Nomads supreme commander как установить

Обновлено: 03.07.2024

Official Nomad Campaign

This repository contains the missions for the Nomads campaign, which require the Nomads mod to be played. See the setup instructions on how to play them online, offline, or with the development environment, and remember to have fun!

We can use all the help we can get both with these missions and the parent mod:

  • coding
  • modelling
  • texturing
  • effects improving
  • testing
  • mission making
  • giving feedback
  • and much more!

Be sure to visit our discord server here where you can help out, comment or simply keep up with progress on the mod. Everyone is welcome!

How do I play the missions online?

These missions are designed to be run on top of the mod, so we need to change how FAF loads the coop mod, so you can then play them. You can play with other people, but every person in the game needs to have followed these instructions to prevent desyncs.

Mission file installation:

Before installing, we must first download the mod files using the FAF client. Do the following:

  1. Host a game of Nomads on FAF. You can quit in the game lobby as soon as the patch has finished downloading
  2. Host a game of Coop on FAF. You can quit in the game lobby as soon as the patch has finished downloading, just like before.

To make things easier for you, we include an installer for the Nomads campaign. It includes the following:

  • The mission maps
  • Voice & Video files for the narration
  • Special files to enable coop play
  • A shortcut for offline play
  1. Follow the on-screen instructions.
  2. Once that is done, you should be able to launch offline play! Use the shortcut to start the game, it will put you into the main menu.
  3. Select skirmish. If everything went correctly, you should see Nomads as a faction option, and for the map to be set to a coop map, just as Black Day.
  4. Switch maps to a Nomads mission of your choice, press the ready button and launch the game!

Enabling Online Play:

To play with your friends, you need to tell the FAF client to run the game with Nomads files loaded:

  1. In the client, click on Settings , then on Forged Alliance Forever . Under the Advanced section, put C:\ProgramData\FAForever\bin\ForgedAlliance.exe /init init_NomadsCoop.lua into the Command line format for executable field, deleting entirely anything that was there before.
  • Note: Do not include any quotation marks around the contents you put into this field.
  1. Host a coop mission on any map, switch maps to a map from the Nomads campaign, and enjoy!
  2. It is important to note that you need to disable these changes if you want to play any game without nomads later! To do this, replace the entire contents of the field with "%s" (including the quotation marks), reversing step 5. The file can stay in your folder and wont be active unless you do step 5 again.

Manual file installation:

You should be using the installer above since its easier, but if something is wrong you can follow the instructions below to place all the files manually.

You need to download all the files that the missions need to work, and then enable the missions by following either the Official client instructions, or the legacy client instructions. Also make sure to read the instructions to the very end, as you will need to disable the changes after playing!

You are all set to enable the missions! Follow either the official (downlords) client instructions, or the legacy client instructions to enable the missions.

Official client instructions:

  1. If you haven't already during the file installation, download the init_NomadsCoop.lua from this repository. You will be using this to run the game in a different way.
  2. Place the init_NomadsCoop.lua file into C:\ProgramData\FAForever\bin\ note: NOT program files
  3. In the client, click on Settings , then on Forged Alliance Forever . Under the Advanced section, put C:\ProgramData\FAForever\bin\ForgedAlliance.exe /init init_NomadsCoop.lua into the Command line format for executable field, deleting entirely anything that was there before.
  • Note: Do not include any quotation marks around the contents you put into this field.
  1. Host a coop mission on any map, switch maps to a map from the Nomads campaign, and enjoy!
  2. It is important to note that you need to disable these changes if you want to play any game without nomads later! To do this, replace the entire contents of the field with "%s" (including the quotation marks), reversing step 5. The file can stay in your folder and wont be active unless you do step 5 again.

Legacy client instructions:

  1. If you haven't already during the file installation, download the init_NomadsCoop.lua from this repository. You will be replacing another file with this one.
  2. Open C:\ProgramData\FAForever\bin\ . There you will find a file called init_coop.lua . If it is not there, host a game of coop on FAF to download the files.
  3. Rename the init_NomadsCoop.lua.lua that you have just downloaded to init_coop.lua and place it into the folder, replacing the file already there.
  4. Set the file to read only. To do this, right-click on it, and select 'properties'. Then check the read-only box. This will prevent FAF from resetting your modified file.
  5. Host a coop game through FAF on any map. If everything was done correctly, you should get two errors when hosting the game saying that a file could not be patched. The nomads should appear as a faction choice in the lobby.
  6. Switch maps to a map from the Nomads campaign, and enjoy!
  7. It is important to note that you need to disable these changes if you want to play coop missions without nomads later! To do this, simply uncheck the read only option from your init_coop.lua or delete it and it will be patched next time you run coop. You are can play non-coop games normally without disabling these changes, so if you only play Nomads coop missions then you dont need to do anything. Additionally, running coop with Downlords client will not work while you have this file set to read-only!

