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Steiner
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Posted: 03 Apr, 2009
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Joined: 03 Apr, 2009 Posts: 23
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/Zob
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Posted: 16 May, 2009
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Joined: 08 Feb, 2009 Posts: 106 Location: Australia
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Mod started : May 1st 2009
Mod name : - Undecided -
Mod description:
- Created to accompany skirmish or multiplayer game's
- Involves new units
- AI compatible
- SCFA only
New units (name's withheld):
UEF:
- UEF experimental (T4) bomber (carpet bomber) (in process)
- UEF experimental (T4) Fatboy (modified version) 'Earth shaker' (in process)
- UEF T3 AA unit
Cybran: (to be decided)
Aeon: (to be decided)
Seraphim: (to be decided)
Completion date: Unknown till further notice.
_________________
Agent: "What you talking fool?"
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lodestar
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Posted: 26 May, 2009
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Joined: 05 Jan, 2008 Posts: 8
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brandon007
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Posted: 16 Feb, 2010
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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With some Help, I have Managed to make my First, Small, Unit Pack.
No Bugs, Or Incompatible Mods...yet.
Works with current patch V3599, will test if there is a new one.
Note: Does not have AI support yet...
Version 1.5 Release: February-17-2010
http://forums.gaspowered.com/viewtopic.php?t=42251
~People who Helped me so far~
Lt_hawkeye
OrangeKnight
Exavier Macbeth
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Manimal
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Posted: 19 Feb, 2010
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Joined: 11 Apr, 2007 Posts: 1915
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[FA] Research Labs
version 1
<reserved space>
This Mod brings up a brand new feature : the Research Lab.
It's available for the 4 factions.
<will be completed ASAP>
_________________ Console Plus - Solo A.C.U. - Experimental Wars
Last edited by Manimal on 19 Feb, 2010, edited 1 time in total.
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Manimal
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Posted: 19 Feb, 2010
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Joined: 11 Apr, 2007 Posts: 1915
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[FA] Auto-Upgrading Units
<reserved space>
version 1
This Mod brings up a brand new feature : the Auto-Upgrading Units.
This automatic upgrade occurs whenever units increase their veterancy level.
It's available for the 4 factions.
<will be completed ASAP>
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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Mooilo
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Posted: 07 Mar, 2010
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Joined: 08 Jul, 2007 Posts: 5394
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Manimal, only 1 post per modder is allowed.
Quantum Gate Teleporter
-Released 3/7/2010
-Latest Version: 1.0 (3/7/2010)
-Compatible with the latest version of Forged Alliance
-Allows Quantum Gates to teleport units to other Quantum Gates.
Quantum Gate Terminals
-Released 3/14/2010
-Latest Version: 0.5 (3/14/2010)
-Compatible with the latest version of Forged Alliance
-Adds in "Terminals", which quantum gates can teleport units to.
-Requirements: Quantum Gate Teleporter (above)
_________________
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thwagmostar
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Posted: 29 Apr, 2010
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Joined: 02 Nov, 2007 Posts: 64
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5iver Nukem (UI-Only)- Summary: T2/T3 TMLs and T3/T4 SMLs with ammo show in Avatar Bar (w/ idle engineers and factories)
- Version of Last Release: v4
- Date of Last Release: 06/27/2010
- Client Compatibility: FA 3599 (none others tested)
- Known Incompatibilities: None
Last edited by thwagmostar on 03 Jul, 2010, edited 2 times in total.
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Hyzual
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Posted: 19 Jun, 2010
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Joined: 30 Mar, 2007 Posts: 13
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Advanced Coop & CLMCurrent Version: v1.0 Last Release: 06/20/2010 Client Compatible: Forged Alliance v3599 (Vanilla not supported) Forum Thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=46757Description : Allows several players in a team to share full control of their armies and ressources. Released along with the Lobby Enhancement mod by sorian and Big Map Preview by ThaPear
_________________ Advanced Coop & CLM 1.0
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knittel
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Posted: 10 Aug, 2010
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Joined: 03 Aug, 2010 Posts: 21 Location: Germany
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Hi Guys, Knittel's Mod:Changes many Units and Buildings and makes a bigger diffrence between Tech 1 and 3. Also every Faction is diffrent from the others (UEF, expensive but good Technicals ; Cybran, cheap but bad Technicals, etc.). Works fine with Patch: 1.5.3596 Forged Alliance (should work with other version's too). Last Release: 08.10.2010 Version: 1.1 Knittel's Commander Mod:Gives the Commander more Life and better Regeneration, so they can't be rushed away. Every Faction's Commander is diffrent from the others. Works fine with Patch: 1.5.3596 Forged Alliance (should work with other version's too). Last Release: 08.10.2010 Version: 0.2 Download the ModPack with both Mods here: http://www.mediafire.com/?ehrcczva7adaah5Mstify Mod:About 20 new Units (about 10 T4 and 10 T3). Well I guess it's not that unbalancing, because I tried to make the units as good as another one and give it nearly the same price. I didn't made own models, but I mixed the textures and the Models from the original game. I like the mix. Download MystifyMod here: http://www.mediafire.com/?w3rubbrd1q68uz8~ Knittel
_________________
 http://www.mediafire.com/?ngzjzzwzwno - Play My Selfmade Game
Last edited by knittel on 24 Nov, 2010, edited 1 time in total.
