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OrangeKnight
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Posted: 30 Oct, 2008
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Joined: 02 Mar, 2007 Posts: 6236 Location: Ninja Editing Your Post from Canada
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I figured with FA and only so many mods which are actively being worked on and new people coming onto the Modding scene I figured it was a good time for a new list like this, rules are same as before. HERE is the old one if people still wanna see it. Rules:-Only 1 Post per modder (Edit with new releases) -Include all mods you are responsible -Be VERY Clear on which game your Mod is For!!! (SupCom1, Forged Alliance or SupCom2) -Mark Last release Date -Mark Current Patch Compatability -Very Brief Summary of each mod -No Chit Chat Posts Hop to it! Mike
_________________ God of Models I also Moderate the Modding Forums and two of the Supreme Commander 2 Forums
Last edited by OrangeKnight on 30 Oct, 2008, edited 1 time in total.
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Lt_hawkeye
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Posted: 30 Oct, 2008
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Joined: 26 Mar, 2007 Posts: 3742 Location: California, United States
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mangriff
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Posted: 30 Oct, 2008
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Joined: 11 May, 2007 Posts: 435
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Heros Of Today
Insertion of modern military units into the game for their entertainment and diversity!
**see thread for latest release**
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Heros Factions
Allows the AI in skirmish to build and use Heros Of Today units
**see thread for latest release**
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batteryAcid Forged Alliance Units
Small unit pack for Forged Alliance with some interesting units
**see thread for latest release**
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batteryAcid Rapid Fire Artillery Defense
Adds stationary and mobile rapid fire artillery with increased range
**NEW WORKING VERSION** REL 11/04/08
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batteryAcid Animation Fixes for Forged Alliance
Fixes some annoying animation errors that were overlooked by FA developers
**NEW WORKING VERSION** REL 11/04/08
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mangriff Game Colors
My color scheme setup for skirmish maps. UI-only (multiplayer safe) and you can mod the colors to your liking very easily
**NEW WORKING VERSION** REL 11/05/08
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-=-Select the mod to view it's thread or download the mod
-=-All mods are compatible with the latest patch
-=-Frequent new releases
_________________ Veni Vidi Vici
Last edited by mangriff on 05 Nov, 2008, edited 5 times in total.
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Optimus Prime
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Posted: 03 Nov, 2008
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Joined: 15 Feb, 2007 Posts: 1363 Location: Germany
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parado0m
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Posted: 04 Nov, 2008
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Joined: 10 Jun, 2007 Posts: 1753 Location: umm... look! a distraction!
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I am the sole staff member of the Deep Blue Naval Pack. This is a fairly large unit pack that aims to add diversity and useful units that fit in with each faction.
So far as I know, there are no incompatibilities except for raiden2.
Works with current patch V3599, will test if there is a new one.
Note: Does not have AI support yet...
Last release: 11/2/08 (two days ago)
http://forums.gaspowered.com/viewtopic.php?t=30994
_________________
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Legion Darrath
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Posted: 04 Nov, 2008
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Joined: 23 Feb, 2007 Posts: 7504 Location: Belgium
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(click image for link)
Summary:
All faction's ACUs will only be able to build Land facs, Air facs, Pgens and mexes. All faction's Engineers can do the same but can also build Hydro's and Radars. Each faction's Land fac will be able to build Labs, scouts, AA and engineers. Each faction's Air fac will be able to build Inties and Transports. Added Transports with prebuild cargo Nerfed acu damage to 50 (100 for uef with gun upgrade) Nerfed aeon range upgrade Added mass storage Added in a torp bomber Nerfed acu nuke to 2k Next release will include Jetmarines, Shield labs, Stealthlabs and hoverlabs Tailored map available LabWars AI available
Then there's a bunch of other mods that aren't really worth mentioning
_________________
 LabWars Lok'tar Ogar!
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sorian
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Posted: 08 Nov, 2008
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Joined: 28 Feb, 2007 Posts: 3808 Location: Marysville, WA USA
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This mod introduces 4 new AIs complete with new features, new behaviors, and many bug fixes.
Feature Highlights: The AI will recognize and react to certain ally chat commands. The AI will notify allies of who the AI's primary target is. The AI will notify allies about when and where the AI is firing nukes through chat and a map ping. The AI will respond to enemy T4 threats. The AI will upgrade its commander. Improved Sim speed over the retail Forged Alliance AI. Many of the bugs and typos in the retail Forged Alliance AI have been fixed. Improved econ and build orders. The AI will refrain (as much as possible) from shooting into cliffs. The AI will taunt enemies. The AI will recognize and react to ally pings (F5, F6, and F7). The AI will group its T4 units. The AI will go nuts when it has a Paragon. The AI now features a Strategy Manager. There is now a support system for custom units. The AI will now gather and react to Intel.
