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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.
Don't use CapCost=0 or your skirmish session will be finishend instantly.
I tried installing mods, in first SupCom it worked but in SupCom FA i cant get it working with campaign.
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
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