Forged alliance forever rules
Содержание:
- Cybran
- Появляется чёрный экран в Supreme Commander: Forged Alliance
- Aeon Illuminate[]
- Normal factories[]
- Repositories
- UnitDB Public
- spooky-db Public
- server Public
- fa Public
- downlords-faf-client Public
- faf-java-api Public
- faf-stack Public
- nomads Public
- patchnotes Public
- db Public
- Neroxis-Map-Generator Public
- faf-league-service Public
- faf-qai Public
- website Public
- gw-backend Public
- lua-lang Public
- client Public
- faf-user-service Public
- faf-tournament-launcher Public
- wiki-pages Public
- FA-Binary-Patches Public
- FADeepProbe Public
- faf-moderator-client Public
- faf-java-commons Public
- java-ice-adapter Public
- FA_Patcher Public
- faf-voting Public
- faf-aio-replayserver Public
- FAFProfiler Public
- nixos-configuration Public
- Gameplay[]
- Файлы Supreme Commander: Forged Alliance
- x`treme wars
- Build Orders in Supreme Commander[]
- Звук в Supreme Commander: Forged Alliance отсутствует или пропадает в заставках
- List of experimental units[]
- Consumption Bonus
- Production Bonus
- Doctrine[]
- Factories attached to units[]
- Other Help
- total mayhem
Cybran
«Hit and run» Faction that is harder to master. Require more micro than UEF and Seraphim. Weakest ACU. Fast units that are good to combine mobile stealth. Worst static shields and no mobile shields. Best Cruise Missiles, they split into 3 smaller when hit by TMD.
Description
- ACU — Least HP but slightly higher regen. Gun and tech upgrade on same arm, so you can’t have both. Laser or torpedo upgrade. Stealth and expensive cloak upgrade. This ACU is best for telesnipe.
-
SACU
RAS upgrade and Rapid Fabricator.
— Decent combat unit. Gun upgrade can stun units. Best nano repair upgrade. Can have AA sam upgrade or cloak upgrade.
Tech 1
-
Land:
- Scout — Cloaked.
- Light Assault Bot — Can shoot from transports.
- Assault Bot — Faster than T1 tanks.
- Artillery — Worst accuracy, stuns T1 and T2 units, has good aoe.
- Mobile AA — 2 Fire modes: Shoots air or land units.
-
Air:
- Bomber — Decent.
- Gunship — Only faction with T1 gunship.
-
Naval:
Frigate — Known as best frigate. Good AA.
Tech 2
-
Buildings:
- Point Defense — Cheapest but weakest from all factions. Can be blocked by terrain.
- Tactical Missile Launcher — Best from all factions. Missiles split into 3 smaller ones when hit by TMD.
- TMD — Best from all factions.
- Static Shield — Weakest from all factions, but also cheapest. Can be upgraded 4 times.
- Engineering Station — Assist everything in its range, can be upgraded 2 times.
-
Land:
- Rocket Bot — Big range with low damage. Great if combined with mobile stealth field.
- Tank Rhino — Strong tank. Good if mixed with T1 artillery.
- Tank Wagner — Very fast amphibious tank that travels on the seafloor instead of on the surface.
- Mobile Missile Launcher — Best from all factions. Rapid firing with low damage but missiles splits into 3 when hit by TMD.
- Mobile Bomb — Low HP and medium damage, big explosions stun all units (except experimentals) that survive the explosion. Devastating with transports.
- Mobile Stealth Field — Cybran is the only faction with mobile stealth field. Great Support for T2 and T3 units hiding them from enemy radars.
-
Air:
- Figher/Bomber — Great bomber with splash damage. Weak AA. hard to dodge, best fighter/bomber for sniping.
- Gunship — Big splash damage, great against group of T1/T2 units.
- Torpedo Bomber — Drops torpedos directly on ships, can’t be countered by torpedo defence.
- Transport — Worst of all factions. Can carry up to 4T2 + 2T1 or 2T3 + 2T1 units. Can stun T1 and T2 units.
-
Naval:
- Submarine Hunter — Personal stealth. Good torpedo damage and decent torpedo defence.
- Destroyer — One of the best. Large range, fast rate of fire. Can’t shoot backward. Great if combined with stealth. Best torpedo defence. Can walk slowly on land.
- Cruiser — Worst AA since missiles are fired with a slow initial velocity. AA gun can be switched to shoot on naval or land. Direct fire weapon with decent damage. Can repair aircraft.
