Forged Alliance Forever

The community-driven lobby for Supreme Commander : Forged Alliance.

Nomads – The fifth faction

Exotic_Retard

Welcome! This page provides you with a summary of the faction, as well as other information such as where to play it, where to make suggestions, and what you can help the project with!

If you would like to know more, join the discord server to chat with us and see all the secrets of how we make the mod:

Nomads discord server: https://discord.gg/eV3wmAX

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Faction Overview

  • Unique units

How to play the mod

  • How to play the Nomads campaign

Nomads Unit Database

What the project needs your help with.

The Nomads are a lost civilization in deep space, diversified in their respective fleets and cultures, and united together as a confederation. In the mod, they are added as a fully-fledged fifth faction, with unique units, strategies, and even custom taunts!

experimental bomber supreme commander forged alliance

Nomads Units

experimental bomber supreme commander forged alliance

Naval Units

experimental bomber supreme commander forged alliance

Experimental Units

https://i.imgur.com/5ITJzYf.jpg

View post on imgur.com

experimental bomber supreme commander forged alliance

The Nomads campaign

Nomads features a full-length campaign that is currently under development, with some of the missions already available to play! It contains custom maps, voice acting, and its own story line!

The story is designed to tie into the events surrounding Black Sun, where the Nomads fight their own shadow war during the Infinite War. You follow the journey of Scout Fleet 012, which played a pivotal role in the Nomads’ side of the galaxy-spanning conflict.

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Bear witness to unlikely alliances, betrayals, and more as you embark on a journey through the Nomads’ universe, at the most important time in the factions history.

experimental bomber supreme commander forged alliance

Click here to download the installer for the campaign maps, featuring both offline and online play!

Be sure to check the instructions at the end to enable FAF client integration

Click here to visit the Nomads discord if you have any questions or feedback!

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Thanks to the hard work of Spooky, Nomads is supported in his database.

Check it out here.

Also, you can set it to show up in the FAF client!

experimental bomber supreme commander forged alliance

We are currently looking for almost every job imaginable, but in particular:

  • Map Makers (the campaign missions)
  • Texture artists (unit creation, and graphical content)
  • 3D modellers – any software
  • LUA coders (unit creation, and code maintenance)
  • Sound designers
  • Voice Actors
  • Game testers for the campaigns and mod

If any of those sound like you, or you simply want to know more, join our discord server here:

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  • Contribution
  • Modding & Tools

Total Mayhem 1.37 for all game versions

Uveso

** This mod needs the mod "AI-Uveso" enabled to prevent a buildcondition script error! **

This is Total Mayhem version 1.37 for all Supreme Commander game versions. Tested with (vanilla)1.5.3599, (steam)1.6.6, (FAF)1.5.3652+

Total Mayhem <for all gameversions> v1.37 TotalMayhem(AllGameVersions)-v1.37.rar DownloadSize: 275 MB, Unpacked: 714 MB

Special Thanks to:

Author: Burnie222 Models: OrangeKnight, Brandon Sounds: adamstrange Coding: Domino

How to install:

Unrar the archive.

First copy the "TotalMayhem" folder from inside the Mods directory to:

Only if you don't play on FAF: Copy all files from inside the

folder to your "game\Sounds" directory:

This Mod adds the following 52 buildings and 129 Units and 23 Experimental to the game:

UEF Buildings: UEF - TECH1 - LAND : Mayor MK1 - (Experimental Gatling Defense System) UEF - TECH1 - LAND : Refuel & Repair - (Air Staging Facility) UEF - TECH1 - LAND : Sky-Force - (HydroCarbon Anti-Air Perimeter Control System) UEF - TECH1 - LAND : Thug MK1 - (Heavy Point Defense) UEF - TECH1 - LAND : Pulverizer - (Anti-Navy Defense) UEF - TECH1 - LAND : Mayor MK2 - (Experimental Gatling Defense System) UEF - TECH1 - LAND : Mortimer - (Heavy Artillery Installation) UEF - TECH1 - LAND : Thug MK2 - (Heavy Point Defense) UEF - TECH1 - LAND : Overlook - (HydroCarbon Perimeter Monitoring System) UEF - TECH1 - LAND : Lumberjack - (Experimental Artillery Installation) UEF - TECH1 - NAVAL : Munson - (Naval Mass Rig) UEF - TECH1 - NAVAL : HPG X100 - (Hydroelectric Power Generator) UEF - TECH2 - LAND : Tower Boss MK2 - (Experimental Plasmacannon) UEF - TECH2 - LAND : Ace - (Heavy Point Defense) UEF - TECH2 - LAND : Big Jack - (Experimental Artillery Installation) UEF - TECH2 - LAND : Tower Boss MK3 - (Experimental Plasmacannon) UEF - TECH3 - LAND : Rocket Pad - (Rocket Defense System) UEF - TECH3 - LAND : Ex-Catalyst - (Super Heavy Point Defense) UEF - EXPERIMENTAL - LAND : Perses - (Experimental Point Defense)

UEF Units build by factory: UEF - TECH1 - LAND : Predator MK1 - (Heavy Tank) UEF - TECH1 - LAND : Predator MK2 - (Heavy Tank) UEF - TECH1 - LAND : Marmor MK2 - (Medium Tank) UEF - TECH1 - LAND : Marmor MK1 - (Medium Tank) UEF - TECH1 - LAND : Totem MK2 - (Battle Tank) UEF - TECH1 - LAND : Marmor MK3 - (Medium Tank) UEF - TECH1 - LAND : Totem MK1 - (Battle Tank) UEF - TECH1 - LAND : Predator MK3 - (Heavy Tank) UEF - TECH1 - AIR : Afterburner - (Advanced FighterBomber) UEF - TECH1 - AIR : Pugnator - (Fighter) UEF - TECH1 - NAVAL : Polestar Class - (Artilleryship) UEF - TECH1 - NAVAL : Meridian Class - (Battleship) UEF - TECH2 - LAND : Twister MK3 - (Heavy Armored Tank) UEF - TECH2 - LAND : Boxer - (Battle Tank) UEF - TECH2 - LAND : Pot Shot - (Medium Artillery) UEF - TECH2 - LAND : Twister MK2 - (Heavy Armored Tank) UEF - TECH2 - AIR : Vortec - (Fighter) UEF - TECH2 - NAVAL : Refiner Class - (Advanced Battleship) UEF - TECH3 - LAND : Air Grinder - (Mobile Anti-Air) UEF - TECH3 - LAND : Bull - (Battle Tank) UEF - TECH3 - LAND : Superfly - (Rocket Battery) UEF - TECH3 - LAND : IronFist - (Armored Battle Bot) UEF - TECH3 - LAND : Crawler - (Heavy Tank) UEF - TECH3 - AIR : Falcon - (Stealth Fighter)

UEF Experimentals: UEF - TECH1 - LAND : Thunderstrike - (Advanced Battle Tank) UEF - TECH1 - LAND : Warden - (Advanced Battle Bot) UEF - TECH1 - LAND : UnderTaker - (Advanced Assault Tank) UEF - TECH1 - LAND : Kruger - (Advanced Assault Tank) UEF - TECH1 - AIR : Imperium - (Advanced Gunship) UEF - TECH2 - LAND : Horizon - (Advanced Mobile Defense System) UEF - TECH2 - LAND : Firestorm - (Advanced Light Assault Mech) UEF - TECH2 - LAND : Jackhammer - (Advanced Assault Bot) UEF - TECH2 - LAND : Marksman - (Advanced Sniper Tank) UEF - TECH2 - LAND : Banshee - (Advanced Gatling Mech) UEF - TECH2 - LAND : Tomahawk - (Advanced Tactical Missile Launcher) UEF - TECH3 - LAND : Owens - (Advanced Long-Range Missile Mech) UEF - TECH3 - LAND : Hurricane - (Advanced Battlemech) UEF - TECH3 - AIR : Havoc - (Advanced Bomber) UEF - EXPERIMENTAL - LAND : Rampart - (Experimental Mobile Artillery) UEF - EXPERIMENTAL - LAND : Mayhem IV - (Prototype Ultraheavy Battlemech) UEF - EXPERIMENTAL - LAND : Doomsday - (Prototype Mobile Fortress) UEF - EXPERIMENTAL - LAND : Argus - (Experimental Battlemech) UEF - EXPERIMENTAL - LAND : Mayhem II - (Experimental Heavy Battlemech) UEF - EXPERIMENTAL - LAND : Blood Asp - (Experimental Heavy Mech)