Forum Link: http://forums.gaspowered.com/viewtopic.php?t=22908
Code Site Link: http://code.google.com/p/sorian-ai-mod/
_________________

Steam Id: _sorian_
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Manimal
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Posted: 09 Nov, 2008
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Joined: 11 Apr, 2007 Posts: 1733
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My very first mod that's 100% of my own : [FA] Console Plus v2 (04-apr-2009)
Features:
- it can run a command batch
- it brings some new console commands
- it brings some new features ( drag'n'drop and Commands Tooltips integrated in a dropdown box)
- it is a bit more convenient to use than the original Console
_________________ Console Plus - Solo A.C.U.
Last edited by Manimal on 04 Apr, 2009, edited 2 times in total.
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meredith
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Posted: 10 Nov, 2008
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Joined: 04 Feb, 2008 Posts: 583
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Raevn
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Posted: 17 Nov, 2008
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Joined: 09 Aug, 2007 Posts: 942
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ThaPear
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Posted: 22 Dec, 2008
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Joined: 08 Mar, 2008 Posts: 243 Location: The Netherlands
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Extended RestictionsMakes you able to select more types of units in the Unit Restrictions window. DownloadForum ThreadScore Announcer (ui mod)This UI mod announces it when someone takes and holds the score lead for an adjustable amount of seconds. A slider is added in the options menu, allowing you to change the needed lead time. Special thanks to Neruz for helping me figure it out. Forum ThreadDownloadHelper Tools (ui mod)This ui mod helps you manage your economy. It contains: - An autopauser, which pauses construction/upgrade of selected units at selected amounts of energy/mass. It also shows progress of the current unit it's upgrading and units in the list already upgrading by user command. - A sequenced upgrader list, which upgrades units one after another. - And a mass fab manager, which automatically enables/disables mass fabricators based on your energy income and prefers T2 mass fabricators over T3 ones. Forum ThreadDownloadConstruction Window (ui mod)It's a window which shows buildings you can build with the current idle engineers. If you click a building in the list, it will select the closest engineer and let you select the build location. Toggles with shift-rightbracket ( ] ) and you can select if you want it on the left of your screen or on the right of the screen. Forum ThreadDownloadMovable UI (ui mod)This mod lets you move every part of the UI around Forum ThreadDownloadBig Map Preview (lobby mod)(Is now included into Powerlobby by Moritz)This mod gives you a big map preview in the lobby, which shows mass and hydrocarbon deposits. Forum ThreadDownloadThaPear's Lobby mod (lobby mod)(Fully "compatible" with LEM and Powerlobby)This gives you the possibility to select your prebuilt units and restrictions (per unit) in the lobby. This also gives you the big map preview mentioned above. This will desync with people who don't have it.Forum ThreadDownload: Normal VersionLEM 4.4 versionLEM 4.4 & Sorian AISorian AIPowerLobby 1.5 versionGreetZ, ThaPear
_________________ UI Modder It's better to keep your mouth shut and let people think you are a fool, then to open it and remove all doubt. My latest mod: Big Map Preview All my mods Want an UI mod? PM me!
Last edited by ThaPear on 16 Jun, 2010, edited 9 times in total.
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DeadMG
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Posted: 26 Dec, 2008
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Joined: 15 Feb, 2007 Posts: 18207 Location: Presumably, at the time of posting, his computer.
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_________________ i7 920, 5770, 6GB DDR3 RAM, 40GB SSD, 1TB 7,200RPM, 1080p main screen/1280x1024 secondary, Fractal case.
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Gilbot-X
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Posted: 06 Jan, 2009
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Joined: 13 May, 2007 Posts: 442 Location: Birmingham, UK
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Gilbot-X's Mod Pack 2
Last updated Jan 5th 2009 (version 2.4)
My Mod Pack for Forged Alliance, which features:
Resource Networks - an expansion of adjacency bonuses, so bonuses can be passed over short/medium/long distance links.
Auto Toggle system - a controller unit can monitor your economy and automatically switch things off that are consuming energy and also pause less important construction tasks, when resources are low. As your income improves, it switches things back on and resumes construction tasks. Less micro-management for you to be distracted with.
And lots more!!!
_________________ Download my Mod Pack for Forged Alliance at RTSCommunity.com
Last edited by Gilbot-X on 27 Jan, 2009, edited 1 time in total.
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Lifekatana
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Posted: 18 Jan, 2009
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Joined: 24 Jun, 2007 Posts: 1340 Location: Map
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The ACU Rebalance Mod v1.1!
It lowers ACU starting health, but not maximum health to counter Commander rushes, during the game you regen to vanilla levels(takes around 8-10 min, exatly the time a typical T1 phase takes).
