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M'Lady


The valiant Sir Bot leads the charge

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The valiant Sir Bot leads the charge
It looks photoshopped on, but that's only because the attach point on a Brick is slightly floating above its head.

Crate Drop: Current hat lineup

New Patch Class texture

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New Patch Class texture
You can now tell its an engineer at a glance.

Armillary: Tech 3 Mobile Anti-Air Defense

Fixxie Class: Tech 2 Field Engineering Ship

BrewLAN logo tees

UEF Field Engineering Ships and Boat


UEF Anti-Artillery Shield

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UEF Anti-Artillery Shield
Presenting "Recoil", the UEF Tech 3 Artillery Defense Grid. Derived from the XBOX360 unique unit, it features a massive protective dome that rivals even the Iron Curtain, however it only stops artillery shells. Everything else passes right through it with no effect. Recently re-textured for the upcoming update.

Aeon units available in 0.7.5.5

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Aeon units available in 0.7.5.5
29 units total. Tech 1 (7 units): Light Gunship, Light Torpedo Bomber, Light Artillery, Light Shield Generator, Light Air Staging Facility, Pressure Mine, and Defense Engineer. Tech 2 (6 units): Mass Storage, Energy Storage, Tactical Bomber, Heavy Wall Section, Proximity Mine, Defense Engineer. Tech 3 (15 units): Heavy Point Defense, Anti-Armor Point Defense, Torpedo Launcher, Shield Wall, Shielded Mass Extractor, Shielded Mass Fabricator, Shielded Power Generator, Nuclear Mine, Heavy Air Transport, Armored Assault Tank, Mobile Anti-Air, Mobile Shield Generator, Decoy Plane, Mobile Strategic Missile Defense, Defense Engineer. Experimental (1 unit): Siege Tank

UEF units available in 0.7.5.5

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UEF units available in 0.7.5.5
34 units total. Tech 1 (8 units): Field Engineering Boat, Light Artillery, Light Shield Generator, Light Air Staging, Pressure Mine, Light Gunship, Light Torpedo Bomber, Field Engineer. Tech 2 (5 units): Field Engineering Ship, Heavy Wall, Energy Storage, Mass Storage, Proximity Mine. Tech 3 (17 units): Field Engineering Ship, Engineering Power Generator, Engineering Mass Extractor, Engineering Mass Fabricator, Torpedo Launcher, Anti-Armor Point Defense, Anti-Artillery Shield, Armored Wall Section, Armored Gate Section, Observation Satellite Uplink, Observation Satellite (Not pictured), Nuclear Mine, Mobile Shield Generator, Mobile Satellite Uplink, Mobile Strategic Missile Defense, Heavy Torpedo Bomber, Field Engineer. Experimental (4 units): Factory, Drop-pod Artillery, Sensor Array, AA Gunship.

Cybran units available in 0.7.5.5

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Cybran units available in 0.7.5.5
30 units total, and 6 extra Megalith eggs which are technically seperate units, but I'm not counting them. Tech 1 (5 units): Light Torpedo Bomber, Light Artillery, Light Air Staging Facility, Pressure Mine, Field Engineer. Tech 2 (5 units): Mass Storage, Energy Storage, Proximity Mine, Heavy Wall Section, Field Engineer. Tech 3 (17 units): Cloakable Mass Extractor, Cloakable Mass Fabricator, Cloakable Power Generator, Cloakable Stealth Field Generator, Heavy Point Defense, Anti-Armor Point Defense, Armored Wall Section, Armored Wall Section (second layer), Armored Gate Section, Mobile Multiple Rocket Launcher, Mobile Missile Launcher, Mobile Strategic Missile Defense, Mobile Cloakable Stealth Field Generator, Heavy Air Transport, Heavy Torpedo Bomber, Field Engineer. Experimental (3 units): Shield Generator, Rapid-Fire Artillery, Omni Disrupting Facility.

