Supreme Commander: Forged Alliance

Supreme Commander: Forged Alliance

Boo Hassan Jul 28, 2018 @ 10:05am
How to turn of unit cap for Forged alliance.
Hello people! I've been looking around the web now for a no unit cap in FA, but I can't seem to find a version that is working for FA, i've found stuff for regular supcom, but not the expansion.

I'd love to get some help as I know it is possible to increase it but I am not sure how to do it.

thx ahead of time, cheers!
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Showing 1-13 of 13 comments
PhilipJFry Jul 28, 2018 @ 1:17pm 
don't think there is a mod that completely removes the unit cap but you can use one to increase it to something incredibly high
Boo Hassan Jul 28, 2018 @ 2:38pm 
it's fine I managed to fix it!
Bolt Jul 29, 2018 @ 8:35am 
Originally posted by Boo Hassan:
it's fine I managed to fix it!
This is not helpful to others with the same issue.

The hard approach would be to edit every single .bp file with a text editor that's inside the units.scd (winrar, winzip or programs alike can open .scd files) and add a "CapCost = 0," entry to the file's "General" section.

Example: Cybran Wall Section (inside the "URB5101" folder within the units.scd archive file)
General = {
CapCost = 0.1,
Category = 'Defense',
Classification = 'RULEUC_MiscSupport',
CommandCaps = {
RULEUCC_Attack = false,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = false,
RULEUCC_Move = false,
RULEUCC_Nuke = false,
RULEUCC_Patrol = false,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = false,
RULEUCC_Stop = false,
RULEUCC_Transport = false,
},

Each unit that doesn't have a CapCost entry counts as 1 towards the population cap. So the devs of the game didn't add that line to anything else besides wall sections as these are the only things that don't cost 1 population in the entire game.

_______________

The easy approach:
Go to
http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/
and download "Unit Cap x4.rar"

Copy the contents into your Supreme Commander Forged Alliance\mods folder so that inside the mods folder a "UnitCap x4" folder exists

Within the "system" folder (\Supreme Commander Forged Alliance\mods\UnitCap x4\hook\lua\system)
there's a file named "Blueprints.lua". Open it with a text editor (notepad or something similar).
Edit the line "local CCdef = 0.25" to "local CCdef = 0" and after that safe and close the file.

While the mod is active no unit costs any population amount anymore.
If you're not using the Faforever Client to play the campaign but just the regular game you'll also need the mod enabler, as the regular game doesn't load active mods if you're playing a campaign mission without that one.

To install the mod enabler go to
https://www.moddb.com/games/supreme-commander-forged-alliance/addons/campaign-mod-enabler
and download the file (only required if you play Forged Alliance without FaForever Client).

Extract the file "TF_CampaignModEnabler.scd" from within the downloaded archive into your Supreme Commander Forged Alliance\gamedata folder.

Now launch the game and within the main menu click on "extras" -> "mod-manager", then select the unitcap x4 mod to activate it.

After all of this you can play campaign missions without any population limit. If you just want to play skirmish battles you won't need the mod enabler and neither if you use the Faforever Client to play the game. Just don't forget to activate your desired mods before you play.
Last edited by Bolt; Jul 29, 2018 @ 8:39am
Boo Hassan Jul 31, 2018 @ 2:57pm 
Yeah like, I just got that mod and it worked fine, I just forgot to add it to the comments haha!
[DDR]Hatschi May 3, 2019 @ 11:34am 
If you are playing under Linux, you could also use a script to add CapCost to all *.bp files.
  1. get units.scd from ~/.wine/drive_c/Program Files (x86)/Steam/steamapps/common/Supreme Commander Forged Alliance/gamedata
  2. unzip units.scd
  3. use add CapCost script https://pastebin.com/uPGN6sbm
  4. zip units.scd: zip -r -0 units_new.scd units
  5. move units_new.scd as units.scd to ~/.wine/drive_c/Program Files (x86)/Steam/steamapps/common/Supreme Commander Forged Alliance/gamedata

Don't use CapCost=0 or your skirmish session will be finishend instantly.
Last edited by [DDR]Hatschi; May 22, 2019 @ 12:00am
Tytusel Jul 10, 2021 @ 12:48pm 
Originally posted by Hollow:
Originally posted by Boo Hassan:
it's fine I managed to fix it!
This is not helpful to others with the same issue.

