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.

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Add media Report RSS Spomeniki & Cityscapes (view original)
Spomeniki & Cityscapes
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KyraAssDragoness
KyraAssDragoness - - 60 comments

God, you already were the best mod out there, and now you're adding FRIGGING CITIES !!!

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50ShadesofGray
50ShadesofGray - - 412 comments

FAF compat please. I need this.

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Description

My Spomeniki mod, which adds monuments from the former Yugoslavia around the map, now inserts itself into the city generation with a chance to replace the Clarke statue that can currently spawn.

A bunch of other details have also been added, some visible in this shot, such as fences around larger structures, dead-end carparks getting populated with cars, gaps having a chance to spawn as carparks.

Generation times have also been increased. Around when the first screenshot was posted here generation could take the first minute of the game on some maps, then I updated it to using a separate thread per city, instead of one for each, and it sped up to around 10 seconds, now after tweaking the terrain checking algorythm so it has less wasted checks, on some maps it take around from 0-3 seconds.

I've also modularised it somewhat and made it more open to external forces. The main script has been moved to ScenarioUtilities, the structures that it spawns are now based on a "city blueprint" which is also open in ScenarioUtilities, I've created a pair of companion mods which insert Aeon- and Cybran-based city blueprints (although they don't look anywhere near as good as UEF, which was why I extracted them to begin with.), as mentioned this also allows for other mods to easily insert things into the city, and I'm debating modularising it further so that the city location selector script is separate from the actual generation script, so that other mods that want to create mod scenarios can do sore more easily.

Talking of separating and modularising; Research & Daiquiris has been broken up into its various parts. Most notably one containing all the extra air units, and one containing all the extra intel units, which has been an often requested feature.

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