Seraphim units available in 0.7.5.5

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Seraphim units available in 0.7.5.5
34 units total. Tech 1 (7 units): Light Artillery Installation, Light Shield Generator, Light Air Staging Beacon, Pressure Mine, Light Gunship, Light Torpedo Bomber, Field Engineer. Tech 2 (9 units): Engineering Station (x3), Mass Storage, Energy Storage, Proximity Mine, Field Engineer, Heavy Wall, Mobile Shield Generator. Tech 3 (15 units): Armored Mass Extractor, Armored Power Generator, Armored Mass Fabricator, Heavy Point Defense, Anti-Armor Point Defense, Shield Wall, Nuclear Mine, Optics Tracking Facility, Heavy Assault Bot, Mobile Strategic Missile Defense, Heavy Gunship, Heavy Torpedo Bomber, Heavy Air Transport, Field Engineer, Sonar Station (not pictured). Experimental (3 units): Rapid-Fire Artillery, Reconstruction Engineer, Stargate

Pillar of Prominence: Experimental Shield Projector

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Pillar of Prominence: Experimental Shield Projector
Work has begun on version 0.8. The first unit complete is currently in a side mod that adds all the shields which I have dubbed 'Bubble Tea'. It is far from your traditional shield generator, since it creates individual domes for each building in its radius. It doesn't directly protect mobile units, or other shielded units.

Something big is on the horizon...

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Something big is on the horizon...
Also I forgot to take this screenshot in 4K.

Independence Engine: Experimental Air Factory

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Independence Engine: Experimental Air Factory
Tech 3 Air Factory for comparison. Did I mention it's forking huge. Development-wise all it's missing are some particle effects and a tarmac texture large enough for it. As for the cookie cannon; I might make that a thing when I get bored.

Experimental Air Factory constructing a CZAR

Experimental Shield Generator

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Experimental Shield Generator
This is another unit for my shields side mod 'Bubble Tea'. It's currently unnamed, so if you have good suggestions they might become a thing.

Tech 3 Mobile Anti-Air

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Tech 3 Mobile Anti-Air
A quick reminder, if you enjoy the things I make, please consider supporting me on Patreon: https://www.patreon.com/thebalthassar On that subject, there is a time-lapse associated with this unit which I am currently editing. There was an issue with getting the shading to look right, which turned out to actually be because I miss-typed the filename of the normals, and I am currently deciding how much of that fuckup is actually interesting to watch. It was recorded at a higher bitrate than the shield, so the quality will be better. That video will be available to my patron(s) later today or early tomorrow. This is another unit that currently has no name; accepting suggestions. Liable to end up getting called Johnny 5, although his big dumb head is actually based on the Crotale NG, and the rest is based loosely on the 9K33 Osa.

New splashier graphics for mines

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New splashier graphics for mines
First content post since officially being made redundant. If any of you are waiting for the time-lapse video of the Longbow, it's technically finished, except after a crash the other day all of my video editing softwares, and also Atom; the text editor I recently swapped to, have stopped working. So I can't currently export it and I've had to swap back to PSPad. But don't let that dissuade you from supporting me over at https://www.patreon.com/thebalthassar . There have been a bunch of things that I have been working on recently that don't really make for good screenshots (or aren't ready for screenshots), and that I also didn't think would make for interesting dev videos. These include a new sub-mod that makes damage numbers appear, an overhaul of the DPS calculation within the Experimental Icons Overhaul sub-mod (which it uses to decide which icon a unit should get), a new sub-mod that logs all units weapon DPS's at the start of the game (has no visible effect if you don't have the dev log open), a new sub-mod which lists each unit's mod of origin as an ability of that unit, new AI control for the Aeon experimental air factory, a new AIx Gantry hax mod for added difficulty in comp-stomps, new balancing for the BrewLAN T3 mobile AA, a buff for the Aeon Decoy Plane; now T2 with double the health but otherwise identical, an overhaul of the mine explosion effects, a new texture for the shield of the UEF anti-artillery shield so it can easily be identified from other shields especially the new Stalwart, and I started work on a new 'freezing' mechanic for weapons with cold-based effects. An additional aside, I am currently considering enabling the forum feature to make discussion a little easier to keep track of, since I don't get notifications of comments and rarely check past the most recent 4 or 5 images. Your thoughts on this are welcomed.
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