Hello Commanders, welcome to my big Modproject, which is seperated into three main Unitmods: Future Battlefield Pack, (F.B.P.) Orbital and (F.B.P.) SCIFI. Playable on Supreme Commander 1 and Forged Alliance.

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This arcticle informs you about the current Status of the Modproject and future Plans.

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Hello everyone,

Thank you really much for the Feedback and Support over the last year for my Modproject. :)

It is nice to see how big the Interest is for this Modproject. ;)


Now I want to Inform you about the current Status of the Modproject in general.

As you can see in the last days and weeks the Workprogress for the newest Version of the Future Battlefield Pack (Mainmod) is really good. The second Mod Orbital, will be continued next to of it so Updates About it will come.

Several new Ideas, which I have collected over months and years are growing and will be released for the next Version of this Mod.

So the new Version will get alot of new Units, Features and Stuff.

The Outpost for all four factions are modelled or completed so far.

So the next comming step is to integrate the Fortresses and several other Stuff into the Game. ;)

Here are a few screenshots from a few of these Outposts and other cool Features.

SCFrame Sat Dec 08 153655 2018 0

Aeon Outpost

UEF Navaltransport

Seraphim Hovertransport

But that is not all.

I want to introduce a new small Submod, which is in development since few days.

This Submod will be called Future Battlefield Pack Elite ACUs and is designed to bring more ACU Combat into the Game.

Here is a short overview for the planned Content for this new Submod:

One new Tech 3 Building for all four Factions.

This new Building is the ACU-Headquarters and has the task to build additional regular ACUs and new classes of SACUs.

The planned additional new SACU Classes are:

Engineer-ACU

A high amored ACU, which is designed to build a Base much more faster as an regular ACU. But it will has low Weapons and should be protected with Defenses and Mobile Units.

Defense-ACU

This new ACU will be designed for defense the main or any Forward Base with an medium weaponary, anti-missilesystems or shields.

Assault-ACU

The last one will be a high armored an very strong ACU, which is designed to assault an enemy base or lead the own army into the fight.

If you play this Mod later in FAF for example you will be able to build one additional ACU in the match. This ACU will be not an Command Unit as you start ACU. If you lost your start ACU you will lost the Game/Match too with or without second ACU, which was builded by this ACU-HQ Facility.

And the three other new ACU Classes will have thier own new 3D Model, Upgrades, Weapons and Features. But you will build only one of them so you can choose one.


Here are the screenshots for the ACU-Headquarters (ingame):

UEF ACU-HQ builds an second ACU :)

Cybran ACU-HQ

Seraphim ACU-HQ

Aeon ACU-HQ

That is all for the Moment.

I wish you all an Happy new Year and stay tuned for more Updates and News. ;)

Best regards

CDRMV

Comments
50ShadesofGray
50ShadesofGray

After playing some of this mod on FAF, ive noticed the single most important thing this mod needed is planning. You seem to have a lot of ideas, as well as the skills to implement them, but most of the content seems out of place, or without purpose.

Balance, shelve that for the moment. Forget about balance. Think about purpose. Walker bots for instance, really need to be their own factory class. New ACUs are a nice idea, but i struggle to see where they could fit. Especially if someone uses BO:ACUs. It just seems out of place.

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CDRMV Author
CDRMV

Hello 50ShadesofGray,

First of all I have planned anything, which is comming into this Modproject. Some of the Units which are in the current FAF Version are based on very old original Concept Arts from GPG. These Units are other Variations of the regular ones from the Game itself so the basic Idea of this Mod is finished and very well planned. And now my next Workplace is to make several new Features and Units for the Game which can be very Useful and Interesting too. I know Blackops-ACUs is still out there and my new Submod will support this Mod too. But no one else have build Navalltransports, Dronestations, fully new designed planned ACUs Classes, Orbitaltechnolgies (Buildings, Spaceships and more) or other Interesting new Stuff over years for the Game. I know not all of my new Content is liked by anyone, but I will continue my work on this Modproject to bring my planned ideas into the Game.

The new ACUs and the Building for example, will be not added into the next Version of the main Mod. So they will be only available in thier own Submod. So if someone doesn't want to play this Submod he can deactivate it. So the purpose of this new Submod or any other comming stuff for the main mod is planned and a point of view situation in general.

About the balance thing. I have get several help from FAF Moderators to make the current FAF Version of this Mod ready for publish. Maybe there are a few things, which can be Patched but the Mod itself is very well balanced.

All in all thank you for your feedback. :)
Remember I'm still open for any kind of Suggestions, Unitideas and more.

Best regards
CDRMV

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50ShadesofGray
50ShadesofGray

Here's a unit idea, which no one else has done. Cybran experimental strategic missile sub. A sub which is as big as an Atlantis, but given around 8 nuke silos. Something like this from an old childhood game of mine. Youtu.be

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CDRMV Author
CDRMV

Well the reason why this Sub is not in a Mod so far is it is to Overpowered. Here are additional arguments:

First
The Speed of the Nuke-Missiles is faster as the one from the Stationary Nuke Missilelaunchers.

Second:
You will need a hight amount of additional Anti Nuke Missilelaunchers to protect one base. That is to much and costs resources and time, which someone doesn't have.

