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.

Description

BrewLAN 0.8.3, revision 711. The convenient update.

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BrewLAN 0.8.3
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50ShadesofGray
50ShadesofGray - - 411 comments

Change log?

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cheesy_fof
cheesy_fof - - 39 comments

From Balthazar (mod maker) on Discord:
The most noticeable change is probably the penetrator bombers for the R&D sub mod
LOUD has some of the changes already, although some of the others might take some time
I suppose I shouldn't say the most noticeable change, they are the addition I spent the most time on; the tech 3.5 bombers.

Notable fixes:
Fixed the script that is supposed to detect and fix incorrect installs.
Fixed the Iyadesu breaking on some versions of the game if there were no build restrictions.
Fixed a potential AI related crash related to buildings being issued move orders.
Fixed Cybran and UEF tech 1 air staging being off centre.
Notable changes:

Split off advanced AI features from BrewLAN to their own mod.
Projectiles from the railgun Excalibur are now more reliable and have AoE where they eventually stop.
The Panopticon and the Seraphim tech 3 optics now have water vision.
The Stargate now warps projectiles.
The Gantry tech share feature now tracks factories and engineers for deciding what experimental to give access to, and now longer counts engineering stations.
Gantries now more dynamically choose their whole build lists on launch. Most visible effect of this is that they all now gain the ability to build field engineers currently.
Increased the rate of fire of the Ivan drop-pod artillery.
Increased the population cap of mines.
Mines can no longer leave wreckage's.
Aeon shielded mass extractors now disable the shield when production is disabled.
Various AI categories have been cleaned up.
UEF mobile anti strategic missile launcher now fires volleys of 2 rather than 3. Effectively the same as before, but graphically different.
Some localisation strings that shared vanilla strings are now unique.
The Centurion can now fire its weapons simultaneously, and is now considerably more effective.
Notable additions:

New mods:
BrewLAN: AI
Invisible War
Knife Fight
Scathing Beetles
BrewLAN:
New tarmac textures for size 8 buildings for Aeon and Seraphim.
Research & Daiquiris:
Tech 1 tidal generator for Seraphim.
Tech 1-3 hovercraft factory for Aeon.
Tech 2 light power generators for all factions.
Tech 3 penetrator bombers for all factions.
Tech 3 penetration fighter for Cybran.

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Balthassar Author
Balthassar - - 953 comments

That's missing some stuff, I never got chance to finish compiling it before I left for the airport. I've been traveling for most of the last day solid.

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cheesy_fof
cheesy_fof - - 39 comments

I'm aware, but it at least gives people a rough idea of what to expect before you yourself post one when you're back ;)

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Balthassar Author
Balthassar - - 953 comments

That was more for other peoples benefit than yours. Other people might not know.

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Battleship0003
Battleship0003 - - 270 comments

Fixed one problem and now have another that being I only get the map and ingame players/unit counter thing with ONLY the unit count showing

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Battleship0003
Battleship0003 - - 270 comments

Keeps on crashing

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Wraithlord_Zeratul
Wraithlord_Zeratul - - 402 comments

I cannot download the mod... it keep saying the file is not available on any mirrors...

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Guest
Guest - - 689,403 comments

same as wraith

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wyvernguard
wyvernguard - - 8 comments

And stay safe Balthassar

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Balthassar Author
Balthassar - - 953 comments

If you're having issues you can download it from the GitHub releases page. Github.com

Just be sure to remove it from the extra folder git adds.

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wyvernguard
wyvernguard - - 8 comments

thanks boss. keep up the great work. having loads of fun with this

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Deadworker
Deadworker - - 30 comments

Hey, im playing on FAF and tried to find your mods, but im not sure if i found the right one. if you feel like it, i would love to see your newest Mods their marked as such. Greetings Deadworker

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Balthassar Author
Balthassar - - 953 comments

PhilipJFry the FAF moderator deals with the FAF releases, so if it says uploaded by him it's the correct one(s). The sub-mods are uploaded as mod packs on FAF with "BrewLAN" at the start of the names.

