ACU mod project

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Re: ACU mod project

Postby Uveso » 29 Dec 2018, 00:41

Franck83 wrote:What about faction ACU uniqueness ? i want to be in the spirit of each faction


Maybe this wiki can help with Faction differences:
http://supcom.wikia.com/wiki/Faction_differences


Kazmahu wrothe this 9 years ago:

Kazmahu wrote:Some of the general differences:

UEF: Units are generally more heavily armored/have more HP, but cost slightly more. The Mech Marine is the best unit for an attempted spam rush, and a transport loaded with them makes a lethal improvised gunship. The Fatboy experimental factory is very powerful if used correctly, able to handle an Aeon GC is micromanaged. Similarly, the Atlantis battleship is powerful but very expensive for what it does. The killsat is useful, but easily thwarted by shields, and the Mavor's ludicrous construction time means you'll probably never see it used, but if it gets built, that side's basically won the game right there.

Cybran: Focus more on stealth. Units are lighter, but have more special abilities. Missing a T3 shield generator, but the T2 can be upgraded several times, to the point where it's comparable to the other factions' T3 shields. The Monkeylord experimental Spiderbot is perhaps the best experimental in the game, cheap, very effective, and packing stealth abilities, while the Megalith is effective on land but especially at defending the coast. The Scathis and Soul Ripper general aren't worth the cost.

Aeon: Units are light and very specialized - for instance, their T1 frigate doesn't have anti-air guns, but they have a unique anti-air boat to compensate. Several of their units hover, allowing you to rush tanks over water obstacles that would block other factions. Their T3 gunship is brokenly cheap and ridiculously effective. The experimental aircraft carrier is awesome, especially if you take the time to fill it with bombers. The Galactic Colossus is also phenomenally powerful, but VERY slow and lacks anti-air weapons, so make sure it's escorted or have it stay around as a defensive juggernaut. The experimental battleship is somewhat unremarkable, but effective for cost. The Paragon, similar to the Mavor, takes so long to build you'll rarely see it finished; but it gives you limitless resource income when it is done, again basically winning you the game.

Seraphim: ACU's unique regeneration field upgrade is stupidly potent, making your early attack groups last a LOT longer. Most units are multipurpose, but slightly less effective than other factions' specialized units. Their experimentals are all interesting: the Assulat Bot is powerful in its first form, but on death releases a Quantum Energy Being that will quickly annihilate everything nearby, including friendly units. The experimental bomber does massive damage, but its huge turning circle means it'll have trouble attacking the same small area twice quickly. The experimental nuke launcher is another game winner - takes forever to build, but when it's up, it can build a nuke VERY cheaply in sixty seconds flat. Each of those nukes requires two counter-nukes to stop, meaning a target would have to have EIGHT antinuke silos working full-time to avoid being overwhelmed, which means you basically own the map.


https://wiki.faforever.com/index.php?title=Faction_Information
UEF
The "Turtle" faction, a name coined because this faction plays best with a slow, steady, grinding style. Good for beginners together with Seraphim thanks to very solid, largely uncomplicated units, a strong ACU at all stages of the game, and units which do exceptionally well with little to no micro.

Seraphim
The other 'Beginner' faction, the Seraphim generally make up for their lack of unique units with extremely powerful all-rounders. Who needs a specialist shield killer when you can just blow the front door down?

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.

Aeon
Hardest faction to play. Require lot of micro. Good choice for playing on air spot due to versatility.

Nomads
The Nomads are a fifth race for Supreme Commander. Unlike the other factions in FA, they do not have access to gating technology and thus move around in huge spaceships. On the battlefield they favour high rate of fire common weapons, such as rockets, missiles, unguided munitions over armour, health and other fancy weapons such as beams.
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Re: ACU mod project

Postby CDRMV » 03 Jan 2019, 22:33

Hello Frank83,

I have start to work on a new ACU Mod a few days ago.

It is called Future Battlefield Pack Elite ACUs and adds interesting Content.
Here is an short overview about the planned Content:

A new Tech 3 Building the ACU-Headquarters will be added for all four Factions.
The task of this building is simple. It builds an additional second ACU. There will be four Classes of ACUs available for build. The first one is the regular ACU from the Game or if enabled the Blackops ACU. The other three Classes will have a fully new 3D Model, Upgrades and Features. One Important thing is if someone built an secondary ACU from this Facility it will be not an Command Unit. That means you have to protect your start ACU against any kind of attacks. If you lose the start ACU you will lost the Match with or without secondary ACU.

