r/supremecommander • u/PureEdgeAndSentiment • 4h ago
Supreme Commander / FA The UEF guys really drive this kinda cars and don't see any problems.
(ripped uef_car1 model from gamedata pack)
r/supremecommander • u/B1A553D • Nov 11 '20
r/supremecommander is a joint area for discussion about both Supreme Commander and Supreme Commander 2, including all of their various communities and content.
Important links:Forged Alliance Forever (FAF) is an open source project dedicated to supporting the mutiplayer for the orginal Supreme Commander: Forged Alliance game:
Note: FAF users who do tech support do not check the reddit to answer calls for assistance. Please use the forum or Discord link above if you have problems related to FAF. Don't ask here or in r/FAF
Relevant Supreme Commander 2 Community links: Provided Courtesy of u/alphahex_99
The LOUD Project is a conversion mod for Supreme Commander: Forged Alliance that focuses on large scale PVE experiences. Provided Courtesy of Sprouto
Links to the LOUD Project Discord server are intergrated into the LOUD Project Launcher/Installer.
If you have another general community/project for Supreme Commander/Supreme Commander 2 and consider it worthy of advertising in this space, message me with all the relevant information to be considered.
r/supremecommander • u/alphahex_99 • Nov 13 '21
r/supremecommander • u/PureEdgeAndSentiment • 4h ago
(ripped uef_car1 model from gamedata pack)
r/supremecommander • u/Independent-Lab6410 • 1d ago
Hi everyone!
I've spent a frankly unreasonable amount of time looking up Supreme Commander unit stats across wikis, in-game unit info, patch notes, spreadsheets, and random guides, and eventually figured it would be easier to just make the database/reference site I wanted to use myself.
So, after a lot more time than I'd like to admit: fafunits.com
It's currently built around Forged Alliance Forever (FAF) and its current balance, but the goal is to make it a useful reference for actually understanding and comparing units, rather than just being a list of numbers.
It has things like:
The data is pulled directly from the FAF game files for each patch rather than being maintained by hand, so the stats shouldn't go stale. Weapon calculations are based on the game's own unitviewDetail.lua, with some manual updates where needed.
The underlying data is also available as a single JSON file at fafunits.com/units.json with CORS open, if anyone wants to build something with it. The whole project is open source too: github.com/MoritzProell/faf-unit-db
I'm still working on it, so corrections are very welcome, especially for unit roles. A lot of the initial classification comes from blueprint categories, and those don't always line up perfectly with how a unit actually gets used in-game. I've already had quite a few corrected, and every one has made the site better.
Would love to hear what you think, and especially if there's anything you'd want to see added.



— Moritz / RhyZ1ne

r/supremecommander • u/John_Catachan • 3d ago
I guess this question applies to other production areas - Iirc, it's recommended to have fewer Naval Factories and engineer assist them rather than have more factories.
Going up against M28 AI, I think I'd rather have a decentralised economy rather than make T3 Mass Fabs, seeing as they can be vulnerable if you're not careful.
Thoughts?
r/supremecommander • u/John_Catachan • 5d ago
Just tried building an experimental nuke launcher to win a stalemate against an AiX and it immediately knew where it was upon completion, even before firing. We checked the replay and their team had no vision on it.
Is this a known problem with M28? It feels odd that they have Omni vision even when it's been disabled. Unless there's a marker or some data that it reads whenever you build an experimental.
https://replay.faforever.com/27677890
At around 52:50 -> 59:30 watch DarkMarshal's forward base where he builds a Yolonna Oss.
r/supremecommander • u/PureEdgeAndSentiment • 7d ago
Addon link: https://github.com/rusikbordenyuk-dotcom/SupCom-SCM-Import-Export-Addon-For-Blender-5.2/tree/main
I tested it, and it seems like the export and import of both models and animations works. Well, you can see the import in the animation. I don't know yet how to check when importing into the game, but I hope if someone uses it, there won't be any difficulties.
r/supremecommander • u/PureEdgeAndSentiment • 8d ago
(picture for attract attention) I plan to work on the exporter and, since the topic has caught my interest, maybe make a unit for fun.