How do i test the missions with the development version of Nomads?

You can also play these missions offline against the github repository of nomads, which lets you test them with future nomads patches.

To do this, you first must set up your nomads so you can launch that offline. Follow the instructions on the main repository here and continue once you have successfully launched an offline game of nomads. The remaining steps are analogous to what you did with the main repository.

Download the init_DevNomadsCoop.lua from this repository. Place it inside C:\ProgramData\FAForever\bin\ , which is a folder you should already be familiar with as it was a required step to set up Development Nomads.

Open the init_DevNomadsCoop.lua and change your first two lines to correspond to your repository locations, just as you have done for the nomads init file previously. The lines are at the start of the file, so you can't miss them.

  • ( Make sure you don't edit the original file, to avoid problems later )
  • Make sure you pay attention to the double slashes in the file paths, and put them into the paths or they will not work!
  • dev_path = 'E:\\GITS\\fa' corresponds to the path to the FA repository
  • dev_pathnomads = 'E:\\GITS\\nomads' corresponds to the path to the Nomads repository

Inside the same folder, C:\ProgramData\FAForever\bin\ , you'll find ForgedAlliance.exe

As before for Nomads, make a shortcut for it either by right clicking on the file and putting it in an easily accessable place or right clicking in the folder you want the shortcut to be in and making a new shortcut there. (For example your desktop)

Эта публикация удалена, так как она нарушает рекомендации по поведению и контенту в Steam. Её можете видеть только вы. Если вы уверены, что публикацию удалили по ошибке, свяжитесь со службой поддержки Steam.

Этот предмет несовместим с Wallpaper Engine. Пожалуйста, прочитайте справочную статью, почему этот предмет может не работать в Wallpaper Engine.

Этот предмет виден только вам, администраторам и тем, кто будет отмечен как создатель.

В результатах поиска этот предмет сможете видеть только вы, ваши друзья и администраторы.

This project is about bringing Nomads back as playable faction via featured mod and make a serious attempt to integrate them into the main game.

We can use all the help we can get :

  • coding
  • modelling
  • texturing
  • effects improving
  • testing
  • mission making
  • giving feedback
  • and much more!

To play the coop campaign see the coop missions repository here.

Be sure to visit our discord server here where you can help out, comment or simply keep up with progress on the mod. Everyone is welcome!

How do I play Nomads?

Nomads is designed to be run as a featured mod on the Forged Alliance Forever client.

To play Nomads online, simply go to the Find games tab on the client, and select the mod from the featured mod list, then host a game!

  • You don't need to enable any ingame version of Nomads mods, and the Nomads mod won't show up in the mod list. Running Nomads in a different manner to the one described may produce unexpected results, or not work at all.
  • The mod is always up to date thanks to the patching mechanism, so you don't need to worry about updating the mod or making sure your friends have the same version as you do!

To play Nomads offline, a little more setup is required.

  1. Make sure you have downloaded the mod through the FAForever client. To do this, simply host a game of Nomads as described above. You can close the game once you get to the ingame lobby without starting.
  2. Go to C:\ProgramData\FAForever\bin\ (note: not program files) and find ForgedAlliance.exe
  3. Right click on it and create a shortcut. Place this shortcut wherever is convenient for you.
  4. Go into its properties (right click) and change the target:
  1. Click on the shortcut to launch the game. Select Skirmish from the menu (Multiplayer LAN works too) and enjoy!
    • To update the mod simply follow step 1

How do I start contributing?

Nomads uses Github for development, which makes it easy to update and collaborate on the code. To make it easy to contribute, you need to set up the code on your computer first.

Setting up the repositories on your computer

You need to get local copies of the FAF and Nomads code, as well as a way to look through them easily and make changes. This section will get you everything you need to be able to edit nomads code, and even upload your changes to github.

Congratulations, you now have everything you need to start contributing! Do check the sections below on how to set up your game to run automatically with your changes, and how to get them to the Nomads team so they can be integrated.

