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Supcom fa
Supcom fa











supcom fa
  1. #Supcom fa mod#
  2. #Supcom fa mods#
  3. #Supcom fa code#

No "under-the-hood" changes would ever be made to the original mods. The MadAlliance project would then use a blueprints method to superficially alter certain features of a particular mod, i.e., disabling a particular unit, rebalancing, etc., accomplished by either non-destructive hooking or shadowing.

#Supcom fa mods#

Meta modding does not alter the underlying mods but rather requires that they be downloaded separately and installed as per the directives of the original author(s).

#Supcom fa code#

This altered code would then be distributed as part of the project. Hard coding uses the original mod's contents and makes changes to the underlying code directly. Mods can be incorporated into the project in two ways: In all cases, reasonable attempts are made to clearly acknowledge and credit mods used in the project, as well as provide functional links to the original content.

#Supcom fa mod#

Likewise, should community opinion change (via the poll at the head of this thread) such that incorporation of a mod should strictly rely on the original author(s) explicit permission, then the mod will be removed when no explicit permission has been granted, accordingly. Should the original author(s) of a particular mod at any time inform that his/her/their mod not be part of the project, then such mod will be removed. The running poll at the head of this thread indicates community support for this approach. However, in cases where the original author(s) cannot be reached and no licensing restrictions are provided with the mod limiting its use, the incorporation of that mod into the project will be through the least-intrusive manner possible as deemed acceptable by the modding community (i.e., meta modding, see below under "Methods"). The essential requirement for a particular mod to be included in the MadAlliance project is permission from the original author(s) of that particular mod. Technical details about the mod (including downloading and installing the mod) appear in the next post.||| TECHNICAL DETAILS Suggestions and (constructive) contributions to the project are always welcome!!! It is also not an attempt to make all mods out there 100% compatible with each other. What MadAlliance is NOT: the amalgamation of every single possible SupCom mod and idea out there. I would very much like to enjoy a SupCom FA experience similar to that of TA: UTASP, and to lessen the burden for others who would also like to enjoy a similar experience.

supcom fa

Ultimately, the project aims and hopes to produce for SupCom FA something akin to the UTASP mod for Total Annihilation (). New and unique content will also be added to the project. That said, it is possible that not all aspects of a particular mod are incorporated into MadAlliance. MadAlliance is not meant to be a simple cut+paste hack-job of 3rd-party mods conflicts and inconsistencies between mods are taken into account and consideration and hopefully worked-out in reasonable ways.

supcom fa

Provides unique and drastic changes to late gameplay,īased on the MadAlliance Universe (see next post).Amalgamates several 3rd-party mods and ideas for Supreme Commander, Supreme Commander - Forged Alliance, and Supreme Commander 2 and.The purpose of the MadAlliance project is to create a mod for Supreme Commander - Forged Alliance that:













Supcom fa