BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in development by a team of one for since 2009. It adds a huge variety of new units for all factions, as well as offering several new game modes and features. It is available in 9 different languages, most of which were translated by humans; English, Russian, German, Czech, French, Spanish, Italian, Polish, & Chinese.

EVERYONE IS HERE!

New units

BrewLAN 0.8, not including any of the packaged sub-mods, adds around 150 new units. Including Bubble Tea, Caffe Corretto, and Research & Daiquiris (The 3 main extra units mods), BrewLAN adds 38 for Aeon (T1: 9, T2: 8, T3: 18, EXP: 4), 48 for UEF (T1: 11, T2: 9, T3: 22, EXP: 6), 48 for Cybran (T1: 8, T2: 9, T3: 24, EXP: 7), 46 for Seraphim (T1: 9, T2: 12, T3: 20, EXP: 5). Most, but not all, can be seen in the image to the right.

Packaged sub mods

The sub-mods included with BrewLAN are subdivided by the categories Units, Gameplay, RNG, and Aesthetics, and modules.

Extra units mods:

Mods that you'll probably want active for most games.

Research & DaiquirisCaffe CorrettoBubble Tea

Bubble Tea

Bubble Tea: Adds experimental shield structures for Aeon, Seraphim, and UEF.

Caffe Corretto

Caffe Corretto: Adds a bunch of extra turrets, so far only for Cybran and UEF.

Research and Daiquiris

Research & Daiquiris: Overhauls how the game treats tech levels, and includes a large number of units to facilitate that, such as research centres. This does not function anything like Supreme Commander 2, and only affects how you get to the various tech, not what they consist of. This mod also serves as a location for me to dump my other units that don't fit into BrewLAN, Bubble Tea or Caffe Corretto.

Gameplay mods:

Twists to standard gameplay. You may only want one or two from this category active at any given time.

Crystal HillCrystal Hill: King of the Hill game mode. Functions as it does in Age of Empires II.

Paragon GameParagon Game: With locked teams, it gives the players on the smallest team(s) a starting Paragon, with a few shields, and support commander each. On unlocked teams everyone gets that.

TeaDTeaD: Replaces everything with a, currently quite basic, tower defence. Work in progress.

AntimassAntimass: Swaps mass and energy production. Have fun with those shields.

Corrosive OceanCorrosive Ocean: Water exposure deals exponentially growing damage over time.

Metal WorldMetal World: Maps spawn without mass points. Mass extractors have no limitations.

WaterlagWaterlag: Lets buildings which aren't factories, walls, silos, or experimentals be built on water.

RNG mods:

Mods that affect gameplay in random ways. Take or leave them as taste dictates.

Cost VarianceCost Variance: Randomly increases or decreases the costs and stats of some units.

Crate DropCrate Drop: Command & Conquer style random crates appear on the map. Picking them up gives gifts. Has a hats-only option.

Lucky Dip: Tech demo mod for situations where multiple mods add similar units; per player it restricts all but one at random. Partially configured for BlackOps and BrewLAN.

Aesthetics mods:

Do-nothing mods, only Experimental Icons Overhaul, Baristas, and maybe Damage Numbers are recommended for regular use from his category.

BaristasBaristas: Tags each unit with the name of the mod it is from, listed as an ability. So you know what is from what.

Damage NumbersDamage Numbers: Damage numbers float up from your units showing what they have dealt and are being dealt.

EIOExperimental Icons Overhaul: Replaces the default circle strategic icons for experimental units with icons that actually mean something.

Pulchritudinousity: Increases the view distance of various things for the sake of taking better screenshots. Not recommended for regular games due to increase performance drain.

Expert CamoExpert Camo: Framework mod for custom skins for units. Functionally inert on it's own, and not currently used by any BrewLAN mod.

Debug Tools: Creates numerous log outputs for things, including unit locations, expected AI thread values, DPS, and other such things. For testing purposes only, not designed for use in real games. Causes severe lag when Cybran engineers build.

Modules:

BrewUIBrewUI: Adds the BrewLAN field engineer tab. Functionally inert without BrewLAN active.

Gantry haxBrewLAN: Gantry AIx: Additional difficulty for Sorian AIx, giving fairly severe hacks for the AI when they build an experimental factory. 3 variations exist. You can play them all together, but you probably shouldn't. The variations are:

  1. Linear increases in build speed and resource cheats over time.
  2. Player-mass gated exponential increase in build speed and resources.
  3. Like 2, but offers discounts instead of resources.
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RSS Articles

It probably hasn't escaped your notice that there hasn't yet been a post outlining what has changed between 0.7.5.5 and 0.8. The short answer, and also the reason why there hasn't been a post yet, is "a lot". The less short answer to the question of why there hasn't yet been a post is because the changelog between those two versions is over 1300 lines long, and represents about two and a half years of development, and condensing that down to something easily digestible, and that people will actually read is no easy feat.