CYBRAN Buildings: CYBRAN - TECH1 - LAND : Hacker - (HydroCarbon Perimeter Monitoring System) CYBRAN - TECH1 - LAND : Dominion - (Advanced Rapid-Fire Artillery) CYBRAN - TECH1 - LAND : Pen MK2 - (Experimental Point Defense) CYBRAN - TECH1 - LAND : Spearhead - (Anti-Navy Defense) CYBRAN - TECH1 - LAND : Pen MK1 - (Experimental Point Defense) CYBRAN - TECH1 - LAND : Coyote MK2 - (Heavy Point Defense) CYBRAN - TECH1 - LAND : Coyote MK1 - (Heavy Point Defense) CYBRAN - TECH1 - LAND : Irondale - (Air Staging Facility) CYBRAN - TECH1 - NAVAL : Palo - (Naval Mass Rig) CYBRAN - TECH1 - NAVAL : Cabin - (Hydroelectric Power Generator) CYBRAN - TECH2 - LAND : Sabertooth - (Heavy Point Defense) CYBRAN - TECH2 - LAND : Anode - (Experimental Point Defense) CYBRAN - TECH3 - LAND : Tripple Threat - (Heavy Point Defense) CYBRAN - TECH3 - LAND : Agronar - (Rocket Defense System)

CYBRAN Units build by factory: CYBRAN - TECH1 - LAND : Roach - (Assault Tank) CYBRAN - TECH1 - LAND : Reaper MK2 - (Battle Tank) CYBRAN - TECH1 - LAND : Scarab - (Heavy Tank) CYBRAN - TECH1 - LAND : Reaper MK1 - (Battle Tank) CYBRAN - TECH1 - LAND : Aes Supporter - (Light Rocket Mech) CYBRAN - TECH1 - LAND : Reaper MK3 - (Battle Tank) CYBRAN - TECH1 - LAND : Razor - (Medium Tank) CYBRAN - TECH1 - LAND : Aes - (Light Battle Mech) CYBRAN - TECH1 - AIR : Velox - (Interceptor) CYBRAN - TECH1 - AIR : Venom - (Combat Fighter) CYBRAN - TECH1 - NAVAL : Coelacanth Class - (Battlecruiser) CYBRAN - TECH1 - NAVAL : Charcaradon Class - (Destroyer) CYBRAN - TECH2 - LAND : Caminara MK3 - (Advanced Battle Tank) CYBRAN - TECH2 - LAND : Leeroy MK2 - (Heavy Armored Tank) CYBRAN - TECH2 - LAND : Caminara MK2 - (Advanced Battle Tank) CYBRAN - TECH2 - LAND : Leeroy MK3 - (Heavy Armored Tank) CYBRAN - TECH2 - LAND : Cybermech - (Battle Mech) CYBRAN - TECH2 - LAND : Raider - (Stealth Tank) CYBRAN - TECH2 - AIR : Firefly - (Stealth Fighter) CYBRAN - TECH2 - AIR : Eagle-Eye - (Advanced Stealth Bomber) CYBRAN - TECH3 - LAND : Sentinel - (Mobile Anti-Air) CYBRAN - TECH3 - LAND : Raptor - (Assault Mech) CYBRAN - TECH3 - LAND : Delusion - (Laser Tank) CYBRAN - TECH3 - LAND : Demon - (Battle Tank) CYBRAN - TECH3 - LAND : Destructor - (Heavy Battle Mech) CYBRAN - TECH3 - LAND : Scarlet - (Rocket Battery) CYBRAN - TECH3 - LAND : Carnage - (Medium Tank) CYBRAN - TECH3 - AIR : Cobra - (Multi-Purpose Fighter)

CYBRAN Experimentals: CYBRAN - TECH1 - LAND : Talon - (Advanced Battle Tank) CYBRAN - TECH1 - LAND : LaserBot - (Advanced Light Mech) CYBRAN - TECH1 - LAND : Karakurt - (Advanced Assault Bot) CYBRAN - TECH1 - LAND : Redhawk - (Advanced Battle Bot) CYBRAN - TECH1 - AIR : Eclipse - (Advanced Gunship) CYBRAN - TECH2 - LAND : WildCat - (Advanced Gatling Mech) CYBRAN - TECH2 - LAND : Pyrite - (Advanced Riot Bot) CYBRAN - TECH2 - LAND : Argiope - (Advanced Mobile Artillery) CYBRAN - TECH2 - AIR : Intruder - (Advanced Gunship) CYBRAN - TECH3 - LAND : Gargantua - (Advanced Assault Bot) CYBRAN - TECH3 - LAND : Consolidator - (Advanced Battle Bot) CYBRAN - EXPERIMENTAL - LAND : MadCat II - (Experimental Heavy Assault Mech) CYBRAN - EXPERIMENTAL - LAND : MadCat - (Experimental Heavy Mech) CYBRAN - EXPERIMENTAL - LAND : Exemplar - (Experimental Battle Spiderbot) CYBRAN - EXPERIMENTAL - LAND : Indigo - (Experimental Mobile Cloakfield Generator) CYBRAN - EXPERIMENTAL - LAND : MadCat IV - (Experimental Heavy Mech) CYBRAN - EXPERIMENTAL - LAND : Vulture - (Experimental Medium Mech) CYBRAN - EXPERIMENTAL - LAND : Snakebite - (Prototype Battle Bot) CYBRAN - EXPERIMENTAL - LAND : Avalanche - (Prototype Ultraheavy Beetlebot)

AEON Buildings: AEON - TECH1 - LAND : Mastermind - (HydroCarbon Engineering Station) AEON - TECH1 - LAND : Mizura - (Experimental Point Defense) AEON - TECH1 - LAND : Zpyker - (Heavy Point Defense) AEON - TECH1 - LAND : Finther - (HydroCarbon Perimeter Monitoring System) AEON - TECH1 - LAND : Refresher - (Air Staging Facility) AEON - TECH1 - LAND : Warper - (Anti-Navy Defense) AEON - TECH1 - NAVAL : Fordyce - (Hydroelectric Power Generator) AEON - TECH1 - NAVAL : Redway - (Naval Mass Rig) AEON - TECH2 - LAND : Functionality - (Experimental Point Defense) AEON - TECH3 - LAND : Zheela mk2 - (Heavy Plasma Artillery Installation) AEON - TECH3 - LAND : Brute - (Super Heavy Point Defense)

AEON Units build by factory: AEON - TECH1 - LAND : Fate MK1 - (Advanced Battle Tank) AEON - TECH1 - LAND : Hervour MK1 - (Battle Tank) AEON - TECH1 - LAND : Lintea MK1 - (Medium Tank) AEON - TECH1 - LAND : Lintea MK2 - (Medium Tank) AEON - TECH1 - LAND : Lintea MK3 - (Medium Tank) AEON - TECH1 - LAND : Aurora - (Light Tank) AEON - TECH1 - LAND : Hervour MK2 - (Battle Tank) AEON - TECH1 - LAND : Fate MK2 - (Advanced Battle Tank) AEON - TECH1 - AIR : Musca - (Interceptor) AEON - TECH1 - AIR : Vaikana - (Fighter) AEON - TECH1 - NAVAL : Undine Class - (Battleship) AEON - TECH1 - NAVAL : Chronos Class - (Destroyer) AEON - TECH2 - LAND : Pumice - (Medium Tank) AEON - TECH2 - LAND : Gheel - (Heavy Hover Tank) AEON - TECH2 - AIR : Twilight - (Fighter/Bomber) AEON - TECH2 - NAVAL : Magnetite Class - (Advanced Battleship) AEON - TECH3 - LAND : Tachylite - (Mobile Anti-Air) AEON - TECH3 - LAND : Rhyolite II - (Battle Tank) AEON - TECH3 - LAND : Hydra - (Siege Mech) AEON - TECH3 - LAND : Rhyolite - (Battle Tank) AEON - TECH3 - LAND : Serval - (Armored Battle Bot) AEON - TECH3 - LAND : Eruption - (Plasma Battery) AEON - TECH3 - AIR : Stinger - (Stealth Fighter) AEON - TECH3 - NAVAL : Lupen Class - (Advanced Battle Ship)