For more info and download links:
http://forums.gaspowered.com/viewtopic.php?t=33832&postdays=0&postorder=asc&start=0
_________________
Quote: It's prononce Aeon not Eon and thank you for me to have eye's of a halk.
- Gamer 8
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conKORD
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Posted: 18 Jan, 2009
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Joined: 26 Jul, 2007 Posts: 128
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FuryoftheStars
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Posted: 19 Jan, 2009
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Joined: 20 Apr, 2007 Posts: 861 Location: VT, USA
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duncane
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Posted: 20 Jan, 2009
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Joined: 01 Mar, 2007 Posts: 1783 Location: Perth, Western Australia
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Both FA and SC mods:
Improved Close-up camera
Increases the default camera zoom so you can get much closer to the units to enjoy the detailed models. Also has a first person style unit tracker mode.
Original SupCom mods:
Duel AI
This AI is focused on small maps and 1v1 play. It is good practice for ranked matches for players ranked below the top 1000. It also includes the chance of an early "Ghetto Gunship" attack.
Alternative Music Order
By default the Supcom music plays in the same order each game. This mod randomises the order. You will hear tracks you have never heard before!
Forged Alliance Mods:
FA AI Patch
The AI's are okay in FA, but just need a few improvements to make them worthwhile. This is my attempt at fixing the issues.
FA Extra AIs: Air / Land / Naval
The stock AI's in FA include sub AIs for focusing on Air, Land and Navy attacks. This mod allows the sub AIs to be selected directly in MP and Skirmish.
NOTE: This mod is now included with the AI patch.
Swarm AI
An AI that focuses on LOTS of T1 units and wont tech up till it reaches near the unit cap. Also the thread includes a NoTechAI that never techs past tech 1.
Null AI
An AI that does nothing. Doesnt sound useful but people use it to play themselves.
AI Ally Control
Allows a player to take control of an allied AI player to give orders or to take units. Also allows a player to give units to an AI ally.
Base Assault
New skirmish/mp game mode. The idea is that the human or AI players in team 1 or team 3 starts with a full pre-defined base and the other players, who start with nothing but an ACU have to assault this base.
Duncane Balance Patch
My FA balance changes including the return of fab farms, fire beetles as mine fields and the end to restorer spam.
_________________ My Mods: SC - Duel AI, Close-up Camera, Alternative Music Order FA - AI patch, Air/Land/Naval AI, Null AI, Swarm AI, AIAllyControl, Base Assault, Return to Fabs Balance Patch SC2 - Research log in replays
Last edited by duncane on 06 Jun, 2009, edited 3 times in total.
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themak
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Posted: 23 Jan, 2009
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Joined: 09 May, 2007 Posts: 114 Location: Albany, NY
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Bulwark Mod
Adds a direct-fire range ring to the UEF T2 Shield Boat (Bulwark) that corresponds to where the shield hits the water’s surface. This helps keep your forces beneath the shield without having to eye the boundary yourself. It is available on the vault (author: The_Mak) as well as here.
Rang Ring Fixes
Adds countermeasure rings to the UEF ACU and SCU to show where the boundary of the field shield upgrade is. In addition, countermeasure rings are added to show where the boundaries of the regeneration field upgrades (both level I & II) are for the Seraphim ACU. It is available on the vault (author: The_Mak) as well as here.
Enjoy.
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FunkOff
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Posted: 23 Jan, 2009
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Joined: 26 Feb, 2007 Posts: 6359
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Ghaleon
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Posted: 01 Feb, 2009
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Joined: 13 Jun, 2008 Posts: 590
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[REL-FA] TVg V4.5 - Total Veterancy g V4.5
Download
My build of Total Veterancy by Eni.
Summary:
Veterancy that works! Commanders are Heroes, Support Commanders useful again. Veterans can be directly built. Loads of UI improvements.
Many additional features, NN NGE restrictions work for custom units, Unit cap increases if an ally is defeated, fix for overeager map scripts, some 3603 balance changes, fixes, etc.
I've received Eni's permission and this build appears to be working as intended.
[REL-FA] GUI by Ghaleon (GUIbg) [UI-mod]
currently at v9, now fully integrated into GAZ UI v6
Contains a ugly window which displays what you have reclaimed.
when enabled will also expand the maximum amount of mass/energy displayed to 8 digits from the former 6 digit limit.
All build templates get a name displayed below them.
Custom names can be permanently and within the running game toggled on or off.
Auto replay saver, saves current replay on exiting to the score screen and renames it by date/map.
Detailed unit view, basically what total veterancys ui mod implemented, displaying shield hp regen, build rates etc. (v7, this option is fully compatible with TV UI)
Improved Unit deselection:
Reduce the number of selected units by shift(-1) or ctrl(-5) or ctrl+shift(-10) right-click in group selection.