  • Here is an explanation of what git does and the important concepts behind it, after you understand that, you can move onto the practical tutorials on how to use it.
  • Here is a tutorial on how to use the github website to make code changes. You can propose changes to Nomads right now! Doing this from the desktop allows you to make more complex changes, as well as running the game with them.

View our Technical docs inside the docs directory of this repo.

Run the game from the Nomads lua code

You should have a local copy of the code - both FAForever/fa and Nomads-Project/nomads - on your computer. Now you'll want to set up your test environment, i.e. running the game based on your local copies.

Inside of the nomads repository is an init_devnomads.lua file that you need to copy inside C:\ProgramData\FAForever\bin\

You will need to open the file and edit the file paths to match the locations of where you put the local copies of the code. The lines are at the start of the file, so you can't miss them.

  • ( Make sure you don't edit the original file, to avoid problems later )
  • Make sure you pay attention to the double slashes in the file paths, and put them into the paths or they will not work!
  • dev_path = 'E:\\GITS\\fa' corresponds to the path to the FA repository
  • dev_pathnomads = 'E:\\GITS\\nomads' corresponds to the path to the Nomads repository

Inside the same folder, C:\ProgramData\FAForever\bin\ , you'll find ForgedAlliance.exe

Make a shortcut for it either by right clicking on the file and putting it in an easily accessable place or right clicking in the folder you want the shortcut to be in and making a new shortcut there. (For example your desktop)

Go into its properties (right click) and change the target:

  • You need to be running the game in windowed mode for the log window to work properly.
  • By adding /showlog then the log window will automaticaly appear. There is an ingame keybind to summon the log window as well. So it depends on your own prefence if you want it from the start or not. /EnableDiskWatch will ask FA to reload your changes whenever the file is changed - skipping the need to reload your game. /log C:\ProgramData\FAForever\logs\dev.log will save the log in the specified location. Usefull for sharing logs incase of issues.

You're finally ready to make changes to the lua code and test them!

Working with issues and pull requests

The main way of communication on github is done with issues and pull requests.

  • Whenever you find a problem or have an interesting idea, then you can make an issue for that. If there already is an issue for it, then you should comment on the original one, instead of making a new issue.
  • Whenever you have something of value (bugfixes/improvements/etc) to add, you can make a pull request. Other contributors can review your changes and help improve them and/or confirm their validity. Afterwards your pull request will get merged into the master branch and will be a part of the future releases. So it is not only for sending your own changes, but also for reviewing others' pull requests. Reviewing can be quite laborous, so we'd like as many people as possible doing these so changes will be of a better quality and merged a lot faster.

Making an issue

To make an issue about a bug/possible improvement/new feature/etc, you should go to the original repositories webpage and create an issue there. Don't make issues in your own forked repository unless you don't want anyone to know about them.

When making an issue, you should follow these guidlines:

Making a pull request

To make a pull request with your changes for a bugfix/possible improvement/new feature/etc, you should go to the original repositories webpage and create a pull request there. Most of the time pull request will be related to an issue and merging it will solve the issue. You can close an issue manually but its a lot easier if it would automaticaly close when the pull request is merged. You can achieve this by adding a keyword and a reference to the issue inside the body of your pull request message.

When making a pull request, you should follow these guidelines:

  • Give a nice description of the changes (where/when/what/how)
  • Reference all issues related to this pull request

To run the Map Editor with nomads units you need to do the following steps:

  1. Paste nomads_mesh.fx file into effects folder and rename it to mesh.fx
  2. Pack effects, env, textures, units folders from this repository into Z_nomad.scd using Winrar or similar (needs to be set as .zip NOT .rar)
  3. remove the mesh.fx file from the effects folder of the repository again
  4. Paste Z_nomad.scd into Supcom gamedata folder THQ\Gas Powered Games\Supreme Commander\gamedata
  5. Go to %USERNAME%\AppData\Local\Gas Powered Games\SupremeCommander\cache and delete the content of the folder

Some common issues and how to solve them

1. HostGame: expected 1 args, but got 2

If you encounter an error like this:

  • Make sure that inside the init_devnomads.lua you have changed the lines that correspond to the locations of your github repositories for both nomads and FA. Triple-check that you have put in double slashes instead of single slashes everywhere. This is the most common cause of the problem
  • Make sure you are using a copy of init_devnomads.lua from this repository and not init_nomads.lua

2. Unknown technique NomadsUnit

If you encounter an error like this:

Try to run the shader_cleaner.bat file to fix it. You can find this file inside your local copy of Nomads-Project/nomads.

Implementing Nomads in FAF (update the current version)

extract the nomads loading video from movies/ and put it in the FAForever/movies/ folder

replace the init_nomads.lua file in the FAForever/bin/ folder with the version from this repository

zip the rest of the repository (except the movie/ folder) and rename the zip to nomads.nmd

place the nomads.nmd file in the FAForever/gamedata/ folder

Nomads Unit Database


Thanks to the hard work of Spooky, Nomads is supported in his database.

Also, you can set it to show up in the FAF client!


Simply go to the top right corner, click on settings from the dropdown menu and then select Spooky from the database. Then the Units tab will show you all five factions!

Contents

What the project needs your help with

We are currently looking for almost every job imaginable, but in particular:

Faction Overview

The Nomads are a lost civilization in deep space, diversified in their respective fleets and cultures, and united together as a confederation. In the mod, they are added as a fully-fledged fifth faction, with unique units, strategies, and even custom taunts!


Structures

The Nomads power requirements on the ground are met by the use of repurposed starship reactors, used to generate vast amounts of energy, rather than thrust. Mass extractors for the Nomads are little more than mining equipment originally designed to extract minerals from asteroids. With some minor reinforcement, they were put to use on places with gravity. A similar story holds for the mass fabricators, which are adapted from replicators designed to provide necessary goods in deep space. The Nomads storage solutions are similar to the other factions, being housed in separate structures for both mass and energy, with the latter exploding violently on critical damage. Used for scanning in deep space, these sensor arrays serve as stationary radars for the Nomads. They have the unique ability to go into overdrive, increasing their detection range in return for a huge increase in power consumption. Listening outposts taken from space and put into the sea, the Nomads use them for their sonar platforms. They share their radar counterpart’s ability to increase detection range for a steep energy cost. Like their counterpart, the T3 installation is able to move around the battlefield. Originally used for mass fabrication of spacecraft, the printing technology of the Nomads has been put to good use inside the factories of the faction, providing it with all the armies it needs. Conceived late into the conflict with the other factions, the SCU factory prints the body for the unit before attaching the head, containing a human pilot at the end of the process. Converted from various space station modules, the Nomads air staging is unique in its ability to store aircraft inside. As a result it is possible to protect them from damage and prevent their detection. Nomads point defenses are re-used ship cannons mounted on the ground, the smaller autocannons serve as light defense, helped by the heavier Piercer turret on the T2 stage. Similar to point defenses, Nomads torpedoes feel right at home in the sea, after a long history of use in deep space for ship to ship combat. Masters of shooting down flying things, the Nomads wasted little time in converting their guns from ship mounted to ground mounted, resulting in anti-air cannons, flak cannons, and SAM installations on the T3 stage. Originally used to take out capital class ships or for orbital bombardment, T2 artillery installations for the Nomads feature a very large cannon with a single purpose – destroying anything it points at. A unique addition to their defenses on the T3 stage, rocket artillery installations are used by the Nomads to saturate enemy positions with missiles. They serve as a supplement to their direct fire T2 cousins, having the same range. Dealing with heavy missiles and similar has always been a key part of space combat for the Nomads, making it easy for the faction to adapt this doctrine to ground combat. The Tactical Missile Launchers for the faction are able to deliver high damage payloads at high range, while their Tactical Missile Defenses can shoot such missiles down. Unlike the other factions, the Nomads use a rapid-fire TMD. It requires multiple hits to destroy a single missile, but this is offset by the much higher rate of fire. Strategic missiles for the Nomads are based on their FTL technology. Creating a miniature singularity, they are able to devastate large areas, sucking in and crushing anything within its event horizon before dissipating. Unlike the other factions, the Nomads do not field T3 artillery installations directly on the ground. However, recognizing the need for bombardment, they instead developed satellite control centres – able to beam power to a linked artillery battery in space – to direct orbital bombardments across the battlefield. These artillery satellites are deployed in tandem with the satellite control centres, the pair working together to create the T3 artillery for the Nomads. When powered and directed to do so, they rapidly discharge a series of highly volatile projectiles in the direction of the enemy, dealing massive damage. This solution is one of the more damaging variants among the different factions and has the added flexibility of a satellite – the ability to switch targets very quickly thanks to its smaller design. Unlike Quantum Gates, navigating at FTL speeds presents constant peril. To mitigate this threat, the Nomads developed protective deflector shields for their starships. With some minor alterations, they then adapted this technology for use in ground-based shield generators. An intel disruption upgrade allows these shields to also act as stealth field generators.

Experimental Units

https://i.imgur.com/5ITJzYf.jpg

The airborne experimental unit fielded by the Nomads is the Comet T4 transport. It has a staggering capacity of 72 T1 or 18 T3 units. This makes it the largest transport in the game, as befitting a spacefaring faction. Uniquely, it can transport naval units, as well as some experimentals! Most notably, the Nomads’ Beamer is able to fire while onboard, transforming the Comet into a lethal ghetto gunship!

About

This project is about bringing Nomads back as playable faction via featured mod and make a serious attempt to integrate them into the main game.

Welcome! This page provides you with a summary of the faction, as well as other information such as where to play it, where to make suggestions, and what you can help the project with!

If you would like to know more, join the discord server to chat with us and see all the secrets of how we make the mod:


Nomads Units

Land Units

Rather than a light assault bot, the Nomads have the Grasshopper Light Assault Vehicle! Initially used for law enforcement and boarding actions, these hovercraft have been repurposed to provide the equivalent of LABs for the faction. Just like their counterparts, they are able to fire from transports, attaching upside-down to make that possible! The Silhouette T1 Land scout has a hover ability which, when combined with the LAV, allows them high flexibility in very early combat. The Eclipse T1 Tank was developed by the nomads after seeing the other factions field heavier units than their LAVs on the field. It is armed with a powerful cannon, at the cost of having the least armour compared to its factional counterparts. Rather than having dedicated T1 anti-air and artillery units, the Nomads instead field the Barrager Anti-Air Artillery, which can engage both ground and air targets. This flexibility is offset by a higher cost – a unit that can engage everything is rather hard to build! To combat heavier T1 units, the Nomads developed the Marksman Tank Destroyer – a long-range unit with a powerful gun capable of killing many T1 units in a single shot. However, they have a slow turn speed and lackluster armour, so be sure to protect them! The Avalanche T2 Mobile Missile Launcher for the Nomads is amphibious, even able to fire at a reduced range whilst underwater, making it able to destroy naval structures and even some close land targets. The Scarab T2 field engineer is equipped with tactical missile defense, giving the Nomads a potent mobile TMD. To balance its mobility and cheap cost, the Scarab is still inferior to static T2 TMD buildings. Rather than fielding a mobile shield, the Nomads take an aggressive approach with the Dominator T2 EMP tank. It deals extra damage against shields and disables enemy units, allowing area effects to work to their maximum advantage. The Brute T2 heavy tank is capable of taking on the largest threats on its tech level. However, it suffers from low speed and the need to be protected by cheaper units. The Nomads also have the Rogue T2 Fast Assault Hovertank, similar to the other factions. It possesses high speed and a high rate of fire, allowing it to be used on land as a raiding unit against less armoured targets. In the future, this may be replaced with an amphibious unit instead! The Slugger T3 Heavy Tank is the Nomads’ answer to the armoured assault bots of other factions. Armed with heavy cannons that have area-of-effect damage, the Slugger becomes formidable when used in tandem with the Dominator EMP tank to clump up and annihilate enemy units. The Mauler T3 Mobile Artillery is fairly similar to the other faction variants, able to deal damage over a long distance. Like the Aeon’s mobile artillery, the Mauler can fire while moving. The Watchman T3 Mobile Anti-Air Missile Launcher is similar to the other factions, although historically it occupied this niche alone! Before FAF added T3 anti-air to all the other factions, Nomads had it first! The Nomads also field the Nova T3 Heavy Hover Tank. Armed with missiles and a heavy cannon, the Nova can traverse the water and even participate in naval fights. Engineers are a key part of any faction, and the Nomads don’t miss out. Their engineers can hover, just like the Seraphim and Aeon, keeping them safe from torpedo weapons.

Air units

Naval Units

Armed with a rapid-fire cannon and anti-air missiles, the Lance T1 Frigate is the cornerstone of the Nomads navy. They trade defense for offense, having the highest sustained damage on their guns out of all the factions, in return for having the least armour. When