The Problem is I'm still working on a new Version of my Main Mod (Future Battlefield Pack) and on Orbital. Next to of it I still thinking about the Design of the new ACU 3D Models for the new Submod.

Note:
The ACU-HQs for all Factions are finish now/ingame and I have post several Screenshots on the Moddbpage of my Modproject to check them out.
So if you are interested you can check it out. :)

Best regards
CDRMV
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Re: ACU mod project

Postby Franck83 » 04 Jan 2019, 13:54

:) ! So i will follow your project ! ACU factories are nice looking.

On my side, I'm currently putting together all the tools needed to make the ACU project interesting.
- Extending the command panel for more orders.
- Developing modeling skills (especially bringing external 3D models to FAF and animations).
- Exploring the melee potential of ACU (some interesting exchanges yesterday on discord with exotic retard about the collision system). That would add nice gameplay features. Imagine a hammer ACU. Balthazar already made a mod with a kind of melee fights.
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Re: ACU mod project

Postby CDRMV » 04 Jan 2019, 14:28

Thank you for following my Project. :)
That sounds great and is a really good interesting progress. :)
A Hammer ACU sounds interesting too.
I will look into an Concept of these hammer/melee ACUs.
Are melee ACUs planned for all four factions?
The UEF for example could get an ACU with an Hammer and an Shotgun.
With short range but an strong effect against enemies. :)
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Re: ACU mod project

Postby Franck83 » 06 Jan 2019, 18:07

Yes, all faction with melee concept would be nice !

I took this model and imported to blender.

Textured in black so it's close to cybran concept.

Image

I want to add it to nomads, but i don't know if it will meet nomads specifications.

He will be able to fly or land, so you will need to be AA to hit him when on fly mode. There is a shield on the right, exotic-retard told be that if the collision box of the shield is big enough to exceed the unit one we can block some projectiles. So it's interesting gameplay.

I have a lot of work to make it less poly. Once rigged, we can link him animations (walk, fly...).
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Re: ACU mod project

Postby Uveso » 06 Jan 2019, 19:50

The wings are clearly Macross (マクロス) design.

I like the old bots from 1980 :)
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Re: ACU mod project

Postby Franck83 » 06 Jan 2019, 22:22

Yes, it's Gundam Freedom !
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Re: ACU mod project

Postby CDRMV » 07 Jan 2019, 20:39

This Model looks awesome hope we will see more soon.
But do you plan to create your own 3D Models in the future?
I think you could make a new Sci Fi based Unitpack. :)
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Re: ACU mod project

Postby Franck83 » 07 Jan 2019, 21:10

But do you plan to create your own 3D Models in the future?

It's a good question. Making all yourself is very time-consuming. And i don't have so much so i need to spend the one i have smartly.

Actually, i prefer focusing on understanding how things works, but not spending too much focusing on one part.

For example, i found an interesting link 'how to retopo https://www.youtube.com/watch?v=svGahYTKrZg'. Making low poly models from high poly. It explains how to bake meshes details into Normal map and textures.
So now, i can retopo crazy high poly models into low poly one with high quality results. You can find absolute stunning models on 3D models today. It a real work too to make other people work shinning.

I think it's more interesting, more modest to make links between high-quality models work than wanting to make all myself. But it's a personal point of view, and i can understand that you may want to make all yourself.

For example, making links between professional animations and Nomad ACU model animations this afternoon. Why spending 2 weeks making low quality animations myself ? I do not have the real time capturing stuff to do high quality things.

About creating Sci Fi based Unitpack, why not, i need to think about it. You should join the Nomads team (ask exotic retard). There are doing a nice job in modeling SCI stuff.

Good luck with your ACU models ! Don't forget to post when it is ready !
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Re: ACU mod project

Postby CDRMV » 07 Jan 2019, 21:42

Yes I know and agree the creating of new Models takes a lot of time.
But for me it takes a lot of fun to create my Concepts and Dreams for this Game in new own 3D Models and Features.
To see them ingame later is always a big success for me and my experience. :)

Okay sounds good I will looking forward for the Sci Fi Mod.

I have ask you something in the other thread about Infantry Units.

Thank you :)
Yes I will inform you. :)
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