All options are toggleable in the options dialog.
some more features, coexists with GAZ UIv5.
Integrated into v6.
fastbuild
http://ghaleons-mod-collection.googleco ... uildv3.zip
Increases Build Power and Range by 10 for all units, engineers can now build at ludicrous ranges.
Unit Cap x4
http://ghaleons-mod-collection.googleco ... p%20x4.zip
Unit Cap quadrupled, intended for single player use.
Debughelper
http://ghaleons-mod-collection.googleco ... lperv1.zip
Spawns a Paragon and Support Commanders of all factions when prebuild is enabled
T3 Engineering Stations
http://ghaleons-mod-collection.googleco ... ionsv2.zip
My take on Engineeringstations for all Factions, balanced for latest patch FA(aka lesser buildpower)
Turtle Power
http://ghaleons-mod-collection.googleco ... owerv2.zip
Ridiculously overpowered Ravager recolor which also shoots at Air, has a Shield and huge Splash. Experimental imba base defence good for insane Survival.
+ a few more at my googlecodepage:
http://code.google.com/p/ghaleons-mod-c ... loads/list
_________________ TVg V4.84 Download other mods
Last edited by Ghaleon on 26 Dec, 2009, edited 6 times in total.
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Moritz
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Posted: 15 Feb, 2009
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Joined: 06 Mar, 2008 Posts: 144
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Domino
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Posted: 15 Mar, 2009
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Joined: 26 Feb, 2009 Posts: 446
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Mod Support Link viewtopic.php?f=7&t=46958Mod support for all mods see the above link for more details
_________________ Domino.
[color=#FF0000][size=150]FEED YOUR FEAR.[/size][/color]
Last edited by Domino on 01 Jul, 2010, edited 1 time in total.
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KrimsonStorm
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Posted: 15 Mar, 2009
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Joined: 09 May, 2007 Posts: 3064 Location: New York, USA
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Large unit pack and balance/diversity mod. Mod still in development. Includes:
-Around 40 new units.
-2-3 New Experimentals Per faction.
-Bonus Mappack.
-Balance tweaks.
Please see: http://forums.gaspowered.com/viewtopic.php?t=35433
_________________
Last edited by KrimsonStorm on 15 Jul, 2009, edited 2 times in total.
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BulletMagnet
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Posted: 03 Apr, 2009
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Joined: 05 Oct, 2007 Posts: 12565 Location: camping near the biggest power-up
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if you have any questions about my mods, feel free to PM me.
all my mods work on all flavours of FA, and should also work in vanilla SupCom without any concerns too.
ULTIMATE Over-Kill Control:
WIP 18
tired of having a handful of Percies, and seeing them all blast away at that one T2 Engineer?
/BulletMagnet sure is.
so i made a small mod that cleverly told weapons to pick a new target if their existing target was sure to die from the damage that already has their name on it.
the mod, fueled by my crazy mind, quickly evolved to include improvements for all homing weapons (SAMs and torpedoes alike), and a limited terrain checking system so your tanks don't simply sit next to a cliff and blast away at the cliff-face.
/BulletMagnet has more ideas and plans to include, but is a bit busy with RL to put them all in in one go. MoarBuildy:release 01reduces;cost, build time, health, damage of all T3 and T4 units by 33%.
this makes them much less effective, but also much more attainable. it adds an interesting dynamic to late-game play as T1 and T2 units can face-off T3 forces of similar numbers. NoCrash:release 1.02sick of that muppet who builds CZARs and drives them into your base?
well, be annoyed no more as NoCrash removes crash damage from all non-T4 aircraft, and leaves T4 crash damage at 1,000.
you may find a FileFront mirror here. Diegobah Engineering Mod Pack:release 01this mod pack does two things;1. takes the UEF T1 Engineer, changes a few lines of the descriptions and passes it off as a new unit, and 2. bundles the Rich Mod; without asking GPG for permission to do so. you may also want to see this thread for a proper explanation. Vet. Sans:release 01Supreme Commander; a game about armies of robots shooting, blasting, and generally belting the living snot out of one-another. robots make great war-machines; they obey orders until they cease to be. they never lose moral, nor refuse orders.
but why do they have veterancy?
they're fricken' robots for Pete's sake! doesn't GPG think that's just a little... um... stupid?
/BulletMagnet thinks it's stupid.
this is where the Vet. Sans Mod comes in. it removes veterancy, and it's associated buffs from all units. now, you can spam LAB's and T1 at your opponents Monkey Lord and not have to witness the incredible veterancy-monster in action.
[PROTIP:] there's also a version that keeps veterancy for ACU's and SCU's. you can find that one here.
_________________ Craziness of SupCom!
Last edited by BulletMagnet on 31 Oct, 2009, edited 6 times in total.
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