Forged Alliance is a stand-alone expansion to the critically acclaimed RTS game Supreme Commander. The game adds a brand new alien race, the Seraphims, who have come back from outer space to wreak havoc on humanity. One campaign had been added, and the gameplay of the three existing factions has been significantly reworked.
Dear followers
Hope you're allright.
I think it is time for a proper update on all this.
It’s been more than a decade I’ve been trying to set up one of my kid’s dream, create a video game from the ground up.
I’ve allways been interested in computers and RTS/Managment games, and since my childhood i’ve been learning how to mod over various C&C titles, as a creative person, I wanted to also have my ideas transposed into a RTS genre. Why RTS genre ? Well to me it is one of the most educative ways of playing, as proper managment of your assets can lead you to good results, and so many other things.
Years passed, and at some point during my adulthood I had one of my biggest dreams : create a Half-Life themed RTS (because the Half-Life/BlackMesa timeline is one of the best stories that marked my mind, aside from Tiberian Dawn/Sun and early Halo episodes). As I was used to 2D sprites with C&C, and with the new Tiberium Wars that came out at that time, I had to master 3D arts. So I started to get my hands on 3D softwares, and ended up in a 3D school around 2010.
All these studying years allowed me to get the style I allways had in mind, but at a cost, a long delay of this project. But still, after those studies, had more time to get back to it, but realized that Tiberium Wars’engine woudln’t support it, so I switched to Supreme Commander engine as it seemed more easy to implement my ideas. I even opened my own studio in 2019, G.Productions, in order to make my passion my work, day and night on concepts, 3D models, animations, 3D prints….
After a few years of learning how to mod properly with this engine, I even went to fully deconstruct/rebuild Supreme Commander, going as far as the core coding. While doing so, to have some mental release (because trust me, even if it doesn’t look like it, I am really invested in those projects for years now), I went for a Tiberian Dawn remake project on the same engine, so i could shift projects when needed.
With all that, I ended up realizing in 2022 that, again, this engine wasn’t suited for some ideas I wanted to implement. And also the fact that I wanted to create my own games and live from it, not just mods. So I started to get fully independent and finally made the big step : Unreal Engine.
As the Tiberian Dawn project had a lot of interest from people, getting little by little a nice RTS basis, it caught the attention of an investor early this year, that promized me some financial help. It all started nicely, but after a couple of months, EA got wind of all this.
The investor vanished, and well, since it wasn’t a mod anymore but an indie C&C project, it had to be reconsidered… And I deduced the same about the indie Half-Life RTS and Valve.
(Yes, I was also starting to update and import HL: RTS stuff into the UE RTS basis)
So in order to get these projects and my company still going, I had to make the following choice : get them back to mods to avoid any trouble. So to get exactely what I want, I need to have my own RTS basis. This is why I am now working on my own IP, ‘’Encounter’’, which is inspired by all those games that made me today. And from there, I’ll be able to continue HL and C&C projects as mods.
(Encounter: M.A.D is the first of a few planned chapters)
It is a very condensed version of what happened during all those years, but i really needed to remove this pressure from my brain, and move forward by communicating this. I can understand that some of you might be disappointed, that it is again another change, but please note that I come from really far, and building a video game on your own with a lot of expectations can’t be done in a day. It is not the end, only the beginning. I am also sorry for the constant lack of news, I am the kind of person who is constantly working on the projects (300+ hours/month for.... years.), and doing community stuff is slowing me down as I'm not that communicative.
If you are still interested in following this huge journey, or even want to bring your stone to the mountain, you are welcomed to join the discord over here and hit me up :
Discord.gg
Have a nice day, and thanks again for your support!
The Commander Survival Kit has get its first official public Version. This and what is coming next will be analyzed in this Article.
So you may be aware that I have a tradition of glorious high-effort shitposts on April Fools. This year I was going to recreate the story of Supreme Commander...
This Article Informs you about the current Development Progress of this Mod. And informs your about the Status of the Release for the First Version.
This Article informs your about the Background Concept behind the Commander Survival Kit and its managers. Additionally some Questions will be answered...
Patch Notes TLDR: - Many many fixes (errors, unbuildable units, broken features, and more) - many small improvements, some rebalancing too - CREDITS...
Just a zip archive containing an M&B mod pack and a few useful custom mods. Just unzip in the root of SC:FA. 02/04/2024 The rar file has been updated...
This archive contains a launcher for our mod. Now version 2.1. Fixed, downloading gamedata and sounds
Bugs: 1. Reload from a saved game the abitity icon willnot keep the purchased status, but the features purchased will still run; 2. Not support UI scaling...
This an FA mode, with Research Points to purchase skills
The seventh official Patch for the Commander Survival Kit has arrived. Please remove any previous Version before you install this new Version and read...
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One of my favorite strategies.
Huge fights with hundreds or thousands of units.
Favorite tactic is to go into a deaf impenetrable defense.
And after sitting down the enemy with a powerful blow.
you guy could make ship tank plane building and many many more but there is one thing that you guy don't make , that is space ship that right a space ship this is a galactic battle but no trace of space ship this quite of wrong for me so i have waiting for so long i love the other mod space ship but i only want you to make one so please make fly able badass and cool space ship for me i will die for it i will kneel to you and said god please god if you ask me to so please please please space ship :D all way want to play the real space ship
Does anyone know how to prevent the game from slowing down after playing for a while? Its not the frames per second but literally time seems to slow down and i cant increase it. Can anyone recommend a mod for this. thanks
This game , after a period, slowing down when the comp is a laptop , and dont matter how super-uber-duper processor it have. Its a temperature affair.
That is wrong and doesn't has to do with the Temperature.
Supcom was developed as an 32 Bit Software, which only Supports 2GB of RAM. If you have to many Units and Play for a Long Time the Game is almost near to reach the 2GB RAM Limit. The Game will freeze and crash if it reach the 2GB RAM usually.
It doesn't matter If you play the Game on an Laptop or on an High End Gaming Desktop PC with an Quad Core Processor and 16 GB of RAM. The Game will still slow down and crash if it reaches the 2GB RAM.
As far as I know Loud and FAF make it possible to Play Long Fights on larger Maps with an huge amount of Units.
So it is possible that both Support more GB RAM for the Game to keep it playable and functional for a longer time.
wow now forge alliance has its own site instead being with regular supcom XD
Yes. It only took them 10 years.
Sorry, but DB sites (ModDB, IndieDB, SlideDB, VRDB) are run by 5 people (plus a few volunteers), not by thousands like Facebook or Youtube, lol. And if you want some game or x-pack added to the database, you can always send me a PM.