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Everfades
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Posted: 12 Aug, 2010
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Joined: 12 Aug, 2010 Posts: 57
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Hi guys, Experimental SquareshieldsI wanted to create a useful and balanced experimental shield structure for every faction. It's my first mod and took me a whole day to create, playtest and balance. Enjoy it and leave feedback viewtopic.php?f=7&t=47655More Particle Effects (OLD, get my new graphicenhancement mod instead!) A simple mod which doubles the particle output of everything in FA. viewtopic.php?f=7&t=47667Unitrestrictions LEMA nice little mod which adds tons of new restrictions in the LobbyEnhancementMod. Most Unitrestrictionmods out there won't work with LEM, my one does. viewtopic.php?f=7&t=47682Graphicenhancement mod (the new number one none unit FA mod!) viewtopic.php?f=7&t=51030
Last edited by Everfades on 15 Apr, 2011, edited 2 times in total.
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Chojin
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Posted: 28 Aug, 2010
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Joined: 18 Feb, 2008 Posts: 25
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New download URL for the AutoTML mod for FA, if anyone still wants it: http://www.mediafire.com/?l89d640xb5cgukbHere is the release info for the mod: ************************************************ Version 1.1.1 This is a mod for the tactical missile launchers, updated to work with all four factions in FA. * Tactical Missile Launchers will automatically fire upon targets. Targets will be selected based on this priority list: TargetPriorities = { 'EXPERIMENTAL', 'TECH3 STRATEGIC', 'GATE', 'TECH3 NAVAL', 'TECH3 ENERGYPRODUCTION', 'TECH3 SHIELD', 'TECH3 FACTORY', 'TECH3 CONSTRUCTION', 'TECH3 MASSEXTRACTION', 'TECH3 STRUCTURE', 'TECH3 MOBILE', 'SUBCOMMANDER', 'TECH2 STRATEGIC', 'TECH2 NAVAL', 'TECH2 ENERGYPRODUCTION', 'TECH2 SHIELD', 'TECH2 FACTORY', 'TECH2 CONSTRUCTION', 'TECH2 MASSEXTRACTION', 'TECH2 STRUCTURE', 'TECH2 MOBILE', 'COMMAND', 'TECH1 NAVAL', 'TECH1 FACTORY', 'TECH1 CONSTRUCTION', 'TECH1 MASSEXTRACTION', 'TECH1 STRUCTURE', 'TECH1 MOBILE', 'ALLUNITS', }, The launcher will not fire at Tech 1-3 air units, nor will it fire at submersed units. * The "manual launch" button has been removed (because it no longer functions) - to issue manual attack orders, click or shift-click "attack" orders like a regular unit. * The TML will not build missiles by default - you must turn this option on manually. * I have also modified the cruise missile projectile to allow target tracking, instead of the default behavior of "target ground" - the missiles will track moving targets now (this affects TML missiles only). **** Update 1.1.1 (2/29/08) **** Changes: *Updated priority list (see above) *Fixed several re-targeting/overkill script bugs *Reduced flight arc to increase accuracy **** Update 1.1 (02/23/08) **** Changes: * TML cruise missiles run a script which checks the selected target for overkill damage, and select new targets to avoid overkill. The script also retargets if the current target dies. * TML cruise missiles now have a very slightly increased splash damage radius. * TML cruise missiles now take a higher flight arc before descending upon targets, to avoid ground collision and allow time to retarget. The missiles also dynamically adjust their velocity and turning speed much more efficiently. ************************************* To install: extract the .rar file to My Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods The changes made in this mod are minimal and should be compatible with most other mods. ** My thanks to Resin_Smoker for letting me use his scripts as a base for the retarget/overkill function. Discussion thread: viewtopic.php?t=26657
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Domino
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Posted: 01 Dec, 2010
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Joined: 26 Feb, 2009 Posts: 2997
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Hi Released Mods Name - Movie_Mania Details - viewtopic.php?f=7&t=49373Description: Changes main menu movies to faction percific movie + adds new loading screen for each faction. ------------------Name - Advanced Cams Details - viewtopic.php?f=7&t=49372Description: Adds some advanced camera's activated by hotkeys. ------------------Name - Selection Arrow Details - viewtopic.php?f=7&t=47726Description: Adds a bouncing selection arrow above all your selected units. ------------------Name - Beam Fenses and gates Details - viewtopic.php?f=7&t=49438Description adds some beam fenses and gates to all factions.. currently in WIP stage only uef are supported ------------------
_________________ Domino. ______________
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zinetwin
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Posted: 20 Jan, 2011
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Joined: 31 Jul, 2010 Posts: 203
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PowerSlave PowerpackIncludes three seperate mods which can be found here. http://forums.gaspowered.com/viewtopic.php?f=7&t=49711PowerStorageFeatures upgradeable T1-T2, and new T3 and experimental, Mass and Energy storage structures. PowerCarbonOffers upgradeable T1-T2-T3 Hydrocarbon structures. PowerShieldsT2 and T3 Shield Capacitor structures which increase the shield hit points and regeneration but increase maintenance energy cost. Act now! Get your very own PowerSlave™ today!
_________________ “Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy’s resistance without fighting.” Sun Tzu obviously didn't have giant robots to conquer with.
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Vault54
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Posted: 26 Feb, 2011
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Joined: 20 Feb, 2011 Posts: 43
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Diamond Mod for Forged AllianceDiamond Mod is designed for pro gaming purposes. It has tighter gameplay than original Forged Alliance so map control is more important. There are less shortcuts to victory so you have to really dominate your opponent to get a win. Fixes also most of the bugs found in game. Diamond Mod
Last edited by Vault54 on 15 Nov, 2011, edited 1 time in total.
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mechanis
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Posted: 03 Mar, 2011
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Joined: 24 Feb, 2011 Posts: 24
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[FA]OMGDefenseCurrent status: Unreleased, alpha pending... premise: add more defensive structures and a handful of nifty units to counter the improved defenses with. feel free to drop by!
_________________ YOU CAN NEVER BE TOO SURE! Overkill is better than no kill, I always say.
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burnie222
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Posted: 25 Apr, 2011
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Joined: 21 Jan, 2011 Posts: 335
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