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Mixed Combat Pack

Install instructions

  • Install git : https://git-scm.com/download/win
  • Open the git bash at the location where you want to get the files
  • git clone https://github.com/SmalkiGroove/mcp-mod.git
  • Copy the MCP folder in Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods

For SCFA Gog and Steam players

  • Open the git bash inside the mcp-mod folder
  • git fetch
  • git checkout gog/steam
  • Copy the MCP folder to the right location

Update to the latest version

  • Delete the previous MCP folder in your mods
  • Open the git bash inside the mcp-mod folder
  • git pull
  • Copy the MCP folder to the right location

Mod content

Engineers and field engineers

In this mod, the 2 typs of engineers have their specific buildset.
Basically, engieers can build economic or intelligence and field engineers can build defense. Both can build experimental mobile units.

The reason behind this is to not have off-screen buildable components like we can have with Total Mayhem, and there are so many options that most of them becom useless.

In Mixed Combat Pack, every unit or building has it's specific use case, like in the base game.

Tech 1, 2 and 3 experimentals

Each tech level has it's experimental unit set mod mid-game superiority.

  • Mobile siege unit : high firepower and range, low mobility
  • Assault Bot : high mobility and fire rate, lower range and damage
  • Gunship : (buildable in air factory) high air-sol dps but weak against fighters
  • Battleship : (buildable in naval factory) high firepower, range and health, low mobility

With an exception for T3 experimentals gunships that are atually spaceships, thus not buildable in factories but by engineers.

Advanced defense options

Each faction has the following items, buildable by there tier respective field engineers :

  • T1 small turret (from the base game) : high dps but low range and health
  • T1 heavy turret : high range and health, but expensive
  • T1 polyvalent turret : can shoot ground and air, medium range and health, high dps
  • T1 artillery : UEF and Cybran have rapid-fire artillery, Aeon and Seraph have light artillery
  • T2 point defense (from the base game) : medium range, medium to low dps, low health
  • T2 heavy point defense : high range and health, but expensive
  • T2 experiental point defense : high damages, range and health
  • T2 anti-navy turret : high range and damages, only attacks boats
  • T3 point defense (UEF aleady has one from te base game) : medium health, pretty good damages and range
  • T3 heavy point defense : very high health and range, good damages
  • T3 anti-navy bunker : very high helth, damage and range, but very expensive and only attacks boats
  • T3 anti-armor point defense : works like a T2 artillery without power consumption and better range and damage.
  • T4 experimental point defense : very high range and damages

Tech 1, 2 and 3 air staging

Along with the T2 airstaging platforms from the base game, there are T1 stations for 1 unit at a time that can be built almost anywhere for cheap, and tech 3 advanced stations that can be built on water with additional features :

UEF : engi stations, flak anti-air, shield dome, torpedo defense...
Cybran : stealth field, torpedoes...
Aeon : AA missiles, torpedoes...
Seraphim : torpedoes, torpedo defense, drones...

Additionnal land units

(Except engineers and experimentals)

UEF

T1 deployable tank : better damage and range than the medium tank, but needs to be immobilized. Low damages when moving.
T3 surgical shooter : artillery bot that works like a sniper, with fast projectile and good range.

Aeon

T1 medium tank : regular tech 1 tank, as powerful as UEF or Seraphim ones from vanilla.
T2 walker : assault unit with good range but not very tanky.
T3 heavy tank : heavy hover tank with nice fire power.

Cybran

T1 support mech : light mech with good range to assist assault units.
T3 missile launcher : anti-building scarab that fires missile salvos.
T3 assassin bot : sniper bot with better fire rate.

Seraphim

T1 assault bot : between light assault bots and medium tanks.
T2 EMP artillery : good range and EMP aoe but weak at close range.
T3 assault bot : assalt bot with a directional shield.
T3 siege ram : huge damage at very short range.

Additionnal air units

(Except expermentals)

UEF

T1 light gunship : weak and cheap gunship.
T2 fighter : anti-air fighter.
T3 torpedo bomber : strong torpedo bomber.

Aeon

T1 light gunship : weak and cheap gunship.
T2 bomber : medium tactical bomber.

Cybran

T2 fighter : anti-air fighter.
T3 torpedo bomber : strong torpedo bomber.

