F.B.P. Future Battlefield Pack [Modproject]

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F.B.P. Future Battlefield Pack [Modproject]

Postby CDRMV » 19 Mar 2017, 12:06

Hey everyone,

I want to present you my big Unitmod Project for Supreme Commander and Forged Alliance.
This Modproject is separated into three big Unitmods:

The first one (Future Battlefield Pack):
Is focused to integrate several new and non existed/unreleased Concept-Art or Intro Units back into the Game. Will get more new Units in future Releases. ;)
Current Version for FA is 1.1.8, which is playable for all Gameversions (Retail, FAF and Steam).

The second one (F.B.P. Orbital):
This Mod is still in full development now. It adds a brand new Orbitaltechtree, with Orbitalstructures, Satellites, Spaceships and more to the Game. This Feature will be aviable for all four Factions (UEF, Cybran, Aeon and Seraphim).

The third one ( F.B.P. SCI FI):
Slow in Development now, but it will adds several Units from different popular SCI FI Universes into the Game and more.

For more Informations, Updates and Download go here:

http://www.moddb.com/mods/fbp-future-battlefield-pack

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Additionally I'm really open for any kind of Support, Suggestions, Feedbacks and other things. ;)
It would be nice from you to Vote my Modproject, when you like it. ;)

Note for everyone, which search for good Mods, you can find on Moddb several other good Mods for Forged Alliance too ;).

Stay tuned for more

Best regards
CDRMV
Last edited by CDRMV on 19 Jun 2017, 02:31, edited 4 times in total.
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Re: New Unitmod released.

Postby Anihilnine » 19 Mar 2017, 12:42

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Re: New Unitmod released.

Postby Zereous » 20 Mar 2017, 05:35

When You doing Nomads and Saraph?
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Re: New Unitmod released.

Postby Franck83 » 20 Mar 2017, 11:49

Hi, i gave it a try. 60 units is a big amount of work, maybe dozen and more hours of work ;) !
I love some good ideas : recovery tank, multirole fighter, aircraft design, assault drone.
The design is good enough to smooth in the gameplay.

I really love the aircrafts design. It has some freshness.

There must be more positive things to say, but I will try now a constructive feeback :
- Some units are not targetting or are not targeted (the F9 log talk about bp.categories missing).
- Some units may be more balanced. For example, the MA30 Maltow cost twice the MA12 but can easy kills 2 MA12 with half health remained. it has damage area too ! It's overpowered and let the MA12 useless. Just few unbalance let units useless.
- Some units need to be more specialized. For example the defender tank is underpowered. The description talks about heavy armor. Right it has x2 the health cost from classic heavy tank, but the cost is x2 mass too, so what is the advantage ? So you may wanna give him a damage absorber role ? maybe once can set it for this role : shorter its range, give it more hp or more regen. It can be in front line role to be the first target.
- Adding some description can help to find how to play the unit.

Merging units in the whole gameplay is difficult.

Maybe the FAF balance team can advice you :) !

Hope this may help !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: New Unitmod released.

Postby CDRMV » 20 Mar 2017, 12:56

Hello everyone

To Zereous:
More Seraphimunits will be avaible in my Addon Unitpack.
The Nomads are a independent Faction from an other Mod, that means when I create new Units for them, I must have the permission to do that. I must eventually modifed things to integrate new Nomadsunits into the Game. That is a Question about Copyright (I'm think). Then yes I would create new Units for them. :)


To Frank83:
Yes I have spend many hours to make the 3D-Models for the Units perfectly as I can for this Mod.
Hmm what do you mean exacly with the F9 log talk about bp.categories is missing. (Which unit or units do you mean exacly?)
Okay the MA30 get a fix. The Defender...hmm okay I was thinking more health means more armor sorry it is eventually my mistake. I will look into it.
But is the heath for the Defender okay?

Which other Units do you have found for an Balance fix?
Do you mean the Forged Alliance Version, Supcom 1 or both?

Sorry for that Question, because I have Play my Units against the AI Only and you know the AI uses the Units much different as an real Player.

Unitdescriptions for the Units will be comes into the next Patch.

Okay all in all thank you for the Feedback. :)
Yes I'm really open for any help about balance or other things.
What do you think about the Air-/Naval/Landunits textures and Walkanimations?
I think there are not really good on few units, but my problem is i don't have so much experience to make good Textures or my own walking Animations. I'm a good 3D Modeler but not a Texturdesigner or Animator.
What are the other posiv aspects for this modproject?

