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Seraphim Penetration Fighter & ASF Comparaison

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Seraphim Penetration Fighter & ASF Comparaison
New hot fresh units. Slightly more exciting than an engineering station thata sort of looks like a guy with a huge nose and ears. This one has been a long time coming. Or at least 8 months coming, so not that long in BrewLAN terms; the Seraphim T3 Penetration Figher. I did shrink it a bit after this image was taken, and it's still not got its weapons or script set up, but appearance wise it's done. The vanilla ASF is on the right, and my unit is on the left, just in case all Seraphim units look the same to you. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Dynamic Mod Filters for Spawn Menu

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Dynamic Mod Filters for Spawn Menu
This is one for anyone that's ever tried to use the ALT-F2 spawn menu with mods with non-standard unit codes, or tried to find specific mod units on said menu. I created a mod that alters the menu to use categories, not ID's, a feature which isn't new in FAF but is elsewhere, and also adds dynamically generated filters for each active mod that adds new units. It also tries its darndest to shrink long mod names to fit within the approx 12 character space each one gets. The example is with basically every unit mod I hve installed active at the same time, with an example filter set up the default menu would get wrong. Ignore the profile name. I should also add, slight variants of this will be appearing integrated with LOUD and possibly also FAF, so there's basically no escape. Oh, and this works for the OG pre-FA Supreme Commander as well. Which is good if you still use that version for some reason because the default menu on that is utter trash. I also killed off the Product filters, because no one uses them. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Seton's Clasp

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Seton's Clasp
I made a map for a joke. Behold, Setons Clutch as a 1k map. Look how tiny it is.

Seraphim Experimental Sniper Bot

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Seraphim Experimental Sniper Bot
This glorious beast was actually produced as a paid commission for one of the administrators of the LOUD project. Here are some other angles: https://cdn.discordapp.com/attachments/448152072786018314/733021535975243786/20200715190501_1.jpg https://cdn.discordapp.com/attachments/448152072786018314/733021538508472380/20200715190518_1.jpg https://cdn.discordapp.com/attachments/448152072786018314/733021541453004980/20200715190528_1.jpg https://cdn.discordapp.com/attachments/448152072786018314/733021664274808923/20200715190615_1.jpg https://cdn.discordapp.com/attachments/448152072786018314/733022149715034119/20200715190808_1.jpg https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Xiphos: Cybran T3 Gunship

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Xiphos: Cybran T3 Gunship
This was a commissioned piece for another member of the LOUD team, who wanted an alternative gunship to the Wailer with different flight characteristics, that stays on the move and broadsides it's targets. If it seems like I'm doing a lot of commissioned units lately, well, I am. Money is a great motivator. The previous commission (the Seraphim Sniper bot) will be in BrewLAN as a second unit in the land support experimental role along side the Iyadesu, since I feel the two fill complementary roles that other equivalent units from other factions fill both of; the Fatboy and Megalith for example. However, this one is probably just going in the Research & Daiquiris sub-mod since it's outside of the scope of what I am trying to do with BrewLAN. Although R&D might be getting split down into two or more mods, one with just the "core" research elements; the research centres, and probably the small power generators, one with other units like the tactical bombers, penetrator bombers, and the like, and one with the intel reworks and such. How many they are split in to, or if they are, is up for debate. What this means for this gunship, is that it will either end up with the aircraft or with other "alternative" units that don't fill new roles. Oh, and the spikes will be getting removed for the commission version, and maybe for the one that goes in R&D as well. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Seraphim Land Experimental Comparison

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Seraphim Land Experimental Comparison
In this image, from the bottom clockwise: Ythotha from FA, Iyadesu; my experimental reconstuction engineer, Sisha-Ah; my experimental sniper bot, and Suedath-Zmara; my experimental heavy arthrobot, as seen in this video: https://www.moddb.com/mods/brewlan/videos/new-experimental-suedath-zmara#imagebox https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Deluge Class: Experimental Battlecruiser

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Deluge Class: Experimental Battlecruiser
Another commissioned unit: an experimental dreadnought-type battlecruiser for Aeon. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Simurgh: Cybran Experimental Aircraft Carrier

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Simurgh: Cybran Experimental Aircraft Carrier
This one was commissioned by deathtropper. It's a large majesting flying carrier that can build and carry unique a unique fighter/bomber drone. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Experimental Icons Overhaul Size Options

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Experimental Icons Overhaul Size Options
You may remember this image from way back in 2015: https://media.moddb.com/images/mods/1/14/13949/EIO.png Well, the double-size option for high resolution displays is now ready for the public, and will be available as an option in the next release as well as on git-hub prior to then. It's been around for a while for private testing, but had some minor issues that have been ironed out, and now it also comes with an additional icon to distinguish between "nuke" type weapons, and "nuke" type weapons with damage of 50k and over. There is an exhaustive list of 176 different icons in both sizes, and for any unit with the default 'icon_experimental_generic' strategic icon, it will calculate what the best fit for it is, and replace it. For other mod-makers that don't like the icon assigned to them by EIO, there is an override option if you define 'StrategicIconNameEIOOverride' in the blueprint next to the standard "StrategicIc,". Although maybe EIO is telling you something about the unit that you didn't realise. Acceptable override options are: icon_experimental_ + bomber_ gunship_ factory_ structure_ sub_ ship_ mobilefactory_ land_ + air antiair antiartillery antimissile antinavy antishield artillery bomb counterintel directfire energy engineer intel land mass missile navy nuke nuke_small shield transport generic Note there is no 'fighter_' option; 'bomber_' is intended for use for any winged air experimental, but maintains the 'bomber_' name for naming convention consistency.