AEON Experimentals: AEON - TECH1 - LAND : Tridymite - (Advanced Battle Tank) AEON - TECH1 - LAND : Starfall - (Advanced Mobile Artillery) AEON - TECH1 - LAND : Crusader - (Advanced Assault Tank) AEON - TECH1 - LAND : Quadrobot - (Advanced Assault Bot) AEON - TECH1 - AIR : Flying Beauty - (Engineering Drone) AEON - TECH1 - AIR : Halcyon - (Advanced Gunship) AEON - TECH2 - LAND : Templar - (Advanced Tank Hunter) AEON - TECH2 - LAND : Akuma - (Advanced Battle Mech) AEON - TECH2 - LAND : Gonarch - (Advanced Battle Tank) AEON - TECH2 - LAND : Terminator - (Advanced Laser Bot) AEON - TECH2 - AIR : Galaxy - (Advanced AA Gunship) AEON - TECH3 - LAND : Granite - (Advanced Support Tank) AEON - TECH3 - AIR : Valiant - (Advanced Bomber) AEON - EXPERIMENTAL - LAND : NovaCat II - (Experimental Battle Mech) AEON - EXPERIMENTAL - LAND : Cougar - (Experimental Light Mech) AEON - EXPERIMENTAL - LAND : NovaCat - (Experimental Heavy Mech) AEON - EXPERIMENTAL - LAND : Paladin - (Illuminate Knight) AEON - EXPERIMENTAL - LAND : Enforcer - (Experimental Heavy Assault Mech) AEON - EXPERIMENTAL - LAND : Uziel - (Experimental Medium Mech) AEON - EXPERIMENTAL - LAND : Hades - (Prototype Ultraheavy Battlebot) AEON - EXPERIMENTAL - AIR : Illuminate Pride - (Prototype Flying Fortress)

SERAPHIM Buildings: SERAPHIM - TECH1 - LAND : Hethula-Uttaus - (Heavy Point Defense) SERAPHIM - TECH1 - LAND : Thuos-Thaamla - (Anti-Navy Defense) SERAPHIM - TECH1 - LAND : Uyal Ha-Esel - (HydroCarbon Perimeter Monitoring System) SERAPHIM - TECH1 - LAND : Ve-Us - (Experimental Point Defense) SERAPHIM - TECH1 - NAVAL : Cedro - (Naval Mass Rig) SERAPHIM - TECH1 - NAVAL : Eruya-leatoh - (Hydroelectric Power Generator) SERAPHIM - TECH2 - LAND : Heth-Athala - (Experimental Point Defense) SERAPHIM - TECH3 - LAND : Athaamla - (Heavy Point Defense)

SERAPHIM Units build by factory: SERAPHIM - TECH1 - LAND : Hethaam - (Battle Tank) SERAPHIM - TECH1 - LAND : Hethaam MK3 - (Battle Tank) SERAPHIM - TECH1 - LAND : Yenshavoh - (Heavy Tank) SERAPHIM - TECH1 - LAND : Hethistle-ve - (Assault Tank) SERAPHIM - TECH1 - LAND : Othazyne - (Heavy Battle Bot) SERAPHIM - TECH2 - LAND : Iltha - (Heavy Battle Bot) SERAPHIM - TECH2 - AIR : Uhthesinn - (Fighter) SERAPHIM - TECH3 - LAND : Heth-Zthuha - (Thau Battery) SERAPHIM - TECH3 - LAND : Hethaamah - (Battle Tank)

SERAPHIM Experimentals: SERAPHIM - TECH1 - LAND : Yath-Us - (Advanced Assault Tank) SERAPHIM - TECH1 - LAND : Tha-Yath - (Advanced AA Battle Bot) SERAPHIM - TECH1 - LAND : Thaam-Thuum - (Advanced Battle Bot) SERAPHIM - TECH1 - AIR : Vesinnee - (Advanced Bomber) SERAPHIM - TECH1 - AIR : Ia-Usla - (Advanced Gunship) SERAPHIM - TECH2 - LAND : Athusil - (Advanced Heavy Assault Bot) SERAPHIM - TECH2 - LAND : Yenah-lao - (Advanced Battle Bot) SERAPHIM - EXPERIMENTAL - LAND : Thaez-Atha - (Experimental Mega Bot)

Update 04.Jun.2020 (v1.37) -Updated all units inside CustomUnits folder for AI support -Reduced range of autoattack weapon on 114 units. (Units no longer are moving to the enemy without command.) -Unit BRNT2EXM2 Tomahawk (Advanced Tactical Missile Launcher) Fixed a bug where the unit can move while shooting. -Unit brot3ml (Plasma Battery) Added "HOVER" to Categories. Fixed a bug where torpedos tried to hit the hover unit. For full changelog see: [...]\Mods\TotalMayhem\Bugfix by Uveso.txt

Update 26.Apr.2018 (v1.36) -Moved Mod icon to mod root folder -Changed the buildplatoon from T1EnergyProduction to T1HydroCarbon for Hydro buildings. -Changed buildchance to 25% of T2AADefense for some units. -Fixed issues with CapsTable and SpecialToggle button on unit BRNT3BLASP

Update 15.Nov.2017 (v1.35) -Unit brnt2exm2 - Advanced Tactical Missile Launcher. Fixed pack/unpack animation and attack rules. -Added file check to see if the mod is in it's original file state.

Hi. Since you said you haven't seen problems with Total Mayhem or Orbital Wars, I suspect the desync is caused by a combination of our other favorite mods and those two big mods. However the smaller mods worked fine for us as long as we don't use Total Mayhem or Orbital Wars.

Nuclear Repulsor Shields AI-Uveso No Air Crash Damage Jaggeds Infrastructure Pack V2 NoShake

logs- (Total Mayhem) https://pastebin.com/HacmLPVC

(Orbital Wars) https://pastebin.com/UFB8bJH7

(Total Mayhem + Total Mayhem Lite) https://pastebin.com/i92cEdGQ

I will try to experiment with combinations of the mods when we play next. Probably tomorrow.

Hello Swaaye,

a desync means that 2 players have the same mod BUT different mod versions or different files inside the mod.

from your log i can see that the file-validator that i added to Total mayhem failed:

Check FAILED! Found 2 TotalMayhem directories.

Please clear all modfolders from old mod versions (there can be 2-4 modfolders)

Be sure every mod has only 1 version installed and try again.

[Edit] debug: uid="62e2j64a-TOMA-3652-01360-146as555a8u3", The game is loading Total Mayhem V136, please update to V137 (from the first post)

Thanks Uveso. We did a purge of FAF and FA files and reinstalled everything and it's working now.

Excellent!! - that fixed the same desync issue my son and I were having, thanks for the post and also for the game development = you guys rock!

Sadly no brewLAN mod, anyone knows if anyone finally gonna to update and fix this mod in FAF? Because in normal/original game i can run brewLAN and turrets on T3 wall works, in FAF turrets in T3 walls builds in walls instead ON walls and this looks bad, even when i use mod from my main game folder (not from FAF launcher), please update/fix this because i really love those walls and turrets on them same with FAF but now i need to pick FAF or my brewLAN walls ... ( and btw i cant even craft t1-t2 units from brewlan mod) but i can craft some units from T3 in UEF, anyone have idea why?

Hello SuiSide,

If you can't find any help here, you could contact Balthazar directly over his gitHub repo: https://github.com/The-Balthazar/BrewLAN There you also get the latest version of BrewLAN.

