BrewLAN is a mod for Supreme Commander: Forged Alliance that has been in on and off development by a team of one for almost a decade. It adds a wide variety of new units for all factions, as well as offering several new game modes and features. The core design goals for the mod are simple; to add new, interesting, and visually aesthetic units which complement those already in existence and to maximise technical compatibility with other mods.

Report BrewLAN 0.8
Filename
BrewLAN_08.1.7z
Category
Full Version
Uploader
Balthassar
Added
Updated
Size
121.08mb (126,957,958 bytes)
Downloads
364 (23 today)
MD5 Hash
afbe683e86f35523fcd5b5e1f29203a0
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Description

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

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BrewLAN 0.8
Comments
GC_dzbanek
GC_dzbanek

Oh boy, expect meh to write lots of shitcontent here!
...when I'm done checking it out, so in like 2 years :p

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Taekwondo
Taekwondo

Yeees... There it is - BrewLAN 0.8!
Thank you Balthassar. I love your mod.

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50ShadesofGray
50ShadesofGray

Cool, ill load up some FAF tonight.

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Taekwondo
Taekwondo

I just played it and you did a great job!

I wish the Cybrans Experiment Factory could also build a Soul Ripper.

The slink could also attack ground units before, that can be changed again.

Hedgehog, Adreamelec and Blade Raven have a great design. I do not like the experimental ghetto tank transport. Repurpose it to totally different kind of fat-boy-unit.

Experimental Air Unit Idea for Cybrans: I want a really great-looking air unit (not like the ugly Soul Ripper) and a powerful big laser that leaves a big gap on the ground during a quick overflight(how the monkeylord does it). Very powerful and precise. Of course, with many air missiles. highest damage rate of the laser like the Cybran ACU.

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Wraithlord_Zeratul
Wraithlord_Zeratul

Whoh~ I can build Experimental Dreadnought on UEF Gantry...

Cause I found out that with both Black Ops and Experimental Was mod on, I can't build UEF Dreadnought at anyway =(

Although strangely, Experimental Engineer doesn't seem to be working.. I can't get it to reconstruct anything

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Balthassar Author
Balthassar

Seems to be working for me with BlOps and EW. Technically it doesn't actually reconstruct things anymore, you reclaim them and it gains the ability to build them. It doesn't actually turn wreckage's into units any more.

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Wraithlord_Zeratul
Wraithlord_Zeratul

So how's does it work?

Where can I build reclaimed unit? I can keep reclaim the wreckages and can't anyway to build these units

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Balthassar Author
Balthassar

If the beam effect of it reclaiming never stops, then something's broken the script.

What is supposed to happen is it reclaims the wreckage, and gains a drone. Both the Iyadesu and the drone have access to build the reclaimed unit. If the drone ever dies it loses the ability to build that specific thing. 8 drones max.

I've tested it with all 3 different versions of Experimental Wars I have installed, and it's working for me. (Although I have no idea which is supposed to be the latest version because the version numbers are all over the place.)

So I'm going to need more information on what version of everything you're running to identify your issue; mods, FAF/Steam, ect.

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stalker23634
stalker23634

I decided to add units from the other mods to the research center, but their icons are not displayed (Unit in the research center is there, but it does not have an icon), what should be done to display them?

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Balthassar Author
Balthassar

Because the research items are technically their own unit, you need to copy the icons of the originals but add "rnd" to their unit code. So for example, "url0101_icon.dds" gets duplicated as "url0101rnd_icon.dds".

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stalker23634
stalker23634

Thank you

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Balthassar Author
Balthassar

Just out of interest, what things did you research lock?

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stalker23634
stalker23634

I added units from Black Ops and Infinity Wars.

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stalker23634
stalker23634

I wanted to learn (because it is not strong in programming), which is responsible for the fact that when upgrading the research center, such units as engineers, factories and the chief commander are also upgraded, I would like to remove it.

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Balthassar Author
Balthassar

They technically aren't upgraded, they just gain the higher level blueprints. They build them considerably slower than an actually upgraded factory or a higher tech level engineer. Think of it as a software update for them.

It's a fairly ingrained system into the mod. The function CategoryArrayRemoveTierN() from blueprints.lua is responsible for most of the set up for it, but you'll also need to make sure that 'NOTHINGIMPORTANT' remains a valid category, which DumpOldBuiltByCategories() handles, which is only called by CategoryArrayRemoveTierN(). You'll then also need to replace any references to the category 'BUILTBYENGINEER' with 'BUILTBYTIER1ENGINEER', which is used by the tech 1 research centres and is referenced by blueprints.lua.

Theoretically that should do it, but I might have missed something.

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Tricheco
Tricheco

Balthassar, In the Multiplayer the mod seems buggy because of an error such as # 375, I would like to know if we were wrong to install it or it is a problem of the mod thanks.

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Balthassar Author
Balthassar

If you're getting a desync error, someone installed it wrong, or has something else different with their install.

First check everyone deleted any old versions of the mod they had before installing the new version. An overwrite wont remove old redundant files, and the game will still load them, and will report differences even if it can't do anything with them.

If someone installed it to the wrong place, their desync message will be different and should tell them what they did wrong. Get everyone to actually read their desync message and that should answer that one.

If all that fails, have everyone compare gamedata folders, and fix any differences with them.

That should fix desync.

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Guest
Guest

The spy satellites from the UEF T3 observation satellite factory have less than a minute's worth of fuel, causing them to travel very slowly. Was this intended?

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Balthassar Author
Balthassar

Yes.

It was so you could get them into position quickly, but not scout the whole map. And to give the impression of geostationary satellites. That's why the fuel total is a multiple of map size.

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BlakGarde
BlakGarde

So quick hiccup: my copy seems to think it's version .7.5.5, and I can't figure out how to change that. How would I go about troubleshooting this so I can try out some of the new bits?

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stalker23634
stalker23634

Recently playing for UEF discovered that T4 extractors, generators and fabricators of matter automatically build turrets around them, and this greatly hinders the game, as they occupy a limit. I wanted to know if this can be removed

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ericscb
ericscb

Did the today's update change something?

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ericscb
ericscb

From 8 of august one

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Balthassar Author
Balthassar

It fixes some translation errors, and updates some of the sub-mods. Nothing sim-side has changed for BrewLAN itself. I'm currently doing a write-up for it.

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