The hard approach would be to edit every single .bp file with a text editor that's inside the units.scd (winrar, winzip or programs alike can open .scd files) and add a "CapCost = 0," entry to the file's "General" section.

Example: Cybran Wall Section (inside the "URB5101" folder within the units.scd archive file)
General = {
CapCost = 0.1,
Category = 'Defense',
Classification = 'RULEUC_MiscSupport',
CommandCaps = {
RULEUCC_Attack = false,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = false,
RULEUCC_Move = false,
RULEUCC_Nuke = false,
RULEUCC_Patrol = false,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = false,
RULEUCC_Stop = false,
RULEUCC_Transport = false,
},

Each unit that doesn't have a CapCost entry counts as 1 towards the population cap. So the devs of the game didn't add that line to anything else besides wall sections as these are the only things that don't cost 1 population in the entire game.

_______________

The easy approach:
Go to
http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/
and download "Unit Cap x4.rar"

Copy the contents into your Supreme Commander Forged Alliance\mods folder so that inside the mods folder a "UnitCap x4" folder exists

Within the "system" folder (\Supreme Commander Forged Alliance\mods\UnitCap x4\hook\lua\system)
there's a file named "Blueprints.lua". Open it with a text editor (notepad or something similar).
Edit the line "local CCdef = 0.25" to "local CCdef = 0" and after that safe and close the file.

While the mod is active no unit costs any population amount anymore.
If you're not using the Faforever Client to play the campaign but just the regular game you'll also need the mod enabler, as the regular game doesn't load active mods if you're playing a campaign mission without that one.

To install the mod enabler go to
https://www.moddb.com/games/supreme-commander-forged-alliance/addons/campaign-mod-enabler
and download the file (only required if you play Forged Alliance without FaForever Client).

Extract the file "TF_CampaignModEnabler.scd" from within the downloaded archive into your Supreme Commander Forged Alliance\gamedata folder.

Now launch the game and within the main menu click on "extras" -> "mod-manager", then select the unitcap x4 mod to activate it.

After all of this you can play campaign missions without any population limit. If you just want to play skirmish battles you won't need the mod enabler and neither if you use the Faforever Client to play the game. Just don't forget to activate your desired mods before you play.
i just went the hard way and set the CapCost -1000 to the wall so when i build a wall the Unit cap went negative and surprisingly it worked
I tried installing mods, in first SupCom it worked but in SupCom FA i cant get it working with campaign.
Tytusel Jul 12, 2021 @ 2:20pm 
Originally posted by Hollow:
https://steamcommunity.com/app/9420/discussions/0/613938693307452946/
i did that and it still wouldn't work for me wierdly :P
Takingdomscosimog Jul 18, 2021 @ 6:01pm 
Problem is if you have no unit cost and you just build thousands of units you will probably get severe slow down before long.
loudman2 Jul 18, 2021 @ 9:45pm 
The LOUD Project supports unlimited unit caps and superior performance all around permitting truly huge games. Typical games reach 5000 units before the sim drops below 0 (standard) versus less than 2000 for the base game.
flarg Aug 12, 2022 @ 12:25am 
Originally posted by Hollow:
Originally posted by Boo Hassan:
it's fine I managed to fix it!
This is not helpful to others with the same issue.

The hard approach would be to edit every single .bp file with a text editor that's inside the units.scd (winrar, winzip or programs alike can open .scd files) and add a "CapCost = 0," entry to the file's "General" section.

Example: Cybran Wall Section (inside the "URB5101" folder within the units.scd archive file)
General = {
CapCost = 0.1,
Category = 'Defense',
Classification = 'RULEUC_MiscSupport',
CommandCaps = {
RULEUCC_Attack = false,
RULEUCC_CallTransport = false,
RULEUCC_Capture = false,
RULEUCC_Guard = false,
RULEUCC_Move = false,
RULEUCC_Nuke = false,
RULEUCC_Patrol = false,
RULEUCC_Reclaim = false,
RULEUCC_Repair = false,
RULEUCC_RetaliateToggle = false,
RULEUCC_Stop = false,
RULEUCC_Transport = false,
},

Each unit that doesn't have a CapCost entry counts as 1 towards the population cap. So the devs of the game didn't add that line to anything else besides wall sections as these are the only things that don't cost 1 population in the entire game.