Or you can contact him on Discord:

AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / DilliAI) https://discord.gg/ChRfhB3

I just used the updated version last night. The Experimental UEF and Cybran nuke defence structures were failing left and right. A missile would arrive, the device would shoot at the missile, 4 or 5 times before eventually killing the missile. This would otherwise be fine except when 8 missiles are arriving at the same time.

In earlier versions the structures reliably destroyed most missiles with one hit.

The Cybran structure launched at least 9 pseudo-anti-nuke spheres at one missile. The UEF structure would send streams of phalanx type ammo at the missiles, and also not destroy them.

Given the contruction cost vs defense missile launchers against several U-Vesso AIX players, something seems off.

Hello Gladry,

yes FAF has increased the Healthpoints of a strategic missile by 1000 times. So a missile that had 25 HP before has now 25000 HP See: https://github.com/FAForever/fa/pull/3155

The next update of Total Mayhem will have stronger missile defenses.

Thanks for reporting this!

Anyone else having trouble downloading the mod from this page? When I click the link it opens a new tab and nothing happens, If I mouse over the tad it is says loading and doesn't do anything.

I tested the downlod link from the 1st post right now, and it's working.

Just to be sure this is the full URL:

Can't downloaded? Please fix the link. all of links is broken

@phantomguy

links checked and they are all working.

faforever.uveso.de/TotalMayhem(AllGameVersions)-v1.37.rar

is there any guide on techs, so that not in the heat of battle to study who and why, but to familiarize yourself in advance?

Hello @Fangorn

no, there is no guide or info for this mod.

One hint, that almost nobody knows, if you upgrade your land factories then there is one tank inside the Tech1 tree that will also upgrade with the factory. So if you have a tech 3 factory then you can buil a cheap and upgraded tech1 tank and spam your oponent with it.

Hi i want to ask a question with a friend we want to play totalMayhem but sadly once we launch the game online we got desynchronization error in result we can't play it, is there any solution to that ?

@tokorosaku said in Total Mayhem 1.37 for all game versions :

A desync on start mostly means you or your friend don't have the same game/mod files.

First check if total mayhem is installed in the right directory on both PC.

Total mayhem has a internal file checker, so open the game.log on both games and search for:

Is the filcheck OK on both games ? (Found 1 TotalMayhem directory) (files: 2178, bytecount: 749995008)

Hi all I'm having a little problem playing with the Total Mayhem mod through the FAF client, all new units have the place holder icon, meanwhile if I launch the game from Steam everything works as it should. I'd like to play with friends after a long time and I'd rather solve things ahead if by chance the steam connection doesn't work. I can provide more information or a log of the game or another log if that would help. Without the icons it's harder to navigate through new units and since via the FAF client the units are also messed up so it can't be played by memory. Thank you in advance

Hello Dekker254 ,

i added a icon support to the Total Mayhem mod and it should insert its own icons when playing on steam.

If played on FAF then FAF does include the icons to the game. This can be disrupted when using the Black Ops Icon Support Mod along with FAF.

in case you are using Black Ops Icon Support mod, please disable it when you play FAF.

If not, please post a game.log (use pastebin.com and only post the link)

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Supreme Commander: Forged Alliance -- The Seraphim Army

We get a look at some of the alien forces and their function along with some exclusive new screens..

experimental bomber supreme commander forged alliance

Read on, and prepare yourselves for the invasion.

Seraphim ACU The Seraphim received their first glimpse of the ACU on Seraphim II, and they immediately began to research a Seraphim version of the weapon. The resulting technology meant that even fewer warriors were needed, as a single individual could field an entire army on his own.

Technologically, while the Seraphim ACU is substantially different from the types used by the humans; the function of the machine is identical to the ones used by humans. In fact, many humans have noted how eerily similar the Seraphim model performs as compared to the human ACU.

Othuum -- Siege Tank The Othuum is a potent, amphibious killing machine. Its primary Thau Cannon is slow firing, and is not effective against fast-moving targets, but it inflicts tremendous damage. To counteract the weakness of its primary gun, the Seraphim installed "Aire-au" Bolters that defend it against mobile targets. Additionally, the Othuum carries a single Cavitation torpedo launcher for use against naval threats.
Ithalua - Cruiser

Utilizing a pair of "Olaris" anti-air artillery cannons, as well as a tactical missile launcher and an Ele-athrun tactical missile defense system, the Ithalua offers both indirect fire support and defensive capabilities.

Vishala -- Air Transport

A solid air-transport unit, the Vishala uses a forward-mounted Heavy Phasic Autogun for ground suppression and a pair of Shleos for anti-air fire. It features 16 transportation clamps and operates in much the same fashion as standard human transports.

Ahwassa -- Experimental Bomber

A massive bomber capable of devastating entire bases, the Ahwassa is the ultimate in Seraphim air weaponry. It is extremely fast, lightly armored and has massive fuel cells, which enable it to traverse across entire planets. The Ahwassa drops an experimental strategic bomb, roughly equivalent to a small tactical nuke, and is protected by AA cannons.

In This Article

Supreme Commander: Forged Alliance

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Supreme Commander: Forged Alliance - Review

  • Feb 13th 2017

Recently I've been replaying Supreme Commander Forged Alliance, skirmish and replaying SP campaign on Hard. More detailed gameplay information (or a review of sorts) moved under spoiler.

WARNING: WALL OF TEXT HEAVY.

Supreme Commander is an RTS and Forged Alliance is a standalone expansion pack for it. The most notable thing of SupCom is Strategic View. You can zoom the main view out to observe the entire map, and then zoom in to see the smug face of your Armored Command Unit.

experimental bomber supreme commander forged alliance

Build system SupCom is considered to be a Spiritual Successor of sorts to Total Annihilation and utilizes similar build system: at the start, you get an ACU, Armored Command Unit. It can construct (3D-print, basically) some T1 buildings, such as factories (Land, Air, Naval), mass extractors (built only on mass deposits) and power generators. To assist ACU in base building or expansion, any factory can build Engineers, amphibious vehicles that can construct buildings of its tech level. In addition, support ACUs can be summoned via T3 Quantum Gate. Builders can also assist buildings (or other units, e.g. T3 Strategic Missile Sub or T3 Carrier) in building or upgrading.

Tech levels Three of them, T1, T2 and T3. Experimentals are sort of their own level, but can be built by any T3 builder. Factories can be upgraded to the next level, ACU can be upgraded to construct T2 and later T3 buildings via customization tab.

Intelligence systems Units' vision range is smaller than their fire range in nearly all causes, especially in the case of artillery and anti-air. However, the visual detection isn't the only way to spot the target - in most cases they will fire at radar blips. Radar and sonar detection is provided by special structures and some units (T1 Scout, T1 Frigate and T1 Air Scout, for example). There are ways to counter it - jamming creates fake radar blips and stealth (personal or field) hides units from radar. The optical cloaking is also present. These electronic warfare measures, however, are likewise countered by Omni Sensors, provided by T3 radar station. Radar can tell apart buildings from units, but will determine unit's type based on terrain. For example, it will determine Salem class destroyer walking on land as a land unit. SupCom also "remembers" location of buildings even if you lose radar/optical sight to them.

Units Come in various flavors: land units, planes, low-flying aircraft (gunships and transports, essentially helicopters), surface ships and submarines. Submarines are safe from most surface weapons, so are planes and gunships. Gunships usually can engage each other. Aircraft are notable in that they have a fuel meter. If it runs out the aircraft will notably slow down. If it's on patrol it will automatically head off to land on nearest free airpad (available as T2 building for all four factions; can also be provided by units such as Cybran T2 Cruiser). Airpads swiftly refuel and repair planes landing on them. Transports can move only land units and (s)ACUs. They can be set to assist the factory; they will carry produced units to factory's rally point. Also transports can be set up to ferry units, useful for relocating a group of units in more than one run. Experimental units are your Wonder Weapons. They are expensive, but very powerful, and some of them are game-enders of sorts.

