Supreme Commander: Forged Alliance

Supreme Commander: Forged Alliance

Fidine Jan 15, 2020 @ 12:51am
Warhammer Mod
Hi there,

I was wondering if there are any large scale total conversion mods into a Warhammer Setting. I cant believe a game like this hasnt had a 40k mod made for it yet. This game should be the archetype for having mods of all sci-fi games like Halo, 40k and Mass Effect.
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Showing 1-5 of 5 comments
Jack_Jack Jan 15, 2020 @ 10:02am 
Warhammer has 1 new, very good enginer, unfortunately it was abandoned by the game's producers. A few players keep the game with few Mods.

How great it would be in this same Dawn of War III enginer to create a Star Wars mod similar to the android game: https://play.google.com/store/apps/details?id=com.netmarble.starwars

In the case of Forged Alliance would you make a new mod?
There are already so many ...
Could do using Supreme Commander 2 enginer, there are few mods ...
biass Jan 15, 2020 @ 8:24pm 
Uh, yeah so there is no mod to make FA a 40k game anywhere, that's including the FAF vaults or forums.

The closest thing to anything like that is one dude in a FAF discord server working on a mod that has small human infantry, but otherwise games like that do not work very well in the supcom design.

The best mods for 40k are probably the Elite mod for DOW2: retribution or Rimhammer 40k for Rimworld, if you ask me.
Bolt Jan 16, 2020 @ 2:38pm 
The Supreme Commander UI, pathfinding, resource system, unit system, combat system all don't support a Warhammer well.

The UI is bad to manage special unit abilities. It doesn't have any cooldown indicators, the tooltips for special abilities are barebones and it's not clearly visible when something is on/off (cooldown). Individual unit handling is also done on the field instead of via the unit selection menu as all units of the same type list as a single selection with the number of units you have so that you can't select individual units from a group of the same unit type to have them retreat or use special abilities from within the UI. Instead only on the field selection is an option.

The pathfinding enforces formations while only offering 2 but the LOUD mod showed that more and especially better ones are possible. Units tend to either get stuck, block another or bump into other units while air units are allowed to move on top of another.

The resource system is about gathering scrap, constructing resource structures and allows units to assist any type of construction while Warhammer is about capturing points, along with some special relic or energy production points and there's no production assist that makes unit spam easy once the economy stands. Also in Warhammer the resource structures are limited by the amount of capture points for resource#1 and the amount of generators for resource#2 with generators being limited by the number of HQs you have that get more expensive the more you have. In Supreme Commander you just build stuff and then some more stuff.

Supreme Commander's combat system doesn't know cover, morale, weapon- & armor type effectiveness for the most part (example: sniper bots being equally good vs structures / naval units / air units / engineers, SACUs and ACUs) and doesn't know status effects in any as huge variety as Warhammer does but even if that was the case the UI doesn't display such. And unlike Warhammer there's no squad-based gameplay and units can't receive upgrades while on the move or in combat but instead they need to stand still. There are also no unit stances, no melee and ranged attack toggle options along with the vast difference these make in combat.

The only Warhammer type Supreme Commander could become would be one with focus on construction and vehicles. Infantry gameplay demans squads, special abilities, melee combat (and animation variety), status effects, moral at least - unless you want to be like EA was with Syndicate: give something a name that doesn't meet the actual content and expectations.

I'd say C&C Generals would be a more fitting RTS to turn into Warhammer but even that one struggles with the requirements. In the end Relic's melee, cover, status effect, moral, squad and squad upgrade / reinforce system is their Warhammer RTS core that many other strategy games simply don't have.
Antineutron Jan 16, 2020 @ 3:29pm 
there are some things possible in supcom from what you mention like:

- ACU's OC has different damage to buildings than units and different to other ACUs
- some cybran units have a switch between aa/ground fire (like cybran cruiser and t1 mobile aa)

it may be possible to use some of this code to get different armor types take different damage or switch between long range and short range weapons
Last edited by Antineutron; Jan 16, 2020 @ 3:29pm
Aruss Feb 8, 2024 @ 12:25pm 
Я думаю это было бы возможно если добавлять только технику и авиацию. Не могу даже предположить чем может быть заменён командный мех, в вархаммере нет чего то подобного, либо я не знаю про это. Самое интересное было бы с титанами и артиллерией.
Только представьте титана класса Император в суприме, манту в воздухе, мощь 11 стволов, орбитальный десант техники (интересно возможен ли он по лору?), быстрые титаны эльдар, а так же их врата, гаргантов орков, летающих мехов тау и т.д. И всё это б*адское побоище комментирует Юра The Professional
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