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Campaign
LOUD has no campaign component, this was removed to reduce memory footprint, since none of LOUD's improvements have any impact on it. The opponent is fully scripted (not AI), and the unit counts required are fairly modest, so performance is not an issue.
2 Methods:
Method#1 - manually editing each mission file:
For FA without FAF:
-check the game's main folder
-in there is the 'maps' folder
-inside the 'maps' folder are several folders, one for each map and mission, including the campaign missions
-they're named accordingly: 'X1CA_001' is the 1st mission, 'X1CA_006' the 6th mission, for example
-inside each of the X1CA folders there's a mission's script file that holds the info to your unit limit
-it's named [mission name]_[mission number]_script.lua (like so: X1CA_001_script.lua)
-just in case of screwups: create a backup file of the original before editing by copying the original to some other folder or creating one copy of it in the same folder
-if you can't see the '.lua' that the file ends with then inform yourself how to enable file extensions in your file explorer and do that
-that one can be opened with a text editor (Notepad) by double-clicking it and assigning that text editor application for that file to open it
-search for the text: SetArmyUnitCap
-example for the 1st mission: 'SetArmyUnitCap(UEF, 500)' - this is the unit cap for your ally
-each campaign mission lacks an entry for the player's army, meaning the game likely defaults to a 500 unit limit for the player / AI if it's not defined in the script file
-By adding the new line:
SetArmyUnitCap(Player, 5000)
...right after all the other 'SetArmyUnitCap' entries you can set your unit limit to 5000. I tested this on mission#1 and it worked.
-you can also remove build restrictions that a mission has by searching for the lines containing 'AddRestriction' and deleting the line entirely
-example for the 1st mission: 'ScenarioFramework.AddRestriction(Player, categories.xea0306) # UEF Heavy Air Transport' - if this line is deleted then the unit mentioned becomes available during the mission
If you're playing with the FAF client then it's another folder entirely:
%username%\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Maps
The folders are also named a bit different, like 'x1ca_coop_001.v0027', with 'coop' and a version number for each map
...and instead of 'SetArmyUnitCap' it's you'll need to look for 'ScenarioFramework.SetSharedUnitCap', except if it's some older map that hasn't been updated and still uses the other (old) command.
Method#2 - using a combination of 2 mods:
Because the campaign doesn't allow you to load any mods by default you'll need a mod (irony) to get around that. So:
1) Download the campaign mod enabler from moddb: Download link and copy the 'TF_CampaignModEnabler_FA.scd' into the game's 'gamedata' folder, found as a sub-folder in the game's main folder (example: Supreme Commander Forged Alliance\gamedata)
Just so you know: .scd files are just files that can be opened with an unpacker like Winrar / Winzip / 7zip to view their contents.
2) Download the actual unit limit mod: Site link[gpgnet.obliteratingwave.co.uk] - search for the mod 'Unit Cap x4.rar' and download that one (Steam wouldn't allow me a direct link to the file)
Open the file with an unpacker (Winrar / Winzip / 7Zip etc.) of your choice and copy it's contents, which should be one folder with some files and sub-folders, into the game's 'mods' folder, found as sub-folder in the game's main folder (example: Supreme Commander Forged Alliance\mods) but with the entire folder, so that it looks like this oncce it's done: Supreme Commander Forged Alliance\mods\UnitCap x4
The mod allows you to build 4 times the units that a campaign mission would allow by multiplying each unit's population cost by 0.25. So if you want to build 10 times as many units instead you could alter that from 0.25 to 0.1 or for 100 times to 0.01 even.
For that search the mod's folder for a 'Blueprints.lua' file, open it with a text editor and search for the entry 'local CCdef = 0.25' to edit it to the desired value.
To load the mod don't forget to actually select it in the game's main menu entry from the mod list.
Because it's a frequently coming up thing - keywords for Google, the dumb, incompetent, misdirecting, search sabotaging "search" engine that's getting increasingly worse by the week:
Supreme Commander Forged Alliance SupremeCommander ForgedAlliance SupCom
FAF FAForever FA Client
Unit Cap Unit Limit Army Cap Army Limit
Campaign Unit Cap Campaign Army Cap Campaign Unit Limit Campaigm Army Limit
Mod Modded Mods Modding
Increase the Unit Limit Increase the Unit Cap Increase the Army Limit Increase the Army Cap Increase the Campaign's Unit Limit Increase the Campaign's Army Limit Increase the Campaigns Unit Cap Increase the campaign's Army Cap
Build Limit Build Cap Build Restrictions
So i was able to change the unit restrictions by going into the files. Also i changed the unit cap for maps but it still stops at 500 in map. Once its there it wont let me build or make more units. Maybe i changed the wrong vaule but it was set to 500 then i changed it to 1000. Maybe its just because of campaign and certian scripts that happen in each mission.
'SetArmyUnitCap(UEF, 5000)' = wrong - this refers to your ally in mission#1
'SetArmyUnitCap(Player, 5000)' = correct - this is always you in each mission
I scanned all the mission script files and it turns out in none of them the player got any entry at all for the unit cap, meaning the game likely defaults to 500 if it's not defined for a player or AI.
So by adding the line:
SetArmyUnitCap(Player, 5000)
...to each mission script file, ideally after all the other 'SetArmyUnitCap' entries, you'd be able to get a unit limit of 5000. I tested this on the 1st mission and it works. There's never a point at which the unit limit changes for any of the missions, so one entry should be enough. That's if you're playing without using FAF.
For FAF you'd need to edit the entry 'ScenarioFramework.SetSharedUnitCap', that may look like this:
ScenarioFramework.SetSharedUnitCap(1000)
This divides the number among all the players present in the game. So with 1 player only that player's unit cap would be 1000, with 2 it'd be 500, with 3 it'd be 333, with 4 it'd be 250 each.
I'll edit the original text so that others won't have to go through the mistake.
Apologies, it's been years since I last played the original game (mainly using FAF now).
ohhh ok that makes sense. When i was playing the missions i thought the friendly Ai was making to many units.
Though if i set the enemy Ai unit cap to 1k will it actually make more units and make it tougher? Or is the creation queue for the ai set so itll only make a certain amount at any given time?
You're a god! Thank you for taking the time to type this out and share it. It's just what I wanted and needed!