The second big question is probably "why was it delayed by nearly 2 years when the initial reason for the delay was a broken leg sustained less than two weeks before the originally announced release date?" Well, the real answer to that question is probably a bit too introspective and weird, and can probably be boiled down to "feature creep question mark?" But, the whys are less important than the whats, and it's the whats and whens that we are here for, so without further ado:

BrewLAN08Splash

What is new? I suppose we should start with the big stuff. Everyone likes the big stuff.


New Experimental Units

Almost all BrewLAN experimental units

In order from largest to smallest, more or less, we have:

  • Independence Engine: Aeon Air Factory — Technically an early alpha version of this was hidden in the files of 0.7.5.5, but it was disabled and unfinished. It does exactly what it sounds like it should; build all of the Aeon aircraft.
  • Panopticon: UEF Sensor Array — Functionally speaking, this was also in 0.7.5.5, but it now has a model instead of re-using a civilian structure model, and is now substantially bigger than it was. It grants massive omni coverage, full map radar, and even reveals what all those blips actually are. Costs all of the energy to run. All of it.
Arthrolab and a tech 3 factory
  • Arthrolab: Cybran Land Factory — Because you needed a Monkeylord and Megalith factory.
  • Souiya: Seraphim Naval Factory (Not pictured) — What this lacks in Seraphim experimental naval units to build, at least without other mods enabled, this makes up for with the protection it gains from being entirely underwater. It also makes up for it when it comes to sharing tech; to explain: All the experimental factories gain the experimental units of nearby allied engineers of other factions, if they are large enough to build them. Souiya is large enough to build all of them that that it can on the water. The UEF Gantry is tiny in comparison, and can't build a lot of non-UEF experimental units.
  • Abyss Crawler: Cybran Transport — This is one for those players who like the sound of the phrase "Surprise! Here's 54 Bricks on your doorstep!" It's a gargantuan land transport. It travels just under double the speed of a Brick whilst under water, has a radar and sonar stealth field, fairly powerful defences, and if it dies, all the units are guaranteed to survive. Unless any of those units can't swim and it dies underwater.
Reconstructing the Titans on Seton's Clutch
  • Iyadesu: Seraphim Reconstruction Engineer — The Iyadesu has had a checkered history with BrewLAN. It has seen many iterations in basically every version of BrewLAN since the start of 2010. It was even in 0.7.5.5 in more or less it's current functional state. So why is it on this list? The same reason the Panopticon is; it's actually finished now. It's had some quality of life changes as well, but mostly it now looks bad ass.
  • Excalibur: UEF Point Defence — It's a railgun. Yes, it can penetrate multiple targets. This is sort of a throw back to the first experimental I ever tried to make, and the differences between the two illustrate very cleanly the difference between where BrewLAN was in 2009 and where it is now nine years on.

That's all the new experimental units in BrewLAN 0.8. BUT WAIT THERE'S MORE! BrewLAN 0.8 also includes a plethora of sub-mods, three of which focus on additional units, all three of which include some number of experimental units, and all three of which are entirely new packaged with BrewLAN 0.8. So a slight tangent:

Extra Unit Sub-mods

Bubble TeaCaffe CorrettoResearch & Daiquiris

These extra unit sub-mods are, in order pictured:

  • Bubble Tea: Adds the Seraphim Aiathan, Aeon Pillar of Prominence, and UEF BFS – Stalwart; three experimental shield generators, each functioning differently.
  • Caffe Corretto: Adds a bunch of extra turrets for field engineers. Two of which are experimental. Of those two experimental turrets, one isn't pictured and was included in the BrewLAN 0.8★ ninja update on 18|08|18.
  • Research & Daiquiris: Adds a research system closer to that of Age of Empires II than Supreme Commander 2; complete with 3 research centres for each faction (one of each tech level), and a bunch of extra units to research, including tech 2 tactical bombers, tech 3 dedicated omni sensors, and the Retributor; a Cybran amphibious experimental mobile artillery with better-than battleship grade self-defence weapons. Also the main subject of the BrewLAN 0.8★ ninja update, which added proper AI support for vanilla, Sorian, and LOUD AI's.

