With my changes for the campaign AIs, the story will feel more as it is supposed to, in my opinion ;) This is no real mod for FA, you only need to replace files of your FA installation. Easy installation and lots of fun changes ^^

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Another Request (Games : Supreme Commander : Mods : Forged Alliance Enhanced Campaign AI : Forum : Suggestions : Another Request) Locked
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Oct 8 2012 Anchor

Alrighty, this is a new lil post because I feel like it would be awesome, but I would like some info on it. If you were to build in say, the 5th mission, a quantum gate and then wait say, 5 minutes, would it be possible to gate in another commander (That cybran one you were gonna add for example) and make him take a predetermined position (Or maybe one of a few that you can ping, like make him build in one of hex5's expansion base points)? Now it doesn't have to be this particular scenario, but within the limits of the campaign ai, would it be possible to do this?

I know, for example, that the tutorial forces you to build a few buildings before moving on and triggering something in the mission, maybe you could program an optional secondary objective like that?
PS: Updated the other thread as well.

Oct 8 2012 Anchor

Well, what you are saying now should be more than possible. The only thing is, I need to think of how I can make this ACU gate in THROUGH THE GATE. So far, if you let things enter the battle, they are always spawned in a fixed position. However, I do have a basic idea on how to do this...

And the ping to decide where he should build sounds amazing, the only problem I have with it now is... Well, those expansion points of Hex5 are rather small for a base for this new ally. So I'd just stick with my original plan, to the north of your base. Unless you want him to build near fletcher? But then, there is no mass available over there =/

I do like your idea a lot to make use of a quantum gate. And I already know how to turn this into objectives... ^^

Oct 8 2012 Anchor

That's pretty awesome to hear! Now I don't know how easy it is to change the actual maps but if you were to change hex 5's fire bases to have 4-6 mass nodes then that would be possible. At the same time though you would have to, ideally have more factories and such to fill the open bases. So now you are presented with a problem of difficulty with that many factories on the field when you start out with nothing.

So since we are going insane with all the ai allies, how about having a loyalist commander somewhere on the map, who for lore purposes could be trying to rescue the prisoner amalia, who will be destroyed within 5-15 minutes by qai and hex5 without big player intervention. This would create a cool thing to watch, and also a chance if you are skilled to save another ally. Put a few mass extractors in the main pass between the base and the players starting position (The big canyon) then give it an acu and base. Basic defences and a little wreckage outside of it making it look like she's been there awhile. If this is done remember to make it kinda stupidly hard to save her.

Another problem I have with vanilla in this mission is how little control QAI actually has over his primary mainframe. I never understood why an intelligent super ai would prepare such a weak base and then boast to all his enemies. So on the second and final parts of the mission maybe make small bases from qai on the map, and an upgraded defence and production capability on his main would be great.

Now I also would be interested to know whether you can make the incoming commander(s) in sacu's? It would make the smaller bases seem a little less ridiculous.

Also, you probably know this but just incase, remember to make qai and hex5 attack any new ai base positions.

PS: Some suggestions and thoughts on how it might work maybe? Again, no coding knowledge so IDK.
When the player builds an sacu have it given to the ai then give the player a ping to move it like brackman's megalith. As soon as it gets withing range of a building area take away the ping control.

Edited by: Cyrus67

Oct 9 2012 Anchor

It's pretty easy to add stuff to a map, I just can't change heights of terrain and stuff. For that, I need an editor and surprisingly none of the available editors work on my computer =/. And I'd rather not touch those expansions, I mean... They are already T3 when you build up, so yeah.

But I'm sorry to say, I can't add another army. There are already 8 present in the mission, and that is the maximum. The only reason why I can add a Cybran commander is because there is already a Cybran army as ally present, Doctor Brackman. I'm sorry, but I can't add a Loyalist =(

Well, QAI Already attacks with a nice amount of land units. But I agree with air, he needs more air dominance over the map. I'll fix that soon.
But where would you want those extra bases then? He already has a lot of space for his base, a lot of bases and many factories. Even more would make it too powerful IMO

And who do you mean with incoming commanders now? It can't be Fletcher or Hex5 of course, they are main characters and deserve an ACU for sure!

And for your last idea, you'd want me to make it so that you can gate in a certain number of sACU's which will be transfered to an AI which then use these to setup bases? That is however impossible... Again, the army limit =/

So I'm sorry to dissapoint you, but I cannot add more allies in this mission like I can in others. We'll have to think of something else =)

Nov 5 2012 Anchor

you could give the small order outpost to QAI and use that army for the loyalists

Nov 18 2012 Anchor

That is indeed possible to do, but from my point of view that ruins the fact that it is an Order Colossus... And after all, it's packed with Order structures as well, which is why I'd rather leave it untouched =/

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