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.
34 units total.
Tech 1 (7 units): Light Artillery Installation, Light Shield Generator, Light Air Staging Beacon, Pressure Mine, Light Gunship, Light Torpedo Bomber, Field Engineer.
Tech 2 (9 units): Engineering Station (x3), Mass Storage, Energy Storage, Proximity Mine, Field Engineer, Heavy Wall, Mobile Shield Generator.
Tech 3 (15 units): Armored Mass Extractor, Armored Power Generator, Armored Mass Fabricator, Heavy Point Defense, Anti-Armor Point Defense, Shield Wall, Nuclear Mine, Optics Tracking Facility, Heavy Assault Bot, Mobile Strategic Missile Defense, Heavy Gunship, Heavy Torpedo Bomber, Heavy Air Transport, Field Engineer, Sonar Station (not pictured).
Experimental (3 units): Rapid-Fire Artillery, Reconstruction Engineer, Stargate
Additional question, is it possible to set up some form of pathing system similar to transports for the stargate? Also the possibility of a pathing for the stargate to send teleported units to?
If you queue move orders either side of the first gate, you can continue to queue for when they come out of the second gate. It's a little messy, but it works. I do want to try to create some kind of ferry style UI node thing for the stargate, but it's a big ask, so I've always put it off in favour of more tangible changes.
Understandable. I have used that system before. What about a rally for units to path to upon exit?
(buried)
that gate doesn't do nothing for me