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Comment History
Dalas120
Dalas120 - - 17 comments @ Timed Campaign Mod Version 2.0

FYI, I know that the mod summary says only the first mission works, but I can't for the life of me figure out how to change the summary. The second mission works too now.

Good karma+2 votes
Dalas120
Dalas120 - - 17 comments @ Supreme Commander Timed (Harder) Campaign

Probably not for a while, sorry. I'm pretty busy right now, and don't have much time to work on this. I do hope I will eventually be able to finish it up though! Adding the timers is pretty easy, its just balancing everything so its playable that makes it difficult.

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Erm, sorry about that! I can take it down if you want, I just couldn't think of a better place to publish the files. I just added version 1.1, which has some ai changes. For example, the M2 town rebuilds all its defenses after a while, and Gari rebuilds all of her bases given enough time. One annoying issue is that Gari always walks out on her own to rebuild bases, which gets her killed pretty quickly. I tried using a variant of your operation 3 colossus movement code to give her constant orders to return to base, but it doesn't do anything :(

Also, the small south-eastern town in the third mission now builds some defenses, but for some reason I can't get air patrols to work properly. I've got a patrol chain set up around the perimeter of the base, but when it builds planes, they mostly fly straight to the order naval base and land just south of it. Every now and then a plane follows the correct patrol route, but not very often. Any advice on either of these issues?

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

For some reason it doesn't show up on my profile, but its called Supreme Commander Timed (Harder) Campaign

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Hey, I spent some time and came out with a version of the first mission that has timers, so it auto-advances to the next mission. It's balanced for hard, but it should be playable on all difficulties (though easy has no timers). I uploaded it as a mod on my profile - take a look - I also made some minor AI changes that I thought would be cool.

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ First Pictures

Two beachhead bases are visible in the front of this picture, and the UEF town and aeon bases attacking it are visible faintly in the back.

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Yeah, that sounds perfect! Sorry if I've sounded like I'm complaining, I just really like your mod, and I have nowhere near the skills to work on it myself. Good job!

(Though I might be back with more comments after I finish the 3rd mission)

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

That is a good point for the fatboy, but I was just thinking a little out of the way, maybe the bottom left corner of the base, so that fletcher could keep making fatboys even if his front was being overrun

And the linking idea is pretty smart. I look forward to the new version!

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Mmmmm . . . that's a good point. The ability to build up a massive army with no time pressure, or just research TP definitely can throw a wrench in things. I guess you could put more PD around the prison or something, but that's kinda clumsy. Is there any way to have gunships and ground troops move towards the prison if enemy units are detected there?

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Oh, and also(#2), the gauntlet (second mission) seems really weakly defended despite the emphasis that the second objective cutscene puts on it. Adding more turrets would be cool, and maybe a shield generator or artillery piece on some of those gaps in the hills. It's also really easy to take the loyalist prison if you send in 5-6 transports with stealth field generators, one of which has a sACU as well. The sACU can easily kill off the single PD at the prison, and is immune to gunships if it has the AA upgrade or builds a couple of turrets

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Oh, and also the kill experimentals objective seems a little outdated, especially since the seraphim sends a constant stream of them. Maybe you could get rid of it?

And on the second mission the loyalists are put under more pressure, but they dont really die, they just sit there in a stalemate. Maybe adding an extra-strong attack wave after a while could kill off the commanders. Cool function though, I never would've guessed those tanks were just being spawned if you hadn't told me!

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

You're right, of course! I forgot that saves are unaffected, and fletcher dies fast with the new update. Fletcher does have a couple of things that bug me though. First of all, he doesnt build any Percivals, even though you have them unlocked, and they're a perfect counter to othhums and experimentals. Ravagers would be cool too, but that's not a huge one. He also builds fatboys in the most exposed part of his base... maybe you could move that back a little, closer to the HQ. Finally, and most important, once fletcher starts losing engineers he rebuilds them instead of his army, so I got to watch a long string of engineers run straight at the seraphim's blocade. Of course, if the seraphim gets that far you've probably lost, but building troops instead of engineers could slow that down more

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Maybe no timer on easy, long timer on medium, and short timer on hard? Dunno. The AI chips was just an example of another timer though - you know, "you have 35 minutes before QAI implants the chips".

Another thing that would be easier to change would be to make the good AIs actually die. You've done such a good job of balancing that none of your major allies, like Celene or Fletcher (especially in the first mission) ever die. Fletcher can even beat the 2 seraphim experimentals on hard by himself! I'm not suggesting you change a ton, just make the enemy ais beat the allied ones after long enough. IE - make the 2 loyalist commanders south of QAI in the second mission get attacked stronger after a while. Btw, it would be cool if Celene rebuilt her southern base too. And lastly, (my comments are mostly on the second mission because I just finished it with 3.3) QAI dies to 2 spiderbots if they approach from the sea, with 2 floods for stealth and 4 cruisers for fire support. Since he has numerous experimentals patrolling the front of his base, it doesn't make sense that the back of his base would be so easily taken.

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Oh, and also, finally, for real this time, how are you getting coordinates for your pre-placed units? So far I've been doing it by guess-and-check, and believe me that gets tedious.

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Also, it would be cool to add some "throwaway" commanders on a few missions, especially the first. It doesn't make sense to me that Fort Clarke is the most important base for the coalition, yet you and fletcher are the only commanders there. Maybe a commander could jump in after each order base you destroy, or maybe you could add a commander in that little area south of the seraphim. Those commanders wouldn't have to be too important, just enough to add to the feel. Keeping them alive wouldn't need to be an objective.

Good karma+2 votes
Dalas120
Dalas120 - - 17 comments @ SCFA Enhanced Campaign AI - V3.3

Hey, congrats gregory! I was worried you'd stopped working on this. Gj on everything so far, and I really like version 3.3. The only chance I would recommend (and its a big one) is to have some sort of timer on the missions, or some way to balance the campaign from the player's point of view. In the entire campaign, surviving for the first 5 minutes is the only difficult part, because after that you can just turtle and build a couple of game-ending experimentals before completing the first mission. In my opinion, this really ruins the campaign in general.
For example, it would be great if on the second mission the second objective was revealed after 20 minutes or so, regardless of whether you'd destroyed the first base or not. Also, it would be awesome if QAI actually implanted the AI chips in the loyalists after a while, instead of just waiting forever. I've done a bit of work with campaign modding so I'm pretty sure this could be done, but I'm not familiar enough with lua to make it happen myself.

Good karma+1 vote
Dalas120
Dalas120 - - 17 comments @ Forged Alliance Enhanced Campaign AI

Hi, I'm the guest who just posted, but I don't know how long it will be until my comment is approved so I'll just repeat them here:

I'm trying to do some scenario editing, and have a couple of questions - most importantly, where does supreme commander store its base and platoon templates? I assume its in the .scmap file, but I have no idea how to open or modify it. Also, is it possible to make a scenario (like in the campaign) for multiplayer use? I assume you must have figured out how to do it in order to create the AI bases in mission 4. Also, how can you make AI bases rebuild destroyed structures? Specifically, I'm trying to make Colonel Graham's base in the first mission rebuild itself. I can get it to remake engineers with the SetBuild('Engineers', true) command, but I get stuck after that. Thanks in advance!

Good karma+1 vote