The CZAR is extremely useful, but possesses low HP for its cost and is vulnerable to a few specific types of weapons. It can also take out large defensive lines including the "You Shall Not Pass" line. If a CZAR attempting to assassinate an enemy ACU with its primary weapon fails to reach its target before being shot down, the resulting crash and explosion will deal 15,000 damage to the ACU, likely killing it anyway. Even if the Czar is brought down, it possesses the most devastating air crash in the game, capable of destroying almost any non-experimental unit. Anything that gets directly beneath the CZAR, even a Megalith will survive only seconds before being destroyed. This unit is incredibly powerful against any other experimentals (except, again, the Ahwassa) and can reasonably be expected to destroy them when used in a defensive stance. In fact it is the second fastest experimental in the game after the Seraphim Ahwassa. Since it can fly, it is capable of deploying quicker than the other Aeon experimentals. The CZAR is the Aeon's most expensive experimental unit except for the Paragon. Although the CZAR cannot be repaired, it slowly regenerates its HP. The CZAR is capable of inflicting heavy casualties on air fleets and destroying anything on the ground or on the surface that it can get near. The CZAR is armed with several weapons including four Zealot AA Missiles, two Harmonic Depth Charges, two Fizz Launchers, a well as its primary weapon, the Quantum Beam Generator. The CZAR is a massive flying carrier that is capable of constructing aircraft and storing, refueling, and repairing up to 150 individual units at once. This is an experimental unit, as well as carrier, air support unit and factory. It couldn't be more user friendly.The Aeon Experimental Aircraft Carrier, nicknamed the CZAR, is an Aeon unit. Enabling and disabling individual mods takes 1 click, as does downloading any of them from the vault. All it takes to join a modded lobby is to double click it on lobby list and all mods used in it will be auto downloaded if you don't have them already, so it isn't some rocket science that you are trying to say it is. There are plenty of mods that are commonly used even together (not counting all the UI mods that are *always* used without you even noticing as they are client side) without any problems, hardly a "small portion" unless you are talking about very obscure and obsolete mods that no one is maintaining anymore, some lobbies have dozens of them and run fine. Maybe you have some nice "bundle" that you can "easily use" in comparison but FAF is not some unsafe place that can brick your computer if you install incompatible mods, worst that can happen is that your game doesn't run until you disable incompatible mods with 1 click which was all it took to enable them as well, or it desyncs at random point. Modders aren't paid (at all, everything is voluntary) to do QA with every other combination of mods but they are very rarely incompatible. Just like with every other game that has modding, you have to check yourself if mods are compatible if they aren't already commonly used together, it isn't "user beware". ![]() ![]() Originally posted by loudman2:The largest repository is housed at FAF - but it's a user beware situation - only a small portion of what's available there is verified to work properly and/or get along with other mods. focus on multiplayer + matchmaking for it, but also supports solo gameplay vs AI: offers the SupCom & FA campaign missions to play either solo or in coop, has some scripted scenarios made by fans as well, has a map generator and lots of custom maps stays mostly true to the original game campaign missions lack their mission briefing into videos though, which will have to be looked up on youtube requires you to create an account for their service, which requires you to use Steam API to use your Steam account data to register there The FAF Client: LINK [-fan software: has its own mod archive integrated into its launcher ![]() total conversion of the game: comes with its own units and game rules while also having the original ones the focus is on performance- and AI improvements for AI matches with a vastly improved AI has its own mods integrated that are optionally available (Example: Supreme Commander Forged Alliance\mods\MyMod) Unpack the contents of the downloaded archive into your Supreme Commander Forged Alliance\mods folder, so that the mod has its own sub-folder in it. The most favorite mods were BlackOps and the unit cap increasing one. ![]() No documentation what anything actually is, though.
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