Weapon systems Some nuances are here too. For example, torpedoes can't be used against hover units but are only thing that can hit submarines. Direct fire guns can be messed up by line of fire obstruction. Tactical missiles can be intercepted by tactical missile defense buildings or units (such as T2 Cruiser). Anti-air can be provided by light AA guns, area-of-effect flak cannons or tracking and homing SAMs. Damage can be stopped by shield dome generators, which will be handy to defend a base from T3 Heavy Artillery (VERY long range, think WWI era Paris guns and you won't be far off). Nukes don't care about shields. But they are manually built, take lots of resources and time, and can be stopped by strategic missile defense. But if they land they can be quite powerful, and they are properly announced. STRATEGIC LAUNCH DETECTED. (And technically only UEF Strategic Missiles are nuclear weapons. Other factions have other types of devices. Ironically, the nukes don't have EMP effect while Cybran Strategic Missiles do. In Supreme Commander 2, all human factions switch back to nukes and this time they have the EMP.)

Economy Two types of resources are used, Mass and Energy. Mass is typically used for construction, Energy - also for various other needs such as radar, counter-intelligence, shields, artillery reloading, etc. The game has a real-time economy system. Also the game has an adjacency bonus: building resource-producing buildings next to resource-consuming one will decrease the consumption of that resource (e.g. surrounding a Mass Fabricator or a Shield Generator with Power Generators will decrease their energy drain), while building a resource-storing building next to resource-producing one will increase the income (e.g. surrounding a Mass Extractor with Mass Storages). (While this is effective, Power generators can explode upon destruction, so it's risky to some degree).

Factions I think Mike has stack buffer overflow at this point. UEF Or United Earth Federation. No-frills Powerhouse faction. Great direct-fire guns and artillery, good armor, average shields. Proud owners of T3 Point Defense emplacements and T2 shield boats as well as the longest ranged T3 battleship. However they lack a T3 Carrier. Notable units: Titan T3 Siege Assault Bot: Relatively fast walkers with a pair of decent guns and pair of tactical missile launchers (removed after patch). Titan is equipped with a personal shield, making it capable of surviving ACU explosions. Percival T3 Armored Assault Bot: Slower walker with a single cannon. It has slow rate of fire, but long range. It can also walk on the sea bottom. Broadsword T3 Gunship: First T3 Gunship in SupCom (Cybran and Aeon equivalents appeared only in FA). Armed with an AA railgun and a plasma cannon from Titan . Ambassador T3 Strategic Bomber: This thing looks like a B1 Lancer and drops tiny nukes, also has a dinky tail railgun . Governor Class T2 Cruiser: As all cruisers, Governor class is a fragile vessel armed with anti-aircraft weapons, tactical missile defense and dinky gun. Like Seraphim T2 cruiser it's also armed with tactical missile launcher. Summit Class T3 Battleship: Armed with three three-barreled Gauss Cannons, two AA railguns and tactical missile defense. Longest main cannon range among battleships. Experimentals: -Fatboy Experimental Mobile Factory: THE Military Mashup Machine, this is a factory on threads with some machine guns and four turrets from Summit Class, shield dome, basic AA, torps (for when it gets underwater) and airpad. Not much in terms of resilience, though, and a fair bit of its hitpoints are in its shield dome, but can produce serious bombardment alone, not mentioning any friends it can pump out (and it might be anything UEF T3 Land Factory can create, you might want to start with a few T3 Engineers to assist it). -Atlantis Experimental Submersible Carrier: IJN I-400 on crack. A submersible carrier with SAMs to use from surface and torps. Being a carrier it can build and store aircraft, such as T3 Stratobombers. Pretty cheap too. -Mavor Experimental Artillery Installation: Paris Gun on crack. An artillery gun with unlimited range. And quite accurate at that. -Novax Center Experimental Satellite Uplink: A control center for a Kill Sat that can pwn stuff from above safe from retaliation as long as center isn't destroyed. If it is the sat goes down.

experimental bomber supreme commander forged alliance

Aeon Illuminate The Glass Cannons. They hit hard and fast, but aren't best at taking it back. Lots of hover units. Also tend to keep minimalistic loadout of units, nearly no gimmicks in contrast with Cybran. Also they have five experimentals in FA, but one of them is misclassified as T3 - the Heavy Rapid-Fire Artillery. Nonetheless that thing costs more than some experimentals. Quite a lot of their usual units are also powerful. Notable Units: Aurora T1 Light Tank: Aeon T1 tank is the key component to Aeon Zerg Rush thanks to their powerful cannons and hover propulsion. Harbinger MkV T3 Siege Assault Bot: Aeon equivalent to Titan and Loyalist, Harbinger is protected with a tiny shield bubble. It can repair other units and reclaim wreckages. Sprite Striker T3 Sniper Bot: Carries a long-ranged direct-fire weapon. Must remain stationary to fire and is fragile. Restorer T3 AA Gunship: Whooo boy, where to START? It's armed just as good as Aeon T2 gunship, beefier, has AA missiles and is DIRT CHEAP compared to other T3 gunships. Some claim the worst thing that happened to SupCom was Restorer Spam. Solace T3 Torpedo Bomber: Bane of battleships and most ships overall. Omen Class T3 Battleship: Three Oblivion cannons and TMD. Nothing more, Aeon style. The shortest range among battleships. Torrent Class T3 Missile Ship: Compensates for Omen Class short range, Torrent launches massive salvos of tactical missiles. Experimentals -Galactic Colossus Experimental Sacred Assault Bot - a giant (like, really giant, it dwarfs ACUs) mecha with a huge eye laser (less DPS than Heavy Microwave Laser for some reason), two tractor claws (drag units closer and instakill them - beware of Loyalists' death EMP!) and 99999 HP. And that's all. No AA, no torps or anti-torpedo defense, can't hit targets behind it, but it will facetank ten shitloads of firepower before hitting the dirt. How many damage will it cause before that happens is up to how you support it. Oh, and it also has Omni Sensor, Cybran S&C commanders beware. -Czar Experimental Flying Fortress - a flying saucer a la Independence Day. Aside from giant laser in the bottom has AA missiles, flak cannons, depth charges. It is also a carrier, so it can also pump out ten shitloads of T3 AA Gunships. If it goes down nearly anything under it is flakked. - Tempest Experimental Submersible Battleship - Another saucer, this time seaborne. Has lots of torps, a giant cannon and can build T1-T2 ships and T3 Engies. -Paragon Experimental Resource Generator - A building that can ensure you'll always have enough mass and energy. Literally, forget about economy, you have all the resources, ALL OF THEM. However, when it goes down, it goes out with a bang equal to that of a nuke, and it's not that resilient. Are ya feelin' lucky?

