme commander forged alliance and drop in the folders like X1CA (or something like that). Then put to other ones into the gamedata folder in supreme commander forged alliance.

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SoaringHawk
SoaringHawk - - 30 comments

Suggestion for the last mission: You could make it so Fletcher tries to capture the black sun control center.

Suggestion for mission 2: This one is probably more difficult. Is there any way you make Thalia construct a couple naval factories on shore north of her base? Then have her send some naval attacks against QAI.

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gregory1001 Author
gregory1001 - - 217 comments

Last mission: he does already ;) the only problem is that the transport carrying the engineers flies over your base, and it's pretty hard not to let him do this.. Well, I can, but that meanse he'll drop the engineers far away from the control center.

Mission 2: I've also been thinking about that, But there is 1 problem with that.. If the player takes up that space, she can't do it. And I always tend to create my own naval base at that very location. But I'll reconsider it :)

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SoaringHawk
SoaringHawk - - 30 comments

oh so thats what the transport is :P. I always shot it down to quick to see. Maybe add in like 10 t3 fights and some t3 bombers to take away fire from the transport? It wont work all the time but it would at least give it a chance for some players.

Good point, Maybe make a command button for where you want the base to be, and add 2 yellow markers where you can click? It would be difficult, and i dont know the limits of what you can do but it is an idea

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gregory1001 Author
gregory1001 - - 217 comments

Well, the script to go capture the control center only accepts engineers and transports, no other units :( I could make a new one to tell other units to guard existing transports, but that means they'll follow the transport. In turn, that means that they won't draw fire for it, since the transport is likely to be the first unit in range of your AA-defenses :(

That is possible, if I can find a way to check if the placed ping is inside a location. Never needed it before, so never thought about it xD

Bad news is, I've got my examinations coming again, the final examinations of my first year of college ^^ which means I'll pretty much be inactive for the time being :(

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SoaringHawk
SoaringHawk - - 30 comments

Maybe make a wave of units fly over slightly before the transport. Im sure you will do your best to figure it out. School comes first, good luck on your exams.

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Guest
Guest - - 689,366 comments

Stuck on mission 5. After defeating Hex5, the map doesn't expand.

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SoaringHawk
SoaringHawk - - 30 comments

I think that is just you, I just played the mission and it worked fine. Try reinstalling the mod or just replaying the mission

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Guest
Guest - - 689,366 comments

I tried reinstalling the mod and the whole game several times already. Maybe it is not compatible with my version, since I am using the FAF version?

To be precise, in mission 5, I freed Amalia, fortified all 3 ACUs' bases with shields, especially Fletcher's, to ensure his safety during the mission, then I let Fletcher's forces to destroy Hex5's base. After Hex5 was destroyed, the map wasn't expanded like what it was supposed to. I even waited for 1 hour. The mission objective left was just to protect Fletcher, as Hex5 was defeated already.

Thanks for your great mod. A suggestion, if I may; if possible, please make the enemy AIs much harder. An ever-expanding enemy bases is also cool as to remove the feeling that the enemies are just waiting there to be destroyed eventually by human players.

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gregory1001 Author
gregory1001 - - 217 comments

Well that is weird... I don't get any errors either.. FAF could be the issue indeed, but I don't have a clue about it to be honest.

And I might know what to do for Hex5 to make him a bit stronger ;)

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SoaringHawk
SoaringHawk - - 30 comments

I agree with him. If you play on hard the chances are that you want the enemy to give you a run for your money. So a enemy that continues to expand and sends harder and harder waves sounds like a really good idea.

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tomantoman
tomantoman - - 66 comments

Okay, finally I identified where the problem was. I ran your mod with Campaign Enabler mod from here Gamefront.com. When I disabled that mod, yours worked as intended.

It seems that your mod is not compatible with that mod, or that mod is very buggy since it was from 2008. It would be nice if you could take a look and make it compatible to each other. I would like to try myself but I don't know how to read scd files.

For the hard AI topic, here are some suggestions. I don't know about the technical difficulty of the coding, but it would just be nice if you could make it happen.

Allies:
1. Always make their own bases once they are "freed" by us, like Amalia of mission 5, and always expand to really push hard to the enemies. In mission 5, I find that her base is too... insignificant.
2. Always make their own base's defenses. These include point defenses, tactical and strategic defenses, and shields. Lots of shields.
3. Always upgrade their bases as efficiently as possible.
4. Always make their own units to engage the enemies as massively and as effectively as possible, including T3 artilleries and experimentals.
5. Always expanding their bases. Eventually, producing nukes and really shooting at the enemies.

Enemies:
1. The same as the allies above.
2. Taking different paths to attack us. In mission 1, the Seraphim doesn't use the land area south of his path to Fletcher's base at all.
3. Always trying building their new forward bases on the blank area and the area that we might have cleansed before, and expanding them. In this way, the player might lose the supremacy over the conquered area.
4. Always building lots of T3 artilleries and experimentals.
5. Always building lots of base defenses and shields.

The enemies need to be at least 5 times stronger in offense and 20 times in defense, so it won't matter whether the player turtled or not before the map expansion. I could always destroy the next map expansion's target in less than 2 minutes just by preparing 100 or so T3 bomber planes. I don't even need any experimental or new base.

It might be unrealistic, but it's cool to have a campaign that is more challenging than playing skirmish.