- Stealth Boat — One of the advantages of Cybran navy. Excellent torpedo defence. Creates a small stealth field.
Tech 3
-
Buildings:
- Torpedo Launcher — Only T3 torpedo launcher in game. Very strong, submersed. Can be groundfired by battleships.
- Cybran has no T3 shields but T2 shield can be upgraded 4 times.
- Monitoring System — Provides vision over huge area.
- Sonar — Big stealth field. Maintaining the field costs a fair bit of power.
-
Land:
- Siege Assault Bot — Fast bot with small range. Useful for early raiding. Can deflect cruise missiles. Stuns everything except ACUs and experimentals in a small range when dies.
- Armoured Assault Bot — Strong and slow with large range and rapid fire rate. Better if combined with Stealth.
- Artillery — Largest splash from all mobile artillery but lowest damage.
-
Air:
- ASF — Personal Stealth.
- Strategic Bomber — Biggest splash from all T3 bombers but lowest damage. Personal stealth.
- Gunship — Jamming
-
Naval:
- Battleship — Good range, high fire rate. Only battleship with torpedoes.
- Aircraft Carrier — Can carry, build and repair aircraft. Good AA.
- Strategic Submarine — Can build nukes. Has personal stealth, torpedoes and cruise missiles.
Tech 4 – Experimental
- Monkey Lord — Cheapest land experimental. Low HP. Has a stealth field. Short range, high damage laser. Good for early T4 stage.
- Megalith — Heavy direct fire experimental with a lot of HP. Can’t shoot backwards, but can be microed to move back while shooting. Can produce some T2 and T3 units.
- Soul Ripper — Strong experimental gunship. Good splash damage against groups of units.
- Scathis — Rapid firing artillery with a shorter range and far less accuracy than T3 artillery but with huge dps. Cybran game ender. Can move, and is amphibious.
Появляется чёрный экран в Supreme Commander: Forged Alliance
-
Драйверы установлены/обновлены, но Supreme Commander: Forged Alliance всё равно отказывается работать
нормально? Тогда нужно проверить ПО, установлены ли вообще необходимые библиотеки? В
первую очередь проверьте наличие библиотек
Microsoft Visual C++
и
.Net
Framework
, а также наличие «свежего»
DirectX
. -
Если ничего из вышеописанного не дало нужного результата, тогда пора прибегнуть к
радикальному способу решения проблемы: запускаете Supreme Commander: Forged Alliance и при появлении
чёрного экрана нажимаете сочетание клавиш «Alt+Enter», чтобы игра переключилась на
оконный режим. Так, возможно, откроется главное меню игры и удастся определить
проблема в игре или нет. Если удалось перейти в оконный режим, тогда переходите в
игровые настройки Supreme Commander: Forged Alliance и меняйте разрешение (часто получается так, что
несоответствие разрешения игры и рабочего стола приводит к конфликту, из-за которого
появляется чёрный экран). -
Причиной этой ошибки также могут послужить различные программы, предназначенные для
захвата видео и другие приложения, связанные с видеоэффектами. А причина простая –
появляются конфликты. -
И напоследок – проблема, вероятнее всего, может быть связана с технической
составляющей «железа». Видеоадаптер может перегреваться, как и мосты на материнской
плате, что влечёт за собой уменьшенное энергопотребление видеокарты. Мы не будем
вдаваться в детальные технические подробности, поэтому просто рекомендуем в
обязательном порядке почистить свою машину от пыли и также поменять термопасту!
Aeon Illuminate[]
Aeon units are the most effective in an even fight between equivalent units. Their HP, construction costs, speed and abilities are average, but their weapons are particularly effective. For instance, their tech 2 tanks do more DPS, their tech 3 bombers drop smartbombs that track their targets, and their tech 3 artillery does not stop to deploy stabilizers in order to fire, but also lets them have very good accuracy. The trajectories of their weapons often give them the best effective DPS and initial shot damage.
The Aeon also have the best shields after the Seraphim but the highest shield density as the seraphim shields have a very large radius. Their T2 mobile shield generators have the highest shield points. This allows for a task force to be protected whilst engaging the enemy.
The Aeon is widely considered to have the best navy. Aeon T1 Light Tanks: Auroras are amphibious giving the Aeon an early naval advantage, Aeon mobile shield generators are also amphibious to support the navy, and Aeon naval units are nearly all more hardy and powerful than the other factions’ naval units. They also have the only submersible battleship.