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mxpwr
mxpwr - - 17 comments

Hello! quick question, me and my friends love playing this game but it always slows down after playing a while. Would this mod help with the issue?

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Balthassar Author
Balthassar - - 953 comments

It's the AI that causes the most slowdown, honestly you probably want LOUD to fix that.

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SiliconPower
SiliconPower - - 1 comments

Awesome job

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Guest
Guest - - 689,403 comments

I'm loving all of the details and units in this mod, but before I download it, just two questions: With the gantries, do they have a veterancy function that adds the stars the more units they build, and is that in any way compatible with the vet research upgrades from Experimental Wars?
Also, do walls (specifically the bigger t3 kind that you can build units on) count as units themselves?

Thanks!

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Balthassar Author
Balthassar - - 953 comments

The gantries use the default scripts of factories, so it depends how those were implemented in those mods.

Walls count as units, but they their pop-cap requirement is less than 1. It's not 0, but it's less than 1.

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Guest
Guest - - 689,403 comments

Thanks!
In the Exp wars mod, when you upgrade the research structure, it corresponds to the veterancy level of the units built, so if an air research center is at tech 2 level 3, for example, any air factories will produce anything tech 1 at full vet bonus (5-star) and anything tech 2 at 3-star.

Default vanilla walls still don't count towards popcap, right?

Thanks again, this will be really helpful!

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Balthassar Author
Balthassar - - 953 comments

I think they are a 10th of a unit. I'd have to check.

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kontomoje
kontomoje - - 170 comments

Thanks you!

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NyanDesu
NyanDesu - - 20 comments

Does the FAF-vaulted version of BrewLAN interfere with the installation of this version of it? I'm thinking of downloading FAF and I wanted to know if I have to replace or redownload files if I switch from FAF to Steam (Regarding BrewLAN).

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Balthassar Author
Balthassar - - 953 comments

Both versions are almost entirely identical and you probably wouldn't spot the difference either way.

If you're worried you can install this version entirely in the game directory rather than split between gamedata and my documents if it's not already, that way since FAF doesn't load from the default game directory they can't interact at all.

----

I don't maintain separate versions. I can't stand the thought of doing parallel development for different variations of FA, so I make the same code work on all of them. It even (mostly) works on the original Supreme Commander. The only differences between this version and the version on the FAF vault are a function that I added to make use of the under-construction-experimental-order-queuing feature on FAF, which I added shortly after 0.8.3 and didn't see the point in making another update here for, and also the FAF vault version has the Aeon Experimental Shield from Bubble Tea disabled because I could never get it to work under their modified shield code.

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Battleship0003
Battleship0003 - - 270 comments

Why does it keep on crashing on me?

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Balthassar Author
Balthassar - - 953 comments

You probably installed it wrong.

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Battleship0003
Battleship0003 - - 270 comments

Fixed but have another problem.

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Balthassar Author
Balthassar - - 953 comments

What is the problem?

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Battleship0003
Battleship0003 - - 270 comments

The only things that appear are the map when I'm playing a game is there's ONLY the ingame thing that shows what players are ingame even then it ONLY shows the timer and the unit count.

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Balthassar Author
Balthassar - - 953 comments

What mods are you running, and can you give me the game log?

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Battleship0003
Battleship0003 - - 270 comments

I don't know how do give a game log but I DO know which mods I I have.
Experimental Wars (not active)
Black Ops Icon support (active)
Total Mayhem (active)
Supreme Mech Commander (not active)
Realistic Nukes (Active)
And some of the mods that come with the game.

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Balthassar Author
Balthassar - - 953 comments

If you use the launch command /log logname.log it will save the game log to that filename in the game directory. I assume since you're asking here that you're using this version (0.8.3)?

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Battleship0003
Battleship0003 - - 270 comments

NVM problem solved.

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Battleship0003
Battleship0003 - - 270 comments

Which of the unit mods I'm running can I have enabled with this mod?

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Battleship0003
Battleship0003 - - 270 comments

Yes I am (using the Github version as that's the only one that seems to work) and I can't find it.

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