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Also check out Sanctuary: Shattered Sun (note: game isn't out yet). Seems like Chris Taylor himself endorses that one.
-better graphics
-lots of mods
-sinple player (FAF): either solo or coop for the original Surpeme Commander missions, SC:FA missions, or some custom scnearions (still no idea how to get to play the Nomads campaign)
-multiplayer (FAF)
Specifically for battles vs AI(s) and in terms of optimization the LOUD mod also exists, which itself comes with further optional mod bundles.
The price on FA is so low and it's a stand alone expansion (means: you don't need the original Supreme Commander game to play SC:FA) that I refuse to view the price argument as even relevant.
The Nomads campaign is on a github and requires some manual file moving, it also doesn't seem to have ever been finished. I think only 3-4 of the missions work and the others are all unfinished.
Also next year (Soon after the new years) hopefully Q1, BAR is coming to steam with added campaign and other changes. So I'm looking forward to that.
Imo, BAR looks much better than forged alliance, I prefer it over Zero K as well as it's cleaner, but Zero K has its own style.
You realise this game is from 2007 right? Considering its age, it holds up really well.
one question, is there anyway to make the LETTERS smaller on the interface icons? Say the metal extractor, have the letter on its icon a tad smaller. The reason I ask is because since im not that used to FAF, the icons look alien to me + being covered by shortcuts almost fully.
i am a contributer for BAR
this will mostly be between bar and FAF
your dealing with free and open source games vs a closed source game
saddly faf doesnt stack as well
- controls that are present in BAR AND ZK are much better and more flexible
-ZK offers community made widgets as part of the game. for example the reclaim display in ZK is extremely clean compared to the FAF flavor.
faf does scale its fights better being more influenced by the unit counts rather than individual units. in BAR and ZK the unit interactions are more meaningful on the individual level. for example in BAR some of the T1 units remain relevant in the 30 min mark +. FAF doesnt have that with the exception of 2 units
FAF eco is far simpler than BAR
FAF has a full keybinding scheme that is easy to rebind
BAR doesnt have that but is being worked on
BAR has more hidden mechanics than FAF (flanking mechanic in bar is expressed poorly to the player but works)
sup com(FAF) and ZK both have a single player EXP that works BAR doesnt have that
just remember that you are comparing ZK AND BAR which are still being worked on today
Spring engine first release was 2003 btw and is the reason why BAR AND ZK exist today
i will say though ,FAF is worth getting
BAR will atleast look like it came from 2018
also BAR and ZK have a ton of cross development
for example a ton of the units in ZK use models meant to be for BAR back in 2013 in the early stages of BAR's development
also in FAF many units do have value at any point in game if you use them properly, t1 mobile arty for example gets used often even in late game because of its high damage and aoe per shot, even labs get use vs specific high tech enemies that overkill/miss them (like percies/certain experimentals) and are faster on land than almost anything else, cruisers are mandatory in navy or you die to torpedo bombers/gunships and 2 of them give you missiles that have range of a battleship, frigates often act as mobile wall sections and against hover due to high hp per mass, mobile missile launchers have longer range than most direct fire land units and buildings while being able to fire while moving (unlike most t3 mobile arty), t2 tanks have more hp/mass cost than any other land unit
for any unit you have a situation where it is useful or at least more cost effective in some way no matter the stage of game, the only ones that fall off completely are things like t1 inties that are replaced by t3 asf and t1 tanks that are replaced by t2/t3 equivalent as main tank unit (and even those get a use if you need them suddenly due to how fast they can be spammed compared to higher tech), maybe even t2 gunships because of t3 versions
and idk what community widgets are but FAF does have ui mods created by all kinds of players that grant better control over your units and user feedback (like showing where you are using all your mass/energy) without effecting simulation itself (means you can have them in any match you join) if it is anything similar to that, while some concepts may be banned for questionable "balance" decisions by pros (spam clicking to reclaim seems to be fun to them), there are so many improvements in controls from them that you can't go back to "normal" supcom afterwards without missing them (ex. target priorities mod that lets you tell units in real time what type of enemies to automatically prioritize shooting at without interrupting their current orders)