Seraphim These guys are aliens and it shows. They don't have SAMs (use fast-tracking long-ranged guns instead, T2 Cruiser also has flak cannons), rolled T1 Scout and T1 Light Assault Bot into one unit, lack T3 Missile Sub (T3 Battleship builds/launches nukes and T3 carrier has tactical missiles), their T2 Destroyers can submerge... Similarly to Aeon, they have lots of hover units. They are gimmicky, but not much, so they appear to be Balanced between the three factions. Also, best shields in the game. Notable units: (Note the weird names. Actually, those are apparently just descriptions in Seraphim language. E.g. Seraphim Engineers are called Iya-Istle, Iya and Iyathuum => "lesser builder", "builder" and "greater builder".) Ilshavoh T2 Assault Bot ('-shavoh' apparently stands for "anti-" prefix) - Seraphim equivalent to MBT, Ilshavohs are faster and decently powerful, so they can remain viable even after T3 jump, just in much bigger numbers. Othuum T3 Siege Tank - Equivalent to Siege Assault Bots, Othuums are slow, can traverse sea bottom, armed with a bunch of guns and torps. They are slower, but good as fire support. Usha-Ah T3 Sniper Bot - A long ranged glass cannon like Sprite Striker, can sacrifice speed and reload time for more power. Uashavoh ("ua-" apparently means "naval", so "anti-naval") T2 Destroyer - Aforementioned submersible destroyer. On surface also armed with two beam weapons. Italua T2 Cruiser - AA&TMD vessel (aka Cruiser job description), carries no direct-fire weapons, but has tactical missiles. Hauthuum ("hau" = "ship", so "greater ship") T3 Battleship - typical shore bombardment vessel with extra AA guns and TMD, except it also has a nuclear missile silo to compensate for the lack of T3 Strategic Missile Sub. Iavish ("ia" = "aircraft", "vish" = "carrier" => "aircraft carrier") T3 Carrier - Admiral Kuznetzov on alien steroids. Like all other carriers, has a set of AA weapons and can build and store aircraft. Seraphim carrier also has a tactical missile launcher also to compensate for the lack of T3 SMS. Yathsou ("sou" = "submarine") T3 Submarine Hunter - A sub with powerful torps, bane of all battleships that aren't Galaxy class (and even then it's gonna get pretty hurt). Also has an AA autocannon for use when surfaced. Experimentals: -Ythotha Experimental Assault Bot: Exp. Assault Bot - A giant walker similar to Colossus. Less HP, but more guns, some of which are AA. Upon destruction releases some uncontrollable entity that attacks random places for some time, then expires. -Ahwassa Exp. Bomber - A giant plane that drops a high-yield bomb, also has some AA. It takes a long bombing run, but it has decent amount of HP and its bombs eat bases. Forged Alliance Missions 4 and 6 can be easily passed by stealing a Seraphim engineer and building a metric flak ton of these babies. Bonus irony points since apparently, Seraphim used these in their opening alpha strike on Earth . Also, it's friggin beautiful. -Yolona Oss Exp. Strategic Missile Launcher - A giant missile silo that launches a giant strategic missile. Said SM has bigger AoE and damage and takes two SMD hits to stop.

Singleplayer Campaign Original Supreme Commander has three campaigns, one for each side, all of them revolve around UEF superweapon called Black Sun, with which UEF hopes to turn the tide in the Infinite War. Meanwhile two other factions want to use the Black Sun for their own purposes. UEF is apparently losing the war, Cybran Nation is flakked if UEF loses but they have the plan, and Aeon Illuminate is apparently winning but there are inner tensions between their leader and supreme commander, which results in Aeon civil war. Regardless of what faction you play as, the Black Sun fires. It results in Quantum Rift which Seraphim uses to invade our galaxy, and everything goes straight to hell. Part of Aeon Illuminate and Cybran Quantum AI (as well as Seventh Hand Node) turn against humanity while acting leaders of UEF and Aeon together with the leader of Cybran Nation form the alliance to save humanity's collective asses. Forged Alliance has one campaign for three original factions (you can still play as Seraphim in skirmishes and MP). There are still differences in dialogue lines and secondary objectives depending on the faction you play as. However if you want to play one mission after the first as one faction, you need to complete previous mission for that faction. Some missions are easier for certain faction. For example, Mission 4 is easier for UEF players with their Ravager T3 point defense turrets, while Cybran are going to spam Soulrippers and Monkeylords and hope for the best. Also in Mission 4 you can steal a Seraphim Engineer and spam the flak out of Ahwassas in order to go on the offensive. Mission 5 is just cool when playing as UEF because secondary objective gives you an Aeon sACU and you can steal a Cybran Engineer, giving you the tech of three factions! And Mission 6 gives you an UEF and Aeon sACUs, which means that if you play as Cybran and jack a Seraphim Engineer, you will have access to tech of all four factions. I managed to do that, and flak if it wasn't fun to have a giant pack of Ahwassas bombing everything to the stone age.

:)

  • Feb 14th 2017

I wasn't really expecting to write a serious reply. I did add a few pics, will add more as I increase my SCFA gallery.

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16 years ago#11
16 years ago#12
16 years ago#13

Easiest and cheapest way to reliably destroy an early (even late) -game experimental is to build some Tactical Missile Launchers. Give it a few rockets and watch it crumble.

Point of fact, there are no land-based units that provide tactical missile defence. This won't work obviously if he has it defending his base, but if it is, then its not in your way and not going to make your life problematic.

16 years ago#14
COUGHLOYALISTCOUGH
T3 bombers work fine and are my normal defense against early t4 t3 bots also work fine lategame and are much more mass efficient then exps.
16 years ago#15

The Loyalist is a Cybran unit. If someone is attacking you with a GC, they will not have Loyalists.

16 years ago#16
Which is why I specifically quoted the line where you mentioned there is no land based unit with tmd.
16 years ago#17 Tricky, but a few Fatboys (4 or 5) can take care of a GC and its protection quite nicely, granted you use them properly. That means using firing range to your advantage- Fatboy can shoot at the GC before it can even get in range. Micromanage heavy, sure, but it can be effective. If you happen to have a Mavor or Novax Center around and the Fatboys are stalling the GC, use them, too.

Easily, a Monolith can take out a Galactic Colossus hands down. Combine that with the support of a Monkeylord or two and you win. Also, I have used a crowd of Monkeylords (ten, to be exact) to completely destroy any experimental to head their way. That is just me, though, as I like to build up masses of experimentals, seeing as how I always end up with more than the next guy over. Oh yeah, a Soul Ripper can slaughter a GC hands down. Bring another couple of them if there is anti-air in the area, so that they can kill them before they do any damage.

Fight fire with fire. There are several options that you can use when going up against a fellow GC. The best of which is the easiest: CZAR it up! A CZAR can slaughter a GC, and it cannot do anything about it. Build a few bombers (T1-T3) to support the CZAR against any other units (and Fighters to counter other air) and you'll be set. Now, on the harder but a lot more fun side, you can use another GC to wipe the other our... hopefully. If there are no other units around, then get a Strategic Bomber to make things a lot less even, putting your Galactic Colossus ahead of the enemy one. If you happen to have a Paragon, then spam Galactic Colossus' for all I care. They will win, believe me.

I know not about this faction as far as odd strategies go (or unit names), so I'll keep it nice and simple. Supernuke. One or two of those and your job got a lot easier. Maybe mix and match and nuke the GC (killing all or most of the support units and damaging the GC) and send in one of those fancy Experimental Assault Bots to finish it off. Or you could keep it simple and just use Experimental Bombers. Yeah, those pwn all.

And if you are that lazy, you can just spam Strategic Bombers and ditch all of the experimentals. I really couldn't care less. I just enjoyed typing about experimental units that makes other units go boom and such. Ah well, hopefully I wasn't all too far off. My guess is that I overrated Fatboys, but who knows. They work for me, anyways.
Inquire now on how to sell your children for sig space!
16 years ago#18
Ok first of all, you expect to have 5 fatboys to one gc? Second of all one fatboy is indeed a match for one gc in a 1v1 fight but it never matters since one of them is always bombed (:

Once again you're suggesting counters that cost ten times the mass of the GC

I'm not gonna bother with the rest but everything you said is a horrible horrible idea at a competitive level.
16 years ago#19 hard to get. Same goes for the Monolith. If you let the enemy cut your economy and get to the stage of having a GC, which is actually a little rare online, then you are probably fairing pretty badly.

Of course, that is where the T2 and T3 Bombers come in. At the very least, a small cloud should exist at that stage.
Inquire now on how to sell your children for sig space!
16 years ago#20
Lulz, aparently you have never really played a very competitive 1v1/2v2 against good players, a rushed GC is doable using being finished to 18-22 minutes(after that is not very usefull). Are you telling me I should finish a mavor at 22 minutes? I could do it in 23 with supreme commander fab spam using half of isis assuming no one was attacking me, never in FA.

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Supreme Commander: Forged Alliance

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A subreddit about discussing topics and sharing links about anything related to Supreme Commander and its sequel, Supreme Commander 2. Supreme Commander (abbreviated "SupCom" or "SC") is a real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. SC is widely considered to be the spiritual successor to Taylor's 1997 game, Total Annihilation.

Good late to end game guides?