New Tech 3 Units

Mobile sensor array poses
  • Slink: Cybran Mobile Anti-Air — Previously existing, but re-purposed and buffed for it's new purpose as a dedicated anti-air.
  • Atha-Ythia: Seraphim Mobile Anti-Air & TMD — Dual purpose hovering anti-air & tactical missile defence unit.
  • NG3 Longbow: UEF Mobile Anti-Air & Sensor — Dual purpose anti-air and mobile sensor unit.
  • Metatron: Aeon Mobile Sensor Array — Single purpose hovering mobile sensor unit.
  • Yenesel: Seraphim Mobile Sensor Array — As with the Aeon equivalent; a hovering mobile sensor.
  • Adremelech: Cybran Mobile Sensor Array — A mobile sensor that deactivates to move, and completely invisible to everything but omni whilst active.
  • Stillson Class: Cybran Engineering Ship — Amphibious destroyer sized naval engineer. Will automatically assist nearby units.
  • Hedgehog: Cybran Strategic Missile Defence — Previously existing, but now with a redone model deserving of its name.
  • Uosthuum: Seraphim Torpedo Launcher — Fairly unique for a torpedo launcher; it hovers and it's mobile. It's also the reason why Seraphim won't be getting a land-factory built mobile torpedo launcher as is on the plan for other factions.
  • Yathesel: Seraphim Radar Jammer — This is a cleaned up and remade version of the Seraphim jammer crystals from the campaign. It kinda resembles a fern on a small table.

New Tech 2 Units

Blade Raven
  • UX Dragonlady: UEF Recon Plane — It looks and functions like a U-2.
  • Selia: Seraphim Recon Plane — Functionally identical to the UEF variant.
  • Blade Raven: Cybran Stealth Plane — As well as filling the role of recon plane, the Blade Raven also serves as a flying mobile stealth field generator.
  • Beguiler: Aeon Decoy Plane — Formerly tech 3, it's now been bumped down to tech 2 to fill the slot of the Aeon tech 2 utility aircraft.
  • Barwick Class: Cybran Engineering Ship — Like it's tech 3 brother, but not amphibious.
  • Rupture: Aeon Mobile Tactical Missile Defence — It's a mobile hovering version of the building that does the same.

New Tech 1 Units

New model for the Aeon tech 1 Gunship
  • Respirer: Aeon Gunship — The second unit ever added to BrewLAN, as of writing 3 days shorty of exactly 9 years ago, remaining virtually unchanged for most of that time. It is included here because it received a complete overhaul in its appearance, after so long it's almost heresy.
  • Franklin Class: Cybran Engineering Boat — The smallest of the Cybran naval engineer line. Fun fact; all three are named after wrenches.

That might not seem like a lot of additions to the lower tech levels, but BrewLAN has long been close to finished at those levels, and not much more inside the main BrewLAN is planned at the lower tech levels. However, that doesn't include the sub mods; Research & Daiquiris alone added 8 tech 1 units, with numerous more planned. Which brings us to:

Planned Updates and the BrewLANiversary

But first, I should probably address the full extent of the so-called BrewLAN 0.8★ ninja update that occurred on 18|08|18: The changes were the addition of Maelstrom to Caffe Corretto, the addition of real AI support for Research & Daiquiris, and some minor translation corrections. The reason I refer to this update as 0.8★ rather than 0.8.1 or something is because it contained no functional changes to BrewLAN itself, and is 100% compatible with the original release version of 0.8, save for the two updated sub-mods, which report different versions, and will prevent anyone from using the different versions together.

In two days, on 26|08|2018, BrewLAN will be 9 years old. 13|10|2018 will be the 9 year anniversary of the first public release. I am currently planning to release BrewLAN 1.0 either on it's 10th birthday, the 10th anniversary of the first public release or on 10|10|2019 between the two anniversary dates. This means that BrewLAN 0.9 is pegged for release in around 6 months time, and I might do a 0.9.9 release on 09|09|19 because I'm a sucker for those sorts of release dates. I should probably also stress, that just because I plan to release BrewLAN 1.0, doesn't mean I plan to finish development on everything Supreme Commander on that date. Just that I'll consider BrewLAN feature complete.

And that is the concise summary of all the new units in BrewLAN 0.8. I'll leave you with shameless plugs for my Patreon page, where I post quality related content such as time-lapses, concept art, and original un-reduced textures, and the LOUD Discord, where I can frequently be found posting about random things I'm doing at that time, but that don't make for a good promotional image. Ciao.

BrewLAN 0.8 — 08|08|18

BrewLAN 0.8 — 08|08|18

News 9 comments

BrewLAN 0.8 is coming 8th of August 2018 to Steam, LOUD, and FAF.

