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.
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.
The sub-mods included with BrewLAN are subdivided by the categories Units, Gameplay, RNG, and Aesthetics, and modules.
Mods that you'll probably want active for most games.
Bubble Tea: Adds experimental shield structures for Aeon, Seraphim, and UEF.
Caffe Corretto: Adds a bunch of extra turrets, so far only for Cybran and UEF.
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.
Twists to standard gameplay. You may only want one or two from this category active at any given time.
Crystal Hill: King of the Hill game mode. Functions as it does in Age of Empires II.
Paragon 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.
TeaD: Replaces everything with a, currently quite basic, tower defence. Work in progress.
Antimass: Swaps mass and energy production. Have fun with those shields.
Corrosive Ocean: Water exposure deals exponentially growing damage over time.
Metal World: Maps spawn without mass points. Mass extractors have no limitations.
Waterlag: Lets buildings which aren't factories, walls, silos, or experimentals be built on water.
Mods that affect gameplay in random ways. Take or leave them as taste dictates.
Cost Variance: Randomly increases or decreases the costs and stats of some units.
Crate 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.
Do-nothing mods, only Experimental Icons Overhaul, Baristas, and maybe Damage Numbers are recommended for regular use from his category.
Baristas: Tags each unit with the name of the mod it is from, listed as an ability. So you know what is from what.
Damage Numbers: Damage numbers float up from your units showing what they have dealt and are being dealt.
Experimental 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 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.
BrewUI: Adds the BrewLAN field engineer tab. Functionally inert without BrewLAN active.
BrewLAN: 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:
I started this project over 10 years ago.
It's silly to think that after 10 years, I still don't think it's complete. So, rather than pull a Spacebase DF-9 and just call it complete, here's BrewLAN 0.8.9; released on the anniversary of its first public release right here. But why you may ask is it not complete? The short answer is higher standards and expanding scope. BrewLAN is bigger than the original, albeit vague, design intentions and my skills are, somewhat, more advanced than they used to be. Oh also my old computer died and needed replacing, that didn't help.
But you didn't come here to read me reminis and complain. You came here to find out what's new. So with that in mind, here's the very abridged cliff notes of what has changed since 0.8.3.
Yes, this is the abridged version.
One of the things on the design document for what I consider BrewLAN 1.0 is reworks of most of my older units, these are the units that recieved graphical improvements in this version.
Slink, Gannet, Aeon tech 2 storages, Pigeon, Metatron, and Albatross were all given all-new unique models.
The Gantry recieved an extended model, and slight reworkings for the UV, shading, texture, and animation. The Poker recieved a redone gun, and some fixed up UV and shading. The Flame Lotus had it's UV's redone to fix some stretching, a new texture, and a wheel fold animation when in transport. The Guardian had it's entire turret body recreated, had it's UV's all reworked, and was given it's own new redrawn texture where previously it re-used the battleships texture. The Seraphim engineering stations that previously used the tech 2 artillery texture now have a new UV and their own texture. The Longbow has also recieved a new UV and texture, additionally it now has a chance to spawn with or without a head, and will spawn without it's dish if intel is restricted, as mentioned above. And finally, not pictured, the Scarab recieved some minor texture and shading reworks but recreations of its animations, and a number of additional animations for things such as loading into and out of transports.
Most of these weren't considered important or noticable enough to the casual observer for screenshots, but there were minor texture, shading, and/or UV improvements for the Pedestal, Aspis, Impaler, Moldovite, LSD-Pulse, Resupply, Wally, Custodian, Zenith, Little Bertha, AP-12 Trapper, and the Seraphim tech 1 air staging, shield, and tech 1 and 2 mines.
Since the main focus of development towards BrewLAN 1.0 was unit reworks, and bringing the average unit quality up, there aren't a great many new additions this time around. But there are still a number of notable additions:
You can view the full, unabridged, changelog of the whole of BrewLAN's 10 year history here. Fair warning though, it's over 5000 lines, 500 of which are from the most recent update, and goes in to day by day detail of the process. It's fairly comprehensive.
If you're interested in that history though, you may also be interested in the time-lapse videos created during that process. The majority of these were exclusive to my Patreon supporters, but I've changed policy with those to have them be exclusive for 6 months before public release. As a result, a large number are now visible to the public. You can see some of them here, and all of them on my YouTube channel. More are scheduled for the next few days. Some of them have music I created 10 odd years ago over them, some are silent. Depends how I was feeling at the time of editing them.
If you want to support me financially, there are several options if you find Patreon objectionable. You can find them listed in the links below. Benefits asside from the fuzzy feeling you get from helping someone make something you love include early access to time-lapse videos, access to some exclusive content, such as raw files or pre-optimisation full size textures, and currently access to an unreleased double-resolution version of Experimental Icons Overhaul. There's currently not a great deal of exclusive time-lapses, but there are about 10 that need editing that should be releasing soon. Oh, I also charge per release, so what have you got to lose?
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