Seraphim

T1 light gunship : weak ad cheap gunship.
T2 fighter : anti-air fighter.
T3 torpedo bomber : strong torpedo bomber.
T3 gunship : heavy gunship like Cybran's from base game.

Additionnal naval units

(Except experimentals)

UEF

T1 artillery ship : long range but slow projectiles.
T2 artillery ship : long range but slow projectiles.
T3 combat sub : multi-weapon sub.
T3 cruiser : heavy anti-air cruiser.

Aeon

T1 artillery ship : long range but slow projectiles.
T2 artillery ship : long range but slow projectiles.
T2 battlecruiser : polyvalent combat ship but weaker than a destroyer.
T3 submersible destroyer : heavy anti-navy destroyer with submersble ability.

Cybran

T1 artillery ship : long range but slow projectiles.
T1 destroyer : amphibious anti-navy ship.
T2 artillery ship : long range but slow projectiles.
T3 battlecruiser : good anti-air and global battle performances.
T3 combat sub : strong anti-navy sub.

Seraphim

T1 artillery ship : long range but slow projectiles.
T2 scout submarine : invisible sub with intel, weak in battles.
T2 artillery ship : long range but slow projectiles.
T2 regen field boat : heals units around, cannot fight.
T3 battlecruiser : polyvalent combat ship.

Additionnal buildings

(Except turrets and air staging)

All factions

T1 shields : 1x1 size so easy to place but not upgradable.
T2 and T3 hydrocarbon : hydrocarbon power generators from the base game can be upgraded.
T2 and T3 naval power generators : power generators built in water when deep enough.
T2 and T3 naval mass extractors : mass extractors built in water when deep enough. Doesn't need a mass source.

UEF

T3 engi mass extractor, power generator and mass fabricator : same as the regular buildings but with an integrated engi station that can build storages and repair.
T3 satellite station : can create spy satellites.

Aeon

T3 shielded mass extractor, power generator and mass fabricator : same as the regular buildings but with a small shield dome that protects it and the small buildings around like mass storages.

Cybran

T3 cloaked mass extractor, power generator and mass fabricator : same as the regular buildings but with cloaking ability.

Seraphim

T1 T2 T3 engineering stations : regular engi station.
T3 armored mass extractor, power generator and mass fabricator : same as the regular buildings but with a lot more HP.
T3 optics facility : gives vision on an ennemy unit and follows it when it moves.

Additionnal T4 experimentals

Experimentals are sorted by macro categories :

  • Fast land assault : Cheapest experimental and good move speed but can be stopped with some defenses and bombers (Monkeylord)
  • Heavy land assault : Medium cost, medium strength, medium speed, can handle a good amount of defenses (Colossus, Ythotha)
  • Land siege : Can use its range to counter defenses (Fatboy, Megalith)
  • Land ultimate : Very expensive and stupidly strong unit, game ender
  • Air : Massive air unit that can be fatal when ennemies have not enough air defense (CZAR, Soul Ripper, Ahwassa)
  • Naval battleship : Ensure water domination with huge range and tankyness (Tempest)
  • Strategic weapon : game ender building (Mavor, Scathis, Salvation, Yolona)
  • Point defense : Point defense so strong that it can fight other experimentals if not outranged

To fill the gaps in the list above, I added one experimental for each category and each faction that doesn't have one in the category already.
There is no faction that has 2 experimentals in a same category.

Mod changes to the base game

Removed useless or duplicate units

  • UEF T4 sub carrier : because I added a T4 dreadnought and a T3 cruiser, and it's ugly and never used.
  • UEF T4 satellite system : because I moved it to T3 with no attack ability.
  • UEF T4 mobile factory (fatboy) : because the factory ability isn't really used and I replaced it with a stronger version.
  • Aeon T4 resource generator : because overpowered in long games and survivals.
  • Cybran T4 rapid-fire artillery : because replaced with a non-mobile version that shots properly.
  • T3 strategic subs : because I don't like them.
  • Aeon T2 guided missile : because it's bad and replaced by T2 tactical bomber.

Modified units or buildings

  • UEF T3 engi station : can be built by tier 3 engineer.
  • Cybran engi stations : formerly all T2 variants, now T1, T2 and T3 and all of them can be built by the right tier engineer.
  • Air staging : revert the change of FAF that made air staging platforms tech 1. They are back to tech 2 and there are other T1 very small and cheap for 1 plane.

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