BrewLAN 0.8 progress report

BrewLAN 0.8 progress report

News 27 comments

What has happened since 0.7.5.5, and where is 0.8.

BrewLAN 0.8 delayed

BrewLAN 0.8 delayed

News 7 comments

Due to both a broken tibia and fibula in the right leg, development on BrewLAN has had a substantial delay.

BrewLAN 0.8 release date announcement

BrewLAN 0.8 release date announcement

News 14 comments

BrewLAN version 0.8 returns this December on the 8th.

RSS Files
BrewLAN 0.8

BrewLAN 0.8

Full Version 39 comments

BrewLAN 0.8. Revision 666. At long last, the beast is released.

Operation: Knife Fight

Operation: Knife Fight

Patch 10 comments

Ever wanted to watch a crab knife fight? Now is your chance. Copy the contents into your mods folder. Functions with SC, FA, and FAF. One of the sub-mods...

BrewLAN 0.7.5.5 beta

BrewLAN 0.7.5.5 beta

Full Version 28 comments

BrewLAN point seven and two halves. Because two halves don't make a whole. Delete any previous versions before installing.

BrewLAN 0.5.8.1 beta

BrewLAN 0.5.8.1 beta

Full Version 162 comments

I suggest downloading the development version of BrewLAN instead of this one. Read the full description for details. If you insist on downloading BrewLAN...

BrewLAN 0.5.1 beta

BrewLAN 0.5.1 beta

Full Version 17 comments

This is a hotfix for 0.5 beta. It directly fixes the X'treme Wars crash (caused by BrewLAN assuming the Fatboy could still build) and creates a workaround...

BrewLAN 0.5 beta

BrewLAN 0.5 beta

Full Version 27 comments

BrewLAN 5 year anniversary edition. Version 0.5 beta. BrewLANniversary. Remove previous versions of BrewLAN before installing, direct overwriting will...

Comments  (0 - 10 of 783)
NarayanBabu
NarayanBabu

i have a problem, i don't see a mass extractor icon or mass extractor points in the map, though there is a mass storage icon.

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Balthassar Creator
Balthassar

Could you send me the log?

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NarayanBabu
NarayanBabu

Sorry, but how to create it and where should i send it?

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Balthassar Creator
Balthassar

You can either run the game in windowed mode, press F9 to launch the log window, and copy paste the warnings that are shown, or you can set the launch option /log logname.log which will create a file called logname.log in your game directory.

You can paste the warnings here if they will fit or on pastebin.com and copy the link.

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NarayanBabu
NarayanBabu

Sorry for being late, had exams.

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Balthassar Creator
Balthassar

Your log had no errors. Everything was working as intended.

Your issue is with the mods you have enabled:

TeaD is basically a total conversion that functionally disables a lot of features and renders a lot of others inaccessible, since it turns the game into a traditional Tower Defence, IE: replaces the AI with a creep gate, gives you a life tower, and restricts mass to only be obtained by killing the creeps. It is that last point that is responsible for disabling the mass points and mass extractors.

That said, with Retirement enabled mass points serve no purpose other than to block where you can build, because Retirement makes mass extractors not produce mass, and makes all the other resource structures also produce nothing. So if the effects of Retirement were desired I'd recommend enabling Metal World to keep the mass points gone.

A few other notes on that active mod list that probably don't require any action, but are worth mentioning:
* Lucky dip will only affect the game with BrewLAN and BlackOps enabled. BlackOps isn't my mod; I don't provide it. It is of niche use.
* The mods BrewLAN: Gantry AIx 2 & 3 will only affect the game if the AI can build one of my experimental factories, which they wont for you since you don't appear to have any custom AI's, and the vanilla AI wont built them yet. Side note: the effects of them stack, so using both when the AI can make use is asking for trouble, but maybe you want trouble. The same is also true for Gantry AIx 1, but you didn't have that one enabled.

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NarayanBabu
NarayanBabu

Thank you!

About this one
"The same is also true for Gantry AIx 1, but you didn't have that one enabled."

When i select Gantry AIx 2 & 3, the game says to disable it because it conflicts with Gantry AIx 1, thats why i had to disable it.

Do i need to have all 3 enabled for custom AI?

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Balthassar Creator
Balthassar

You'd need to get a custom AI like Sorian for them to do anything at the moment, and even then I'd recommend only using one of them. I use #3 personally.

You're only supposed to be able to select one, but UI glitches sometimes let you select more than one. They are technically compatible, but each one active will make the game substantially more difficult when they do anything at all.

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NarayanBabu
NarayanBabu

Thank you

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