Third
A ACU cannot leave the target area of this Nukes fastly before they hit it.

All in all this would be a Gameender in some cases and No player will have a chance to win, if someone have one Sub of this Class in an Match. That will be not fair and make no sense.
Remember currently 3 regular Strategic Subs are enough to overwhelm a enemy Base with Nukes in Multiplayer and Skirmish. If they have the full amount of builded Nukes of course.

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deathtropper
deathtropper

I hate to burst a creative bubble but that actually does exist as the abyssal persecutor in an older unit pack mod- that's not to say that you shouldn't do your own version because you absolutely should especially when I know your work will be better! As for the overview, I think you're doing an amazing job and I am really excited, as well as some friends of mine, to get my hands on some of these units and features! I will also weigh in on the ACU idea and say I like it but there's no reason we can't have our cake and eat it too if you use the Black ops ACU mod. A simple fix might be to make them unique units (more like an SACU) that don't compete with the base ACU so mods that do change that won't be affected

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CDRMV Author
CDRMV

The new planned ACU Classes/Variations are new SACUs in general. So the regular ACU, which is replaced by the Blackops ACU will be not change or something else. I don't want to create my own Version of the Blackops ACU Mod. What I want is to integrate other ACU Designes into the Game, which can be build by this Facility next to of the Vanilla or Blackops ACU as additional SACUs. Hope that explains it better what I want to do.

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deathtropper
deathtropper

(This was only a double post to break up a wall of Text)
An idea that you might want to look into for units is to maybe look into ideas from other Games that fit into the Supreme commander concept. For example, the Total Mayhem mod made a lot of units from the mechs that make up the popular Xbox game mech assault 1&2. Another was The Wyvern Battle pack that reverse ported some of supreme commander 2's units into the game. take a gander around your favorite sci-fi games for inspiration or just look at some sci-fi artists. As for my own preferences for new units, I'm always up for anything that offers new strategic options like jump jets or a unit for the UEF that can actually store aircraft other than the Atlantis. I personally miss the original supreme commander feature of aircraft that were manually ordered to a refit platform staying on the platform until called

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CDRMV Author
CDRMV

Okay well I was think about to add some Units with jetpack stuff too. As I remember someone use this feature for LabWars but it is lost unfortunately. So I must think about it how do I could make this Feature again. Maybe the Transformer Bot from the 4DC Mod could help in this Situation to get inspiration for Jetpack Units. The Wyvern Battle Pack is for me a bad example for an Mod. Because I'm not a fan of Cross Game Modding, because it is illegal to port Content from other Games into an other one. I don't say it is a bad Mod in general but it doesn't has new creative Units or other cool features. Only ported ones. But this is my opinion about that. Okay I will look into it to add new creative Units, which are more useful for strategic Tasks.

About F.B.P Elite ACUs:

If you play this Mod later in FAF for example you will be able to build one additional ACU in the match. This ACU will be not an Command Unit as you start ACU. If you lost your start ACU you will lost the Game/Match too with or without second ACU, which was builded by this ACU-HQ Facility.

And the three other new ACU Classes will have thier own new 3D Model, Upgrades, Weapons and Features. But you will build only one of them so you can choose one. That is basically the full Idea about this Feature.

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NexusvoidReaper32
NexusvoidReaper32

Could you give us a possibly guess on when the updates would be released or is it going to be a secret and we be good patiences till it is released?

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CDRMV Author
CDRMV

I will look into it to release Updates every week or between two or three weeks. It is dependent on how many freetime I can spend to work on the Mod, because of my full time job next to of it.
More Updates will be presented soon so stay tuned for them. :)

Currently I don't have a Releasedate for the new Version for the main Mod so far, because it will have more planned Content, Features and Surprises as the current Version. So you will need patience that is right, but I will do my best for the next Version. :)

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NexusvoidReaper32
NexusvoidReaper32

i had idea for tier 5 and 6 called [thaumiel tech | Apollyon tech]
then i given up on the idea

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CDRMV Author
CDRMV

Interesting idea in general, but I don't know how to add new Techlevels like these into the Game. I'm not sure if it is possible or not, but these Questions should be important:

General:
What types of Units are buildable on these Techlevels?
Which Weapons, Abilities and other Features have these Units?
How big is the Size of these Units?

At last:
What is the sense to add new Techlevels?

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NexusvoidReaper32
NexusvoidReaper32

Thamuiel technology would have bigger defensive structures and alone bit bigger than tier 3 units of land and naval as well air and maybe they can have transformable ability to make up for weakness like if a very defense style tank transforms/deploys into a turret

Apollyon technology is tech the four major factions re-engineering other universe techs into there design

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NexusvoidReaper32
NexusvoidReaper32

Even tho i don't see why the need to add new tech levels and just make a special designed engineers that can build the techs call them respective names around the faction style in naming there vehicles and structure that alone the special designed engineers like brewlan did defense engies

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NexusvoidReaper32
NexusvoidReaper32

It's mostly a strange idea it came to me when i was thinking of the other mods i had idea of one homeworld coalition assault and the other adding star wars factions into supreme commander

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