![]() If you need a place to start look at the links below. If you can help I think it is the feelings of the majority of those who play this game that you should help them. Many people are working on developing mods and maps to make Supreme Commander 2 a more diverse and interesting game. ![]() Revamp Map Pack (Contains most of the maps from the campaign) :).However, they do work for the most part, but some have problems with AI pathfinding. This is a due to the inability to added required AI markers since the files are compiled making them unreadable. ![]() Most player-made maps currently show up incorrectly in the preview box because they have to piggy back off an existing skirmish map's layout and ID to work. Many people have managed to port maps into skirmish from the campaign which would then be modded with mass points and spawn markers despite the fact that the game developer's have not released any sort of map editor or any other form of assistance. If you do not, you might seriously impair the game by accident. It should be noted that when using mods one should ALWAYS ALWAYS ALWAYS backup the original game files. Nonetheless, people have managed to find ways that successfully introduce new maps and units, many of which are from the previous Supreme Commander, into the game. It couldn't be more user friendly.Officially Supreme Commander 2 was declared early on to be uneditable by Chris Taylor. Enabling and disabling individual mods takes 1 click, as does downloading any of them from the vault. All it takes to join a modded lobby is to double click it on lobby list and all mods used in it will be auto downloaded if you don't have them already, so it isn't some rocket science that you are trying to say it is. There are plenty of mods that are commonly used even together (not counting all the UI mods that are *always* used without you even noticing as they are client side) without any problems, hardly a "small portion" unless you are talking about very obscure and obsolete mods that no one is maintaining anymore, some lobbies have dozens of them and run fine. Maybe you have some nice "bundle" that you can "easily use" in comparison but FAF is not some unsafe place that can brick your computer if you install incompatible mods, worst that can happen is that your game doesn't run until you disable incompatible mods with 1 click which was all it took to enable them as well, or it desyncs at random point. Modders aren't paid (at all, everything is voluntary) to do QA with every other combination of mods but they are very rarely incompatible. ![]() Just like with every other game that has modding, you have to check yourself if mods are compatible if they aren't already commonly used together, it isn't "user beware". Originally posted by loudman2:The largest repository is housed at FAF - but it's a user beware situation - only a small portion of what's available there is verified to work properly and/or get along with other mods. focus on multiplayer + matchmaking for it, but also supports solo gameplay vs AI: offers the SupCom & FA campaign missions to play either solo or in coop, has some scripted scenarios made by fans as well, has a map generator and lots of custom maps stays mostly true to the original game campaign missions lack their mission briefing into videos though, which will have to be looked up on youtube requires you to create an account for their service, which requires you to use Steam API to use your Steam account data to register there The FAF Client: LINK [-fan software: has its own mod archive integrated into its launcher total conversion of the game: comes with its own units and game rules while also having the original ones the focus is on performance- and AI improvements for AI matches with a vastly improved AI has its own mods integrated that are optionally available (Example: Supreme Commander Forged Alliance\mods\MyMod) Unpack the contents of the downloaded archive into your Supreme Commander Forged Alliance\mods folder, so that the mod has its own sub-folder in it. The most favorite mods were BlackOps and the unit cap increasing one. No documentation what anything actually is, though.
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