Forged Alliance is a stand-alone expansion to the critically acclaimed RTS game Supreme Commander. The game adds a brand new alien race, the Seraphims, who have come back from outer space to wreak havoc on humanity. One campaign had been added, and the gameplay of the three existing factions has been significantly reworked.
This mod from the BlackOps mod team adds more upgrades for you ACU, it allows you to pick an ACU that is more like you're playing style and fits the type of game you like to play.
Readme File:
Blackops Research & Development Presents
Advanced Command Units
Install Instructions:
Remove Old Versions First - Simply delete the old SCD or /mods/BlackopsACUs folder for the old version before installing the new one.
Vault Package - Avalible For v2.7 - Already downloads into proper place. Can be found in /My Documents/My Games/Gass Powered/ect if you need to.
SCD Package - Unzip and drop .scd file in your
Zip Package - Unzip and drop the containing folder into your
Zip Package Alternate - Unzip and drop the containing folder into /My Documents/My Games/Gas Powered Games/Supreme Commander Forged Alliance/mods/ folder. Make sure folder structure is /mods/BlackopsACUs/mod_info.lua. If there is an extra folder the mod will not work correctly.
Activation Instructions:
-Activation of the mod is to simply turn it on in the Mod Manager. Please note that the "Blackops Global Icon Support Mod" must be installed and activated as well. The Mod Manager will prompt you if its not.
Primary Features:
-New ACU Models to facilitate new upgrades.
-Roughly 24 Upgrades per side.
-Upgrades organized into Trees to make advancment options easier to identify.
-Each upgrade provides a health boost to the ACU.
-Endgame ACU Health ranges from 60,000 HP to 80,000 HP.
-Endgame ACU Firepower (DPS) ranges from 1200 to 2200+ dps.
-Upgrades times set up so that Endgame Maxed Upgrades occures at about 1hr+ mark.
-Transparent Cloak Effects.
-Anti Teleport Functions to prevent Combombing.
-Teleport Range Limitations forcing players to use their teleporters for short hops.
-Cheaper Faster Charging Teleporter.
-ACU Teleportation Range Circles. (Marked by Counter Intel Ring)
-Default & Sorian AIs Function Correctly.
-Duncane's AI has been reported to work correctly.
This Mod is designed for people who don't like the fact that the commander is nothing but a liability during later game assassination games. The concept behind it is to allow the commander to be continuously upgraded throughout the game to allow the commander to compete in a front line role on the battlefield. To do this I have created 8 trees of upgrades totaling out to roughly 24 upgrades per side. These trees are divided but function rather than the random placment the GPG seems to have used and while all the effects from the original upgrades should be included they have been recombined and readjusted to the functions of the trees.
The Trees are broken up and grouped based on location for easier choices.
-Left Arm Upgrades are always going to be your engineering systems. These are used to both adjust the costs/time of other upgrades so they are more reasonable to purchase as well as adding to the commanders tech level build capability. Engineering system come in two flavors. Improved Engineering gives the standerd engineering bonuses as well as providing an increase in RAS subsystems at each level allowing the commander to help with the economy as well. Combat Engineering varies for each commander but rather than providing RAS boosts you get combat systems that allow your commander to bring more toys to the front line.
-Right Arm Upgrades are always primary weapon systems and tend to constitute for 70% or more of your ACU's total firepower. All ACUs have three primary weapon systems to choose from. One is a Sustained Fire low overkill weapon that is designed for moving through groups of smaller units quickly. The second is a lower Single Shot cannon that tends to do a large amount of damage and splash to a single point. The Third is a high powered torpedo launcher designed to mince ships wuickly and keep your commander safe underwater, however you will loose most of your land based firepower.
-Backpack Upgrades are going to be the largest part of your upgrades as far as unique capabilities for your commander. These come in several flavors. Defensive Backpacks will often offer the largest single chunks of health effecting bonuses and usually contain shields or armor systems. Electronics Backpacks upgrade your omni and vision radius and provides various countermeasures. Combat Utility Backpacks are probobly the larges one to vary between sides as these tend to focus more on unique features provided by that sides theme as I see it.
Each upgrade is also marked with a tech level in parethesis next to the upgrades name. This represents the optimal commander tech level for which to build this upgrade. Optimal commander tech level is basically the tech level of units/buildings your engineering systems allow you to build. While it is possible to build a T2 or higher upgrade on a commander that has no engineering the time it takes to build the upgrade will be much higher (on the lines of 3x) then if you built the engineering system first. This is done to help control the flow of the upgrades throughout the coarse of the game. It should also be noted that building an upgrade that is lower than your current commander's tech level (for example building a T2 item with a T4 commander) will result in the upgrade building alot faster than normal but at a higher economy drain.
I will also note for those who will wonder what happens to the early game. All of my new and redesigned upgrades are set up for T2 and later as far as balance is concerned. To help combat this I have added the T1 weapon upgrades that already existed (though are now probobly renamed) to the weapon arm. This allows you to get the normal gun upgrade like you would have been able to do anyway to give a slight early game DPS boost. If you do build the T1 weapon upgrade when you move to T2 and go to install a new weapon from one of the trees you will get the "are you sure you want to remove" box. Its because your removing that upgrade to install something different. Don't worry about this as the basic gun upgrade effects are re-applied no matter which new weapon you choose.
While there are alot of upgrades to choose from and even more combinations I have tried to incorporate something for each player style from rush to turtle. These upgrades are also set up for the long game which means you arn't going to max out your acu in a game thats 20min long with nothing but pure combat. But this is by design to make your choices in such situations even that much more varied. You will have to weigh the value of each possible choice for how you want to play your commander. Endgame ACU max upgrade is set to average out to about 1hr game time depending on how rough the combat is.
Known Issues
---Minor Icons if the ACU is put into a group or other similar icons may not show properly. (solved with Global Icon Support Mod)
Change Log v2.8
UEF
Cybran
Aeon
Serephim
General
-Fixed Bugs with campaign Mod Enabler & Old Upgrades
-Fixed Anti-Teleport Ranges
-Updated support for v2 of Global Icon Support
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Change Log v2.7
UEF
Cybran
Aeon
-Fixed Default Gun so it doesn't apply on warpin
Serephim
-Fixed Default Gun so it doesn't apply on warpin
General
-New Cloak Effects Added
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Change Log v2.6
UEF
Cybran
Aeon
-Added TMD to the descriptions of packs that give it
Serephim
-Fixed OC Rang Boost
-Fixed Default Gun Upgrade
-Added Lambda to descriptsion of packs that give it
General
-Fixed T4 Engineering Suites to give proper health
-General Changes to upgrade names to reflect new names
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Change Log v2.5
Major Rebalance, Rescripting, and Effects Adjustment
-Just too any changes to list properly lol
-Added Campaign Mod Support
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Change Log v2.1
UEF
-No Change
Cybran
-No Change
Aeon
-Fixed bug that caused nil value to interupt Artillery weapon switch.
-Disabled TMD on intital spawnin so you don't get it before the proper upgrades.
Serephim
-No Change
General
-Fixed typo in AI Builder Table causing Duncane & Default AIs to break.
-----------------------------------------------
Change Log v2
UEF
-Add OC Range Bonuses
-Texture Adjustment for Gatling Cannon Projectile
Cybran
-Add OC Range Bonuses
-Fixed Micorwave Beam Not Fireing Because its not targetting something in its arc.
-Fixed Microwave Beam Damage Not Scaling Properly
Aeon
-Add OC Range Bonuses
-Fixed Phason Beam Damage No Scaling Properly
-Fixed Aeon Disruptor still fireing after Phason Beam replaces arm
-Add Originally planned TMD to Aeon ACU
-Texture Adjust for Maelstrom effects
-Artillery targetting rewrite to remove weapon toggle (Possibly)
-Artillery Upgrades added to AI Build Tables (If Targetting rewrite works)
Serephim
-Increase General OC Bonuses
-Texture Adjust for Gatling Cannon Projectile (Color scaling effects similar to UEF's)
General
-Code Structure Rewrite
-----------------------------------------------
Change Log v1.2
UEF
-No Changes
Cybran
-No Changes
Aeon
-Increased Maelstrom Damage Output
-Increased Artillery Damage Output
-Changed Artillery Fireing Sequence
-Fixed Artillery Mode no longer Immobalizes ACU
Serephim
-Fixed Area Regen Buff
General
-Fixed Normal Vet Buffs are given properly.
-Fixed Upgrade Swap Glitch
-Enhanced AI Support (Default AIs & Sorian AIs will build Upgrades properly)
-Added More Upgrades to AI Build Lists (They now choose from a variety of configurations)
-Changed Upgrade Descriptions to list buffs added by each Upgrade
-----------------------------------------------
Change Log v1.1
UEF
-Removed Cloaking Device
-Fixed UEF Gatling Cannon Muzzle Effects
-Gatling Projectile Changes as Upgraded
Cybran
-No Changes
Aeon
-Removed Cloaking Device
-Fixed Chrono Damp Not Firing
-Fixed Quantum Maelstrom Not Firing
-Fixed Artillery Firing on Upgrade Construction
-Fixed Artillery Mode Button
-Adjusted Phason Beam so hopfully it works better.
-Fixed Engineering Suite Build Lists
-Added Counter Torpedos
-Added Quantum Maelstrom Effects
-Changed Aeon Artillery Mode to render ACU Immobile
-Increased Standerd Engineering Resorce Production by 50%
Serephim
-Removed Cloaking Device
-Added Teleporter to T2 Intel Upgrade
-Fixed T3 Combat Pack was switching Tactical to Nuke build buttons
-Fixed T3 Combat Pack to upgrade projectile used by OC to new effects.
-Checked OC Damage Boosts given at all stages of Combat Pack Upgrade Tree.
-Fixed Engineering Suite Build Lists
-Increased Standerd Engineering Resorce Production by 50%
General
-Double Checked to make sure warpin sounds where activating properly.
-Added Rough AI Support (Doesn't always work but needs public testing)
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