_______________

The easy approach:
Go to
http://gpgnet.obliteratingwave.co.uk/Vault/Individual-Mods/
and download "Unit Cap x4.rar"

Copy the contents into your Supreme Commander Forged Alliance\mods folder so that inside the mods folder a "UnitCap x4" folder exists

Within the "system" folder (\Supreme Commander Forged Alliance\mods\UnitCap x4\hook\lua\system)
there's a file named "Blueprints.lua". Open it with a text editor (notepad or something similar).
Edit the line "local CCdef = 0.25" to "local CCdef = 0" and after that safe and close the file.

While the mod is active no unit costs any population amount anymore.
If you're not using the Faforever Client to play the campaign but just the regular game you'll also need the mod enabler, as the regular game doesn't load active mods if you're playing a campaign mission without that one.

To install the mod enabler go to
https://www.moddb.com/games/supreme-commander-forged-alliance/addons/campaign-mod-enabler
and download the file (only required if you play Forged Alliance without FaForever Client).

Extract the file "TF_CampaignModEnabler.scd" from within the downloaded archive into your Supreme Commander Forged Alliance\gamedata folder.

Now launch the game and within the main menu click on "extras" -> "mod-manager", then select the unitcap x4 mod to activate it.

After all of this you can play campaign missions without any population limit. If you just want to play skirmish battles you won't need the mod enabler and neither if you use the Faforever Client to play the game. Just don't forget to activate your desired mods before you play.
based
Bolt Aug 13, 2022 @ 2:55am 
Altering the unit limit for the campaign with just a text editor:
1) Non-FAF version, just the regular game:
-right-click on the game in your Steam library
-properties
-local files
-browse
-this opens the game's main folder, in there is the "maps" sub-folder
-inside the "maps" folder is a folder for each campaign mission, named X1CA_00# (# = 1 to 6 for mission #1 to #6)
-within each folder you'll find the script file for the mission, named after the mission
-example: X1CA_006_script.lua for mission #6
-open that one with a text editor
-search for the line: local Player = ScenarioInfo.Player
-below this line add as a new line: SetArmyUnitCap(Player, 500)
-instead of 500 set the unit limit to any value that you want to use
-do this for each mission's script file to set the unit limit to a desired value, save changes

2) FAF verison:
Copy this path into your file explorer's address bar:
%USERPROFILE%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Maps\
-hit enter to get to the path
-this takes you to the FAF map archive
-the campaign missions also have their own folder here each
-the missions are named x1ca_coop_00#.v00xx
with # being mission #1 to #6
and xx being the version number of that mission (highest number = most recent map version that'll be used by the game).

So for example if you have 2 folders for mission #6, labeled
x1ca_coop_006.v0001
x1ca_coop_006.v0020
then you need to use the one with the highest number ( x1ca_coop_006.v0020 ), as that's the one the game will use.

-in the map's folder is the script file that's named after the mission (example: X1CA_Coop_006_script.lua für mission #6)
-open it with a text editor
-search for the line: ScenarioFramework.SetSharedUnitCap(1000)
-instead of 1000 set it to a desired value, save changes
-note that the shared unit cap is divided by the number of players, so with 2 each gets 500, 3 each gets 333, 4 each gets 250
Chi Sloan Sep 18, 2023 @ 11:50pm 
Originally posted by Hollow:
-search for the line: local Player = ScenarioInfo.Player
-below this line add as a new line: SetArmyUnitCap(Player, 500)

This one part is incorrect or not specific enough.
Instead:
-search for the line: # Unit Cap (Below this you should see all of the unit caps set for all of the ai players)
-Add the line under # Unit Cap: SetArmyUnitCap(Player, 500)
-Of course, now change 500 to any value you want
Last edited by Chi Sloan; Sep 18, 2023 @ 11:51pm
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