Weapons
The Aeon tend to utilize weapons with long range, high DPS, low firing randomness, and extremely high initial shot damage. Most of them have a small damage radius and low ROF. Examples of weapons technologies the Aeon Illuminate employs are the Oblivion Cannon, the Fizz Launcher, and the Quantum Cannon.
Unique units
The Aeon navy is the only one that has a T1 Attack Boat: Shard, though this is considered a disadvantage, because it only makes up for the notable lack of anti-air capabilities of the Aeon frigate. However, it does allow for quicker deployment of anti-air when needed. The Aeon use a lot of hover units which make them faster, such as the Aurora, their T1 tank. It is very different from the other factions’ main combat units at T1. It has a far lower health and is slower, but it also hovers over terrain, and has longer weapon range and damage. Overall, Aeon should be handled very differently to the other factions at T1. Their hover units are impossible to hit with torpedoes, and can move across the map freely, traversing both land and sea easily. Their T2 mobile shield generator: Asylum can rush into units, stopping them from firing, but leaving friendly units open to attack. It can also support naval units.
Their unique units are the T2 Guided Missile: Mercy, T3 Shield Disruptor: Absolver, T3 Torpedo Bomber: Solace, T3 AA Gunship: Restorer, T1 Attack Boat: Shard, T3 Missile Ship: Torrent Class, T3 Rapid-Fire Artillery Installation: Salvation, T3 Quantum Optics Facility: Eye of Rhianne and their experimental units: the sacred assault bot Galactic Colossus, the flying fortress: CZAR, the submersible battleship Tempest, and the resource generator Paragon.
Normal factories[]
Land, air and naval factories are constructed by engineers, ACUs or SCUs. They always start out as Tech 1 factories, and are capable of building all Tech 1 mobile units of their type (land, air or naval). They can also upgrade to Tech 2.
Once upgraded to Tech 2 a factory can build all Tech 1 or Tech 2 mobile units of their type, or an upgrade to Tech 3. Similarly, Tech 3 factories can build Tech 1, 2 and 3 units of their type. Factories cannot build experimental units
Upgrading a factory changes its physical appearance. It usually becomes bigger, acquires more health, and an extra build arm.
Higher Tech factories build units faster than lower Tech factories, and they use resources at a correspondingly higher rate. Tech 2 factories build twice as fast as Tech 1 factories, and Tech 3 factories, three times as fast.
Variation between domains
Land factories cost the least overall. Air factories cost the most power. Naval factories cost more mass but the a similar amount of power as land.
Constructable units
Factories can construct almost each and every mobile unit in this game. The only exceptions are ACUs, experimental units and the UEF T1 Engineering Drones. Except for sACUs, each unit can be built by the corresponding factory type (Land Factory builds land units), provided that factory is at least of the required tech level (a tech 2 factory can build tech 2 units as well as tech 1, but not tech 3).
For a full list of units, see the complete unit list.
Strategy and build order
Usually a land factory is built at the start of a multiplayer match, as it is the cheapest in terms of overall resources. This factory is typically used to build engineers to capture mass deposits, although rarely a direct fire unit such as a light assault bot or T1 mobile anti-air gun is used. Factories may build a few more for reclaim and then switch into land spam as required.
In some less common cases an air factory may be used for a T1 attack bomber or T1 light air transport instead. Rarely if ever is it wise to get a naval factory. Air units are always useful because they are fast, and the ACU starts on land. However, naval units are not as threatening until later when they can bombard the shoreline. They are also much more expensive, at up to 5x the cost, and slower. Therefore air first can at times make sense strategically for flexibility even if it is more expensive than land, while naval does not make it worth it.
Repositories
-
UnitDB
Public
database
webpage
units
game-files
PHP
4
1
6
Updated Dec 2, 2021
-
spooky-db
Public
Forged Alliance Forever unit database remake
faforever
supcom
unitdb
JavaScript
12
11
6
1
Updated Dec 2, 2021
-
server
Public
The servercode for the Forged Alliance Forever lobby
game
game-server
rts
hacktoberfest
58
56
56
(2 issues need help)
15
Updated Dec 2, 2021
-
fa
Public
Lua code for FAF
Lua
146
127
296
36
Updated Dec 2, 2021
-
downlords-faf-client
Public
Official client for Forged Alliance Forever
java
client
opensource
spring
spring-boot
gaming
gradle
Java
MIT
100
138
99
(2 issues need help)
9
Updated Dec 1, 2021
-
faf-java-api
Public
The FAForever REST api
hacktoberfest
Java
MIT
23
22
13
(1 issue needs help)
4
Updated Nov 28, 2021
-
faf-stack
Public
Aggregate project that allows to set up and manage a complete FAF environment within minutes
docker
docker-compose
hacktoberfest
server-configuration
faforever
Shell
16
10
6
4
Updated Nov 28, 2021
-
nomads
Public
This project is about bringing Nomads back as playable faction via featured mod and make a serious attempt to integrate them into the main game.
Lua
23
9
39
(6 issues need help)
Updated Nov 28, 2021
-
patchnotes
Public
Website containing patchnotes
HTML
GPL-3.0
8
Updated Nov 26, 2021
-
db
Public
FAForever database
Shell
GPL-3.0
17
10
11
Updated Nov 26, 2021
-
Neroxis-Map-Generator
Public
hacktoberfest
hacktoberfest2020
Java
MIT
6
13
8
1
Updated Nov 24, 2021
-
faf-league-service
Public
GPL-3.0
1
Updated Nov 16, 2021
-
faf-qai
Public
QAI reloaded
bot
irc
discord
faforever
qai
C#
MIT
1
2
4
1
Updated Nov 16, 2021
-
website
Public
New FAForever main website
JavaScript
29
14
10
4
Updated Nov 10, 2021
-
gw-backend
Public
Galactic War backend server
Java
MIT
8
8
7
1
Updated Nov 8, 2021
-
lua-lang
Public
The Lua language modified to behave like it does in Supreme Commander Forged Alliance
C
3
1
Updated Nov 6, 2021
-
client
Public
FAF Python Client
GPL-3.0
90
69
97
(12 issues need help)
3
Updated Nov 4, 2021
-
faf-user-service
Public
kotlin
oauth2
spring-boot
spring-security
hacktoberfest
project-reactor
spring-data-r2dbc
Kotlin
MIT
1
1
6
1
Updated Nov 2, 2021
-
faf-tournament-launcher
Public
Kotlin
MIT
Updated Oct 30, 2021
-
wiki-pages
Public
Updated Oct 27, 2021
-
FA-Binary-Patches
Public
Forked from
kyx0r/FA-Binary-Patches
C++
3
1
1
Updated Oct 26, 2021
-
FADeepProbe
Public
Updated Oct 23, 2021
-
faf-moderator-client
Public
FAF Moderator Client
spring-boot
gradle
javafx
hacktoberfest
javafx-desktop-apps
faf
Java
MIT
7
3
2
(1 issue needs help)
Updated Oct 22, 2021
-
faf-java-commons
Public
Shared code for FAF Java projects.
hacktoberfest
Java
MIT
7
1
1
Updated Oct 22, 2021
-
java-ice-adapter
Public
A P2P connection proxy for Supreme Commander: Forged Alliance using ICE
Java
6
3
4
3
Updated Sep 30, 2021
-
FA_Patcher
Public
Forked from
kyx0r/FA_Patcher
A tool for binary patching (.exe) binary files
C++
MIT
2
1
Updated Sep 29, 2021
-
faf-voting
Public
Voting front end for FAF
HTML
3
1
1
Updated Sep 24, 2021
-
faf-aio-replayserver
Public
FAF python asyncio replay server
GPL-3.0
3
1
9
(1 issue needs help)
Updated Sep 18, 2021
-
FAFProfiler
Public
Lua and Engine sim profiler
Lua
Updated Sep 7, 2021
-
nixos-configuration
Public
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Gameplay[]
Experimental units are a force to be reckoned with. Here, an army of Monkeylords marching through an enemy base.
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 «Tech 4» as they are constructed by construction units at Tech 3, much like structures. However, due to the high-powered nature of these mobile superweapons, a commander should have a robust supply of resources to deploy these units. Their construction times are also very high, often requring scores of Engineers or ACUs to get them into the field as quickly as possible.
Forged Alliance
In the expansion, construction costs and times have been halved, allowing them to be brought out quicker and sooner. Their firepower have been reduced as a result. Therefore Commanders are encouraged to build them in greater numbers, exhibiting numbers over strength.
As the Seraphim were introduced, one additional experimental was added to each faction.
Файлы Supreme Commander: Forged Alliance
Сохранение (Открыты все миссии)
Когда игра ни в какую не поддается и кажется непроходимой, на помощь приходят специальные программы – читы, скины, моды, трейнеры для игр и т. д. С их помощью игрок может получить преимущество: дополнительные ресурсы, много денег, бессмертие, повышенную скорость и многое другое.
При скачивании файлов нужно обратить внимание на версию игры, для которой он предназначен. Трейнеры для игр, например, не всегда совместимы со всеми версиями игры, так как разработчики, выпуская обновления, могут менять архитектуру игры и принципы работы тех или иных ее механик
Обычно версия, с которой совместим файл, указывается прямо в его названии.
x`treme wars
Создатель: asdrubaelvect
X’treme Wars — это отличный пакет новых юнитов для разных фракций Forged Alliance. 3D-модели выглядят очень красиво и отлично вписываются в игру. Сразу видно, что над модом работали настоящие поклонники Supreme Commander
Особенное внимание было уделено секретным прототипам Объединённой Федерации Земли. Земляне теперь сравнялись по могуществу с Эонами и Кибранами, и уже не имеют слабостей
Помимо новых юнитов для всех играбельных рас, автор ввёл множество новых эффектов (взрывы, следы от снарядов, стрельба), которые заметно осовременили игру. Добавлена особая анимация для всех экспериментальных видов войск. Изменения касаются не только одиночных сражений и мультиплеера, но и глобальной кампании. Все нововведения можно использовать в сюжетной линии.
Build Orders in Supreme Commander[]
Note: The instructions here are based in the Supreme Commander: Forged Alliance expansion. Some may apply in the vanilla version, but no guarantees.
A generally recommended build order is the one used by the much older commanders who originally fought in the Infinite War. With a commander’s ACU, they build a factory, normally land, as an air factory is very risky as their cost is more inhibitive in extremely early build order which may make a commander meet their maker much sooner. Afterwards, a commander builds a mass extractor, two Power generators, normally attached to the factory, then another mass extractor.
A factory, a pair of power generators, and two mass extractors. Seemingly simple, but at this point, the options begin to get exponentially larger, which can cause problems for commanders as they have too many options.
As soon as construction of the factory is complete, most commanders immediately begin building engineers first, from as little as two to as many as five, depending on the scenario and aggressiveness of the commander. Some commanders also choose to build a reconnaissance task force or wing, with a scout and some light bots and T1 light/medium tank tanks or fighters and bombers to accompany outgoing units. Overall, it is up to the commander, as they should play to their strengths, and if known, the other commander’s weaknesses.
Звук в Supreme Commander: Forged Alliance отсутствует или пропадает в заставках
- В трее нажмите ПКМ по значку динамика;
-
В открывшемся меню необходимо выбрать пункт
«Звуки»
; -
Следом необходимо выбрать устройство (это могут быть либо динамики, либо наушники) и
нажать на
«Свойства»
; -
Перейти на соседнюю вкладку
«Дополнительно»
; -
Отыщите меню под названием
«Формат по умолчанию»
, чтобы задать значение, но
оно должно быть ниже текущего; -
Нажмите
«Применить»
, откройте Supreme Commander: Forged Alliance и проверьте результат проделанной
работы.
- Вновь в трее ПКМ по значку динамика;
-
В меню отыщите функцию под названием
«Пространственный звук»
, чтобы
отключить; - Остаётся лишь перезапустить Supreme Commander: Forged Alliance и проверить результат.
List of experimental units[]
UEF
- Experimental Mobile Factory: Fatboy, a mobile fire base.
- Experimental Aircraft Carrier: Atlantis, a submersible aircraft carrier, with devastating torpedo and anti-air weaponry.
- Experimental Strategic Artillery: Mavor, a powerful artillery piece that can hit anything on the map.
- Experimental Satellite System: Novax Center and its Defense Satellite, an invulnerable orbital beam weapon.
Cybran
- Experimental Mobile Rapid-Fire Artillery: Scathis, a mobile artillery weapon, with low accuracy but massive damage radius
- Experimental Spiderbot: Monkeylord, a spider-like weapon, featured in the E32006 trailer. Can hide from radar and fires a massive Heavy Microwave Laser
- Experimental Megabot: Megalith, a crab like weapon, extremely resilient, and as dangerous in the water as out.