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gregory1001 Author
gregory1001 - - 217 comments

Technically, I don't make a mod, I directly edit the game like if it was shipped that way. The problem could lay in the fact that I have edited the .scd files? I have no clue.. but those .scd adaptations are needed to increase the flow of AI decisions :(

Allies:
1. Already done for Amalia. Her base is indeed small, since I never finished it xD It was a work in progress in 4.0, but when I had to upload 4.0.1 I didn't think about her at all... It wasn't meant to be uploaded at this time, since her base is basically a copy of the Hex5 expansion, with some more factories. Also, I don't really want to give her a big base, since you then have 3 major allies with you.
Also, you must not forget that a map can support 8 player at max. To make room for Amalia, I had to delete the order from mission 5. However, I think mission 5 was the only map that already reached the player cap :)
2. Basically, you want their bases to grow over time? Some AI's are meant to be weak in defenses, like Thalia in mission 2. If she has a base which is unbreakable, what is the point of the "defend HQ" objective then? In some way, the AI can already defend itself a lot better in comparison to the originals, but in some way I'd also like the player to assist them when needed if they want their support.
3. I've been working on that for a long time already, changing the script behind the bases which is hidden deep in the file structure. Base structures, like factories, should now always upgrade whenever possible!
4. An AI which doesn't send any units isn't an AI imo... So yes, I agree with that! However, for the experimentals.. Again, I don't want all allies to be almighty, so I'd only give them experimentals when I see fit, like Celene in the 2nd mission.
5. Again, continuously grow their bases? Same arguments as in allies.2. I'd say small and weak AIs should remain weak unless they have story significance, like James in M4 or the 2 loyalists assaulting the prison in M2. Thalia isn't meant to be an Aeon commander like Rhiza, and so on. I believe that the rest should be okay no? Dimitri expands his base in M5 later on in the mission for example. If you have suggestions, please be more specific :p lol

Enemies:
2. Agreed, I'll make work of it whenever I can :)
3. I could make some forward bases, but if you want them to move out to the conquered areas, it'll be a copy of their old base. Is that what you want?
4. Same with experimentals as before. Experimentals will only be fitted where needed. I could always add some T3 artillery pieces, that's a good point.
5. So you want it to be nearly impossible for the player to break their bases?

I've got some personal doubt with some of those ideas... If I'm going to do all that, it'll take a long long time, be sure about that :( I can try some things, but not everything :s

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DaedalusAlpha
DaedalusAlpha - - 3 comments

I'm having trouble getting the first mission to start. When I get to the dialog to choose faction no commander is spawned when the gate is destroyed and the mission can't be continued. I'm using the steam version with version number 1.6.6 if that affects anything.

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gregory1001 Author
gregory1001 - - 217 comments

Well well, I've heard this so many times already, but I don't have a clue why that is happening... I'm also using the steam version for my edits and I have never encountered that bug myself. So if it is not bugged for me, I can't fix it, I'm sorry :( I really don't know what could be causing that for you...

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DaedalusAlpha
DaedalusAlpha - - 3 comments

Thanks for the answer. I'm a programmer so I'm not afraid of messing around in the files myself. If you could give me a pointer in the right direction I could try commenting out your modifications piece by piece until I can get it to start. It seems like the initial trigger in the missions aren't starting, so in which file would I look for that? (Btw, do I need special software to modify the files or will any editor do?)

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Ashtak
Ashtak - - 1 comments

I had this happen too, i tried to start the first mission and they just destroyed the gate ( i think the triggers are in the wrong order for some reason but im just spekulating.)
And when i dont copy the first mission and and only use the files at the from the 2nd mission onwards it has the same problem.

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DaedalusAlpha
DaedalusAlpha - - 3 comments

I found a solution that at least let me start the first mission (I haven't actually tested anything else, but I hope the rest works too).

What I did was:
1) open the new lua.scd file in a zip utility (7-zip for example)
2) extract the file contents to a temp directory
3) add all the extracted files and folders to a new zip file with *no* compression
4) rename the zip file to lua.scd and use it instead of the supplied lua.scd

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Saelac
Saelac - - 5 comments

Yea, apparently removing the lua file from inside lua.scd and making a new Winrar Zip Archive, shoving the lua from lua.scd into it and renaming it allows me to do the missions as all the races now. Mine is more compressed than the in mod compressed one (based on file size), but certainly working.

Found out that missing the lua.scd file entirely had the same affect as having the mod's lua.scd and attempting to play any race other than Aeon for me

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Guest
Guest - - 689,366 comments

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StalinGrad6
StalinGrad6 - - 102 comments

critical failure mission 2. at the end of the mission when the seraphim is supposed to enter the area for capture, game keeps going but seraphim NEVER spawns, making the mission completely uncompletable. PLEASE FIX!!!

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Guest
Guest - - 689,366 comments

i have played this mod many times and i like the bases of the enemies a little harder
the allies are fine i think you need to support them a little but that is logic
else there would be no need for you
but the bases of the enemie are pretty easy to kill
with forward bases it would be more difficult
but still there main base is most of the time easy to kill i say give them more shield and deffensive structures
you can give them anti air and ground def
but the def is easy to kill in my view i play it on hard almost always
because they have only a few shield i think most of the human players have like 30 shield they have like 10 so that is not so much

i like the mod alot thank you for making it
i have had so much more fun with it then with the normal campain
ps sorry for bad english

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idwerKael
idwerKael - - 1 comments

and in the last mission you get 2 support commanders can you start then with your own commander tech 3 to because you got 2 support then it would be better in my view that you have a tech 3 commander to
i dont know if this is any good but pls think about it

and this is my real account
and again ty for making this mod

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Jack_Jack
Jack_Jack - - 82 comments

Ok great job, played and zeroed campaigns and became more difficult still think could be even more difficult.
One way would be open map after a while, keep player doing lot of defense and attack units before their mission and open map.
I have mod here adds a timer.
Good question now would also be a mod in this SupCom "Vanilla". For campaign is much more elaborate and complex, but units "Vanilla" are bad compared FA, my suggestion was to make Mod campaigns Vanilla using units of the FA. :)

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Guest
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