I was searching for guides on what to do when the game gets to the end parts. Like a priority list for what I should build in what order and what units to make to win more when the game gets to 40+ mins. I watch a lot of casting from Gyle, but he doesn't/can't show what buttons the players are pressing so I'm kind of clueless as to what to be doing in late game, I just freeze up and zone out a bit because it gets so overwhelming trying to control so many things at once. I've gotten into a bad habit of just ctrl+K'ing when I feel like I've lost after a certain time because the game just feels unmanageable.

What guides helped you learn the game? Do you guys keep lists of what to build? For example if I am playing UEF, what should I have built before going into the late game?

EDIT: Thank you guys for your replies so far, really good discussion going on in the comments and I appreciate everyone being nice despite my obvious lack of experience.

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Supreme Commander: World War II mod

Supreme commander: world war ii, supreme commander mod | tbd.

I decided I would post an overall completion percentage. I will keep this list updated so that everyone can see the progress.

  • German Land Unit Models - 100%
  • German Land Unit Textures - 83%
  • German Air Unit Models - 54%
  • German Air Unit Textures - 54%
  • US Land Unit Models - 6%
  • US Land Unit Textures - 6%
  • US Air Unit Models - 47%
  • US Air Unit Textures - 47%
  • Infantry Models - 0%
  • Infantry Textures - 0%
  • Infantry Scripting - 0%
  • German Buildings - 39%
  • US Buildings - 8%
  • Balancing - 13%
  • OVERALL - 28%

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German Land Units 92% Done!

SdKfz 222 Scout Car

Panzer VIII Maus

The German Panzer VIII Maus Super Heavy Tank Enters the War!

Proposed Unit List

Proposed Unit List

The initial plan right now is to get the air and land units for the Germans and USA done first and then decide on whether to add naval units or to add...

World War II Conversion

World War II Conversion

I am currently looking for help with scripting, textures and modeling. Let me know if you are interested!

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Finished Units

Finished Units

Here are all of the finished units for the WWII Mod. Make sure that you only play as the UEF and play against the UEF.

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Guest

Would love to see this mod continue in Forged Alliance Forever!

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ShinsenGumi

And how long this mod done (this mod so cool)

This can use in Supreme commander Forget Alliance ?

Gylfe

Right, except America was fighting a war on two fronts and were nearly alone in the Pacific. That, and I would ask any Polish citizen or other victim nation of the USSR you're praising and ask them what the occupation of their country after the war was like. I'm sure you won't get much positive feedback. So no, the USSR didn't save countries like Poland, they took it from one tyrannical regime and gripped it with their own while forcing their communism and other forms of oppression on those countries.

Guest

Next time you will make mod on WWII, don't forget about 27.000.000 dead Russians who won the Great War trully (and not let Nazis reduce England to ashes>follow their march to your grandmother's home, Anon).

America vs Evil Nazis looks badly, especially if consider what americans faced there, even in weakened form.

HTRK74JR

you're ******* retarded

Check historical records and find out who had exhausted Nazis resources in Europe before Americans arrived in 44. By the way, it was Stalin who urged Yankees to strike before the very end of war. Of course, as you know, Yankees are not doing anything for thanks. The USSR agreed to strike Japan 3 months after the end of Germany.

So, I must conclude that YOU have rather poor history knowledge, so you just believe everything from TV, or... You just a thankless moron, simply incapable of realizing that every good think you've got now on its place only because of this unbelievable sacrifice.

Of course, politics now tell you that Nazis weren't that bad and the USSR was the true evil. Just keep in mind that Nazis (not Soviets) took Poland, Belarus, Ukraine, France etc and started Full Scale genocidal campaign, called Holocaust. Do you really believe some operations in African desert and in Italy might be enough to stop technically superior Europe rulers? Without eastern front the UK sea barrier is nothing but temporal inconvenience. Then you must be retarded far far below the level any form of kindness and respect to the Fallen.

RogueSoldier

Or you know, Russia got all its tech and resources from lend lease and the other million loop holes at the time from the US. Plus the British Arctic Convoys but hey whatev's. at the end of the day Russia's still a country full of retards.

Really? Then, I'd like you to explain me in what reality Ural mines and Siberian factories and Moscow combinates are American. Also, I'd like you to show me some data on American constructors of winning IL-2, Yak series, T-34, IS-series, A-cannons series and famed Katushas. Do you still think they've used all shining american tech? Do you realize it's not just improbable, but impossible? Or your atrophied brain just can't understand how badly those people needed repairable and combat ready vehicles on the frontlines, while Lend lease support was still unpacked? Or how badly a country like USSR needs their own modern weaponry and army? Soviets have spent much of their gold reserves to buy vehicles to fight in war, which was noting but danger to us all. World people should be tankful to soviet and other heroes for their sacrifice. I don't say Stalin, but Zhukov and Vasilevskiy and their soldiers.

Lend lease was 1/3 of all soviet vehicles. And those Cobras and Trucks didn't win nor Stalingrad or Kursk or Voronezh or else, and surely they have no relation to Berlin operation.

British Arctic convoys were not enough to fight Nazis.

At the end of the day Russia fights fraking terrorists in Syria, their MoD gives full data on those operations to all world Media and News channels. Yes, Putin is not an Angel, but on his place... noone could be an Angel.

If not Russians, well... Rememer that episode of ST: Enterprise, where Nazis have taken the White House.

If my arguments are not convincing to you, then you must be lost to history science completely, fellow worker.

josephahner3

One third of all soviet vehicles is still a **** ton of vehicles. Also the US and Britain were a major source of raw materials for the Soviet war effort. The Soviet Union had no native sources for Rubber, a critical war resource. The US and Britain also supplied the Soviets with refined petroleum products, food, raw materials such as steel, cobalt, and tungsten and much more. World War Two was not won by any single nation but by a coalition of more than 40.

HexAyed

Either way, Without Russia, we couldn't have won,as they stopped alot of the German experimental tank projects

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Bombers are aerial, ground attack units. Unlike gunships they do not hover near the target and are therefore less vulnerable to AA.

Comparison to other aircraft [ ]

A bomber typically has less health, but is faster than a gunship of the same tech level. Bombers also have an area of effect attack, making them better suited for destroying heavily guarded installations, covering long distances quickly (and thus giving the enemy less time to respond) and dealing with large, individual threats. Gunships can "stick around" in between attacks and do not have to make attack runs. This means that for supporting a ground or sea advance, gunships are often better suited, able to target one target after another. Of course, the area of effect from a bomber can equalise this — meaning that it depends upon the composition of the enemy force as to which is best to use. Remember however that gunships may be targeted by other gunships — a feature not common to bombers.

Torpedo bombers on the other hand perform exactly like bombers with most respects - except that they drop torpedoes, which may only target naval units. Since they can not target hover units, they are not the ideal weapon against everything — making them highly specialised. However, they can target both submarines and amphibious units (even those travelling along the sea floor), as well as coming with sonar — allowing you to find these submarines far easier.

Naval tip [ ]

Attack bombers and strategic bombers cannot attack units underwater directly. However, if they attack a ship with submerged units close by, the blast radius from the bombs will damage anything underwater if it's close to the surface. So, for instance if you see a fleet of 7 submarines with a couple of frigates, a few Attack Bombers will take care of the frigates and submarines as well! This can be a big advantage if you're having difficulty with a submersible experimental unit.

However, there's a limit as to how much this works when it comes to units on the ocean floor. Units far from the shore cannot be damage by the bombs damage radius because they are too far underwater. The Seraphim Experimental Bomber is the exception — its blast can and generally will annihilate units within it, regardless of whether or not they are underwater.

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Israel has been bracing for possible retaliation from Iran after the assassination of Tehran's close ally, Hamas leader Ismail Haniyeh, in the Iranian capital last week.