Random City Generation Mod

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Random City Generation Mod
Over the past day or two I've developped a mod that generates UEF civilian cities in unused player start positions on maps that support civilians. There's no good indication if a map supports civilians or not until you get in game. Wrecks or pre-existing civilian structures will mean they of course do, but absence of those doesn't mean they don't. The alt-f2 cheat-spawn menu will give options for spawning units for civilian players if the map supports it. The cities can be quite large depending on the map: https://cdn.discordapp.com/attachments/448152072786018314/781026668420005888/20201125022413_1.jpg https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

City Generation Borders

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City Generation Borders
The random cities now spawn enclosed with walls and turrets, additionally, larger structures can now spawn covering entire city blocks. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Spomeniki & Cityscapes

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Spomeniki & Cityscapes
My Spomeniki mod, which adds monuments from the former Yugoslavia around the map, now inserts itself into the city generation with a chance to replace the Clarke statue that can currently spawn. A bunch of other details have also been added, some visible in this shot, such as fences around larger structures, dead-end carparks getting populated with cars, gaps having a chance to spawn as carparks. Generation times have also been increased. Around when the first screenshot was posted here generation could take the first minute of the game on some maps, then I updated it to using a separate thread per city, instead of one for each, and it sped up to around 10 seconds, now after tweaking the terrain checking algorythm so it has less wasted checks, on some maps it take around from 0-3 seconds. I've also modularised it somewhat and made it more open to external forces. The main script has been moved to ScenarioUtilities, the structures that it spawns are now based on a "city blueprint" which is also open in ScenarioUtilities, I've created a pair of companion mods which insert Aeon- and Cybran-based city blueprints (although they don't look anywhere near as good as UEF, which was why I extracted them to begin with.), as mentioned this also allows for other mods to easily insert things into the city, and I'm debating modularising it further so that the city location selector script is separate from the actual generation script, so that other mods that want to create mod scenarios can do sore more easily. Talking of separating and modularising; Research & Daiquiris has been broken up into its various parts. Most notably one containing all the extra air units, and one containing all the extra intel units, which has been an often requested feature. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Cityscapes Location Options

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Cityscapes Location Options
The cityscapes mod now comes with options to set where the cities will generate. Pictured here in FAF with civilians set to enemy, with the option in question edited into the corner. Given those options it is a questionable life choice unless you have some other mods that affect what you start with. But who am I to judge. In this example, the city generation was quite heavily limited by the terrain, starting resources, and the existance of an ACU. Cities can get much bigger than that. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Suedath-Zmara on a cliff over a city

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Suedath-Zmara on a cliff over a city
This is the screenshot I used for the header banner for the new page theme. Featuring the commissioned seraphim experimental Suedath-Zmara on a cliff over a randomly generated city from the Cityscapes mod, with randomly placed monuments in the distance from the Spomeniki mod. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Pillar of Prominence fixed on FAF

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Pillar of Prominence fixed on FAF
At long last, I've solved the issue that was preventing the Pillar of Prominence, the Aeon shield from Bubble Tea, from functioning on FAF. So that will be coming in the next update. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

New Highrise

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New Highrise
Custom assets for cityscapes, the first of which being this new highrise. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

New Vehicle

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New Vehicle
More custom assets for Cityscapes. This second one, a non-suspicious vehicle. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Another New Highrise

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Another New Highrise
More custom assets for cityscapes. Once I have a selection of a few more of varying heights I'll do some custom genration scripts so that there's more of them towards the city centre in larger cities. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Skyscraper City Generation

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Skyscraper City Generation
This will look better when I get more than two tall structures invlovled in the generation, and can have more of a noisy gradient with them getting taller towards the centre, but this is where it's currently at. https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon

Christmas Interlude

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Christmas Interlude
Merry Christmas first of all. This is a map I've been briefly working on on the side. It's snowy, so I thought I'd post it as a Christmas something. It's only got a place holder name currently, so if you've got any good suggestions, they may be considered. Moderate asside: what with all the commissions I've been getting, and a bunch of other factors, I've been making an attempt to do this full-time, and sort of getting away with it if not succeeding. To that end, I've set my Patreon back to monthly instead of per-release, and I've been doing weekly time-lapse videos since the latter half of November, with videos queued up until the end of February. With any luck I can keep this up. If you wanna support me making stuff, the links are as usual: https://www.patreon.com/thebalthassar | https://ko-fi.com/balthazar | https://www.paypal.me/SeanWheeldon
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