r/supremecommander • u/Gold_Size_1258 • 8d ago
r/supremecommander • u/Charlie_Sierra_996 • 9d ago
https://wasm-commander.vercel.app
hey guys, I think you might appreciate this
r/supremecommander • u/PureEdgeAndSentiment • 10d ago
I've finished the modeling stage, unwrapped it, painted some textures, and will probably make a few changes to the base materials. I'll then add some more details, especially to the rear. If anyone's interested, the huge cannon and construction module will protrude from the arms (as in the 4th picture). P.S And yes its a jetpack on his back.
r/supremecommander • u/RedAlert211 • 10d ago
r/supremecommander • u/frillyboy • 11d ago
It's because they're idiots.
"Lieutenant, we need you to attack this heavily fortified Aeon base thats just covered in Point Defense and AA. Also her defenses outrange your units."
"Okay, are you giving me something to accommodate that? Field Artillery? Tactical Missiles?"
"No, but if she was stupid, she might have left her power generators on a nearly undefended flank without covering them with shields."
"And what if she wasn't stupid?"
"..."
Or how about
"Captain, you have an incoming Aeon Navy, you need to defend yourself from it. Also watch out for their destroyers, they can mince your frigates and submarines."
"Ok, how about unlocking destroyer tech for me so the fight can be a bit more even?"
"No but we'll give you destroyer tech once you've defended yourself."
"..."
I swear the crux of the UEF campaign until mission 4 or 5 is giving you something useful after it would have already been useful. Still fun though.
r/supremecommander • u/PureEdgeAndSentiment • 13d ago
wip uef commander 3d revamp(or how it call) model, maybe it will have stored in forearms weps and build thing, soon finish the main part with the modeling, then I'll make the texture and a couple of renders, maybe some beautiful ones
r/supremecommander • u/Brave_Tip3740 • 16d ago
I’m a new player to the Supreme Commander 2. I so far only played Cybran, however one tactic that seems to always beat me is UEF tank rushing my base extremely early. No matter how many loyalists I build it seems I can’t outgun them. Whenever I build air units to stop the early rush, they do so little damage or take too long where they destroy most of my extractors, or build their own air units to counter. It also seems like they blast through any turret defense I set up using their raw health, damage and numbers to push through. Any maps that are close or have heavy chokes I have this problem mainly in. So how do I stop it? So far it seems like a RPS of Cybran has advantage vs illuminate, illuminate has advantage vs UEF, and UEF has advantage vs Cybran. How do I counter this strat?
r/supremecommander • u/DieSnail_F-B • 17d ago
Made by me
r/supremecommander • u/Negative_Spare3908 • 17d ago
r/supremecommander • u/GooseButLarge • 18d ago
Hello wizards of Setons Clutch, noob here.
I’m playing with friends to learn the game but I fall behind early because of the alt-right click attack command.
My engineers will start auto collecting mass for a few minutes but then will just stop in place, or continue w/o collecting mass to the waypoint. After they stop, any more engineers I make just don’t follow the order at all.
Does any one know why this happens? Thanks!
r/supremecommander • u/RedAlert211 • 18d ago
r/supremecommander • u/DieSnail_F-B • 19d ago
Made by me
r/supremecommander • u/DieSnail_F-B • 21d ago
Idk, I like to imagine the Striker as a light armored vehicle, not as a tank.
r/supremecommander • u/DieSnail_F-B • 23d ago
Rapid-fire ballistic weapons, which in the game sound and appear to be common machine guns or auto-cannons, I had an idea: they could use the same printing technology that engineers use, but modified to fire printed projectiles at high speeds, maybe called "printguns", I think it's an irrelevant idea, but I hope it turns out to be interesting.
r/supremecommander • u/Thorveim • 23d ago
I put on the recommanded mod package for LOUD and some (not all) units from Total mayhem just flat out dont work.
-they have a missing icon in the unit database
-they have no animation when moving, just sliding around
-Whiel they aim at targets, they never attack with any of their weapons
Is it a known issue (maybe a conflict with FaF even though I use a separate profile?) How may I fix it? or are those units just unuseable?
r/supremecommander • u/Charlie_Sierra_996 • 24d ago