Funeral of three Palestinians who were killed in an Israeli raid, in Aqaba

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  1. Supreme Commander: Forged Alliance (Game)

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  2. Supreme commander Forged Alliance : Experimental wars 1.95

    experimental bomber supreme commander forged alliance

  3. Supreme commander forged alliance experimental units

    experimental bomber supreme commander forged alliance

  4. Supreme Commander: Forged Alliance Review for PC

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  5. Supreme commander Forged Alliance Experimental Wars 2.0

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  6. Supreme commander forged alliance experimental units

    experimental bomber supreme commander forged alliance

VIDEO

  1. EXCESSIVE 7v7 Custom on SATAN'S CLUTCH

  2. Supreme Commander Forged Alliance

  3. Supreme commander experimental wars 2.0

  4. Mass Killer 4v4 Ladder on ODDA

  5. Supreme Commander Forged Alliance-Strategic Nuke V.S Experimental Nuke-(HD)

  6. Poradnik dla początkujacych

COMMENTS

  1. Experimental unit

    Experimental units are large, powerful units in Supreme Commander, acting as the signature weapons for each faction. Experimentals are usually armed with powerful weaponry and have various abilities to give them an edge in battle. Each faction has three experimental units (Four in Forged Alliance, including the Seraphim) and constitute some of the major faction differences. Often considered ...

  2. Seraphim Experimental Bomber

    The Seraphim Experimental Bomber, nicknamed Ahwassa is a Seraphim air unit. It is very fast for its size and equipped with massive fuel cells, giving it unlimited air time. It is the most expensive air-based non-game ender in the game. It carries anti-air guns for defense against other aircraft, and drops a negative energy earthshaker bomb capable of completely ravaging a small base, or an ...

  3. What are the Differences of the (4) four Factions?

    Supreme Commander: Forged Alliance (PC) What are the Differences of the (4) four Factions? ... unique experimentals 1. a nuke launcher that is so big it requires two strategic missile defenses to kill 2. the super bomber (my favorite experimental in the game) that can kill an acu in one shot and defeats even swarms of anti air units 3. the ...

  4. SC:FA Strategy

    ZaidusRecon's guide to Supreme Commander Forged Alliance (Forever) strategy. ... it is better for an experimental unit to be constructed over a 5 minute period of time than for several experimental units to be construced over a 30 minute period of time. ... Usually, a T1 Bomber is the first thing built in this factory, and the ACU assists the ...

  5. Nomads

    Forged Alliance Forever. The community-driven lobby for Supreme Commander : Forged Alliance. Nomads - The fifth faction. By. Exotic_Retard. Newshub Archive, Uncategorized. 13/06/2020. ... Experimental Units The airborne experimental unit fielded by the Nomads is the Comet T4 transport. It has a staggering capacity of 72 T1 or 18 T3 units.

  6. Total Mayhem 1.37 for all game versions

    I just used the updated version last night. The Experimental UEF and Cybran nuke defence structures were failing left and right. A missile would arrive, the device would shoot at the missile, 4 or 5 times before eventually killing the missile.

  7. Supreme Commander: Forged Alliance Review

    Verdict. Booting up Supreme Commander again feels like trying to simultaneously play three games of Risk without being completely sure of the rules. Even with the changes, Forged Alliance doesn't ...

  8. Supreme Commander: Forged Alliance -- The Seraphim Army

    The Ahwassa drops an experimental strategic bomb, roughly equivalent to a small tactical nuke, and is protected by AA cannons. In This Article Supreme Commander: Forged Alliance

  9. Supreme Commander: Forged Alliance

    THQ's announcement [] " Supreme Commander: Forged Alliance will also function as a standalone game in its own right, will bring a broad variety of extra features to the original title. There's an all-new single player campaign, a myriad of innovative multiplayer features, more maps, one entirely new faction and over 100 new units: meaning fully realised navies, orbital weaponry and advanced ...

  10. Supreme Commander: Forged Alliance

    Supreme Commander is an RTS and Forged Alliance is a standalone expansion pack for it. The most notable thing of SupCom is Strategic View. You can zoom the main view out to observe the entire map, and then zoom in to see the smug face of your Armored Command Unit. Full zoom-out. An entire map is observed. Build system.

  11. Good ways to take down a Colossus?

    For Supreme Commander: Forged Alliance on the PC, a GameFAQs message board topic titled "Good ways to take down a Colossus?" - Page 2. ... T3 Bomber own them. Another good way to take them down is use another experimental unit on them or just use anything that is out of range of GC. Thats what i do when i have to face one of them.

  12. defending against bombing raids :: Supreme Commander: Forged Alliance

    Supreme Commander: Forged Alliance > General Discussions > Topic Details. unseen4ce. Jan 31, 2021 @ 2:05am defending against bombing raids ... The bomber explosions use the 3d sphere damage area of the bombs to determine if further shields are hit, even if one is ahead that absorbs the blow. If you place your shields so that one shields the ...

  13. Supreme Commander: Forged Alliance

    Supreme Commander: Forged Alliance is a stand-alone real-time strategy video game released at the end of October, 2007 as the expansion to Supreme Commander.The second title in the franchise, it was similarly developed by Gas Powered Games and published by THQ.. As a standalone expansion, it is possible to play Forged Alliance without owning the original game, although without a valid CD key ...

  14. Experimental wars

    Supreme Commander: Forged Alliance. Modifications. Experimental wars. Experimental wars. expwars_v2_8.zip — Download nn_player ... Aeon T2 Experimental Bomber : Removed from commander tech 1 build list- All factories will can now build tech level inferior upgraded units - Cybran : Scorpion size fixed- Cybran : Scorpion Icon added- Cybran ...

  15. Putin Sends Signal to West With Flight on Nuclear-Capable Bomber

    The giant swing-wing plane, codenamed "Blackjacks" by military alliance NATO, is a modernised version of a Cold War-era bomber that the former Soviet Union would have deployed in the event of ...

  16. Seraphim

    The Seraphim are an alien species introduced in Supreme Commander: Forged Alliance. It is the species that the Aeon found on Seraphim II, and who taught them the delicate intricacies of The Way. Their race was long thought to be extinct, but in reality, the colony on Seraphim II was comprised of exiles who believed they could follow The Way without sacrificing the ability to fight. When Black ...

  17. Just played Supreme Commander Forged Alliance for the first time

    Level 3 engineers from a level 3 factory or a level 3 tech suite on the commander. Do not underestimate the commander upgrades. A UEF commander with a full combat kit is an incredible beast. Experimentals are an investment and you will need to dedicate a lot of resources to building them.

  18. Good late to end game guides? : r/supremecommander

    A subreddit about discussing topics and sharing links about anything related to Supreme Commander and its sequel, Supreme Commander 2. Supreme Commander (abbreviated "SupCom" or "SC") is a real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games.

  19. Experimental Wars

    Supreme Commander: Forged Alliance; 28.44 MB in size ... Increase Shield ship cost by 30% from 1040M 10400E to 1300M 13000E- Tech 2 Support Bomber : Tower drop cost inscrease by 10% ( , health x4 ( 2060 from 515 ), plane cost increase by 10%.- ... cost decraesed -30% - Tech 2 Craft Launch ( navy transport ) : Add !Aeons :- Commander : Shield ...

  20. Supreme Commander: World War II mod

    Panzer IV - T2 Medium Tank. Primary Weapon: 7.5 cm KwK 40. Secondary Weapons: Coaxial & Hull Machine Guns. The Panzer IV was the workhorse of the Germans during World War II. Fighting in every campaign of the war. This well armored tank will easily destroy all Tier 1 units with one shot, while taking little damage.

  21. Bomber

    Bombers are aerial, ground attack units. Unlike gunships they do not hover near the target and are therefore less vulnerable to AA. A bomber typically has less health, but is faster than a gunship of the same tech level. Bombers also have an area of effect attack, making them better suited for destroying heavily guarded installations, covering long distances quickly (and thus giving the enemy ...

  22. Alliance Imaging

    RadiologyImagingCenters.com is your comprehensive resource for medical imaging centers across the nation. Our database of diagnostic radiology imaging facilities is your reference to find a radiology imaging center near you.

  23. How Iranian general plotted out Syrian assault in Moscow

    The decision for a joint Iranian-Russian military effort in Syria was taken at a meeting between Russia's foreign minister and Khamenei a few months ago, said a senior official of a country in the ...