- Experimental Gunship: Soul Ripper, a gunship overloaded with weaponry
Aeon
- Experimental Sacred Assault Bot: Galactic Colossus, a humanoid like giant robot, with a single Phason Laser that fires from its eye. It also has tractor beam claws.
- Experimental Aircraft Carrier: CZAR, a giant flying saucer, that can transport and build aircraft, and fires the Quantum Beam Generator, obliterating anything underneath.
- Experimental Battleship: Tempest, a submersible naval fire base, equipped with a single over sized Oblivion Cannon.
- Experimental Resource Generator: Paragon, a near infinite resource generator.
Seraphim
- Experimental Strategic Missile Launcher: Yolona Oss, a nuclear missile launcher that can wipe out the largest of bases in a single shot.
- Experimental Bomber: Ahwassa, its bombs can destroy entire armies.
- Experimental Assault Bot: Ythotha, a giant robot equipped with several unstable experimental weapons which when destroyed releases an Unidentified Residual Energy Signature: Othuy, a highly destructive orb of lightning energy.
Consumption Bonus
A structure which produces a resource gives a discount to all structures next to it which consume that resource.
It should be noted that only structures receive this bonus, not any engineers or engineering stations assisting them.
Mass
The values in this table are given for one mass producing structure next to a 4×4 building; more mass producing structures would increase the discount. The typical discount value is to give you an idea of what you would most commonly see in game, and should not be used for calculations.
Mass Producing Structures | Discount Percentage | Typical Discount value | Comments |
---|---|---|---|
T1 Mass Extractor | 7.5% | 0.3-1 | Useful next to T1 Land Factories, if you’re not going to eco much. |
T2 Mass Extractor | 10% | 1-2 | Useful next to T2 Land Factories. |
T3 Mass Extractor | 12.5% | 2-4 | Useful next to T3 Land Factories, Note: Quantum gateways only receive 10%. |
T2 Mass Fabricator | 1.25% | 0.1-0.3 | Not Very Useful. Note: If Both T2 T3 Fabricators are turned off bonus doesn’t apply. |
T3 Mass Fabricator | 20% | 2-4 | Useful next to T3 factories and high mass consuming structures (20/s or more). Note: Quantum gateways receive only 3.75%. Nukes receive only 12.5%. |
Energy
The percentage discount value depends on how much of the structure in question is surrounded by power generators — as structures can be of different sizes, different numbers of pgens fit around them.
This means that a factory that is 50% surrounded with 8 T1 pgens will receive the same bonus as, a radar surrounded by 2 T1 pgens — 12.5% for both.
In this table the discount percentages are shown for a fully surrounded structure.
Energy Producing Structures | Discount Percentage | Typical Discount value | Comments |
---|---|---|---|
T1 Power Generator | 25% | 1-5 | Useful next to radar, air factories, not great next to land factories, but should still be used. |
T1 Hydrocarbon Power Plant | 12.5% | 10-50 | % value for ONE Hydro shown. Useful next to T1/2 air Factories, generally useful. |
T2 Power Generator | 50% | 20-100 | Useful next to T2 air Factories. |
T3 Power Generator | 75% | 200-750 | Very Useful next to T3 air Factories. |
T4 Paragon | 0% | Useless — better to shield it. |
It should be noted that mass extractors consume energy to generate mass, but T1 pgens should only be used for adjacency when the extractor is upgrading from T1 to T2 very early in the game, to save some energy while upgrading.
Production Bonus
Any structure which produces a resource, when placed next to a storage of that resource, will produce a bonus percentage of that resource. This is most commonly seen when mass extractor are surrounded by storages to increase their mass income.
- Bonus is 12,5% per fully surrounded side by storages.
Mass
Mass Producing Structures | Production Bonus for one storage | Production Bonus for all storages | Comments |
---|---|---|---|
T1 Mass Extractor | +0.25 | +1 | Not very useful. Also not obvious due to how the game rounds the displayed values, same for t2 fabricators. |
T2 Mass Extractor | +0.75 | +3 | Useful. |
T3 Mass Extractor | +2.25 | +9 | Very Useful. |
T2 Mass Fabricator | +0.125 | +0.5 | Not Very Useful, unless the storages are next to an extractor. |
T3 Mass Fabricator | +0.48 | +5.76 | Not Very Useful — better to place near t3 Pgens, same for t2 mass fabs. |
Energy
Energy Producing Structures | Production Bonus for one storage | Production Bonus for all storages | Comments |
---|---|---|---|
T1 Power Generator | +2.5 | +10 | Almost useless due to the explosion when the storage dies. |
T1 Hydrocarbon Power Plant | +4 | +50 | Almost useless due to the explosion when the storage dies. |
T2 Power Generator | +27.78 | +250 | Almost useless due to the explosion when the storage dies. |
T3 Power Generator | +78.125 | +1250 | Almost useless due to the explosion when the storage dies. |
Note: Adjacency Bonus should be used well-considered. Players with little experience tend to surround hydrocarbon power plants with energy storages to get 50% more energy, or similar things. The bonus you want to have, can quickly turn into an economic disadvantage if you try to profit that way. Keep in mind the costs of 12 energy storages which amount to 14400 energy and 3000 mass. It would take 5 minutes until you profit from the energy bonus. The mass covers about the costs of a T3 power generator which would produce 2500 energy instead of 50.
Doctrine[]
Units: UEF units
The UEF units are designed to be reminiscent of older tanks and aircraft from the twentieth and twenty-first centuries. They favor heavy armor over movement speed and weaponry power. Also, sometimes tacked-on, but effective abilities are observed, such as Radar jamming on the Thunderhead or personal shielding on the Titan. As a result of the better armor, UEF units often last longer in combat but are not as capable of dealing damage as effectively as Aeon units. Also, most turreted weapons turn more slowly than other races weapons, thus making UEF units slower to respond to assaults against their units. The UEF forces are generally more functional than aesthetic, making them the near polar opposite of the Aeon. They also have some of the biggest trade-offs for certain abilities that are included in their experimentals.
Factories attached to units[]
The experimental units, the Fatboy, the Tempest, the Atlantis, the CZAR and to some degree, the Megalith are able to function as factories, as well as act as powerful fighting units. Except for the Megalith, all of these units must be stationary in order to construct units. During the construction, their weapons are also disabled (the Megalith is again an exception to this rule, along with CZAR, which can use it’s beam and AAs while constructing (though it can’t move)). The Tempest and the Fatboy must also be surfaced or on land, respectively.
All types of Carriers are also capable of constructing units, including the T3 sea ones for Cybran and Aeon, and the Experimental versions for UEF and Aeon. They generally have a mostly complete catalogue of T3 air units. However, the units these can construct are on their unit page.
Other Help
While this wiki aims to offer a complete and detailed overview of playing Supreme Commander, updated to the lates information and FAF patches, these other resources may be usefull in offering a different persective on the game, helping you gain a deeper understanding of it.
Replays
- To install replays: On the top right of the FAF client, options -> show paths -> show replays folder -> drag the replay file into this folder. The replay will then appear in the replays tab under local archive.
External Guides
There are a number of guides not on this wiki, here are a few of them. They mainly provide introductive information, and some could be outdated, but they can be usefull nonetheless.
The SupCom Wiki is a comprehensive resource about Supreme Commander, however it is out of date and does not contain accurate values.
An Unofficial Forged Alliance Guide
- A well layed out guide, this gives a nice introduction into unit and economy efficiency.
The Strategy of Supreme Commander
Supreme Commander: A guide for normal people
To Scale Olympus (Archived)
- This provides a good overview of some of the core concepts of playing Supreme Commander, but a couple of things are not entirely accurate.
Eco Video Tutorial
total mayhem
Создатель: Black Ops Mod Team
Ранее этот мод имел совершенно другое название — Black Ops, но вскоре его решили переименовать во что-то более подходящее. Теперь же он именует себя Total Mayhem. Несмотря на то, что несколько новых версий уже подано на блюдечке, мод всё ещё продолжает оставаться в разработке. Он содержит полчища новых юнитов, сделанных почти что одним человеком, а также некоторые обновления старых юнитов. Кроме того, автор просит всех заинтересованных лиц поддержать его на Моддб. Для мода открыты и донаторские счета, которые ждут не дождутся своего часа.
Мод входит в категорию тех проектов, которые подаются не только для мультиплеера (скирмиша), но и для одиночной игры. Без сомнения, кампания также подверглась переработке. В скором времени автор обещает нам две новые фракции, а также и улучшения для ветеранов, такие как Experimental Wars (безумные юниты на уровне 5), кучу новых пехотных подразделений, потрясающие звуки (у всех будут свои собственные звуки), умопомрачительные эффекты от оружия и, конечно, обновлённый ИИ!