Before I forged this:

I would like to know you opinions about these Ideas for the addon Unitpack.

My Idea:
In the campaign of Forged Alliance you play on many Maps against the Aeon Order, QAI and Fletcher. There are treaters of thier own factions, which means they most be have different Unitdesigns or not? What I mean with that is to replace the the default Units (Buildings, Aircraft, Naval, Land, Maybe Experimentals) with these below:

Fletcher uses Imperial Units (Starwars),

QAI uses Separatist and Terminator Units),

The Aeon Order maybe some Saucerdesigns of Units/Independence Day

Seraphim Yuuzhan Vong/Independence Day/Wraith Stargate Designed Units + creative

The Player will be able to play the regular Factions of the Koalition of cause but with some diffrent Unitadditions.

For Example:

UEF (Rebel like Xwing, Ywing/Republik designed Units Starwars + Tauri or Acients + Independence Day Humanunits + creative)

Aeon (Rebelunits like T2b and B Wing + creative)

Cybran (I Need inspirations or request maybe for SCI Fi references + creative)

What do you think about it?

Please give me some Reviews for this Idea.

Thank you very much for you support and interest for this project.

Stay turned for news.

Best regards

CDRMV
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Re: New Unitmod released.

Postby Franck83 » 21 Mar 2017, 01:50

Oups i tried your mod with the FAF patch :(. That might cause the issues. I will give a second look on FA soon.
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: New Unitmod released.

Postby CDRMV » 21 Mar 2017, 12:43

Okay no problem that would be good. :)
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Re: New Unitmod released.

Postby CDRMV » 23 Mar 2017, 12:37

Any other feedbacks or comments about my mod.?
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Re: New Unitmod released.

Postby ROBOTECH2140 » 23 Mar 2017, 14:18

Hi CDRMV,

I liked the units you've already created, and the ideas for the Star Wars vs Terminator unit sound cool :)

Could you please help (or show me where to find the solution), I've been trying to create a unit for Supreme Commander and I've created a model in Blender and UV mapped the textures to it. But when I export the model and load it in game, the textures start moving around like crazy :(

Could you also explain how to create a new SpecTeam.dds?

Any help is greatly appreciated :)
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Re: New Unitmod released.

Postby CDRMV » 23 Mar 2017, 16:34

Hello Robotech2140,

Very big thank you for the positiv comment about my ideas.
I like the idea too, but i would like to integrate some infantry squad Units into my mod. (like Starwars stormtroopers)
But I don't really know how to coding/animate that.

Okay lets talk about your Problems.

To the first one.
Hmm I think it is not a Problem about texture work in Blender, it is more in the Unit bp coding.
Is your created unit a Tank or a other Verhicle?
For a Long time ago, I still have the same problem too with my tanks for my mod.
The Problem is the treads of a verhicle unit will be animated with the texture.
That why you can see in the Albedotexture for the unit the treads mosly as strips below.
Here is a possible fix for this problem: (only for moving Units like tanks but deactivate the tanktread Animation)

Step 1 > Open the Unit bp file of the unit, which has the problem.
Step 2 > Scrolldown to the MovementEffects > Treads
Step 3 > Then you will see that: ScrollTreads = true,
Step 4 > Change it to: ScrollTreads = false,
Step 5 > Save it and start a battle/skirmish
Step 6 > Build the Unit or spawn it with the Unitspawn Manager (press Alt + F2)
Step 7 > Check it out

Hope that helps for that.

About new textures
I don't can help so much because i haven't good experience to make new textures. Sorry :)
Did you have use a Unittexture from the Game or have you made your own Albedo texture for the Unit?
Specteam textures are not so detailfull as the Main Albedo texture.
With this Kind of texture you create the Teamcolorpositions of your Unit.
I don't know which graphic Program do you use (maybe Photoshop), but use your Albedo texture as visible Background for help
Then you make one or two new layers and creates some darkgreen Faces/Polygons on that. (Where ever do you want to have Teamcolors on your Unit)
When you have finished it delete the Main albedotexture + link the layers together and save it as a specteam.dds file in the unitsfolder.
If you want an Basis you can open a Unitfolder of the Game and load the Albedo.dds and specteam.dds in your graphic Programm.
Then you can see ecacly what i want to explain.

Hope it is okay. :)
Maybe that help you a bit to release your Unitconcepts. :)
Sorry for my grammar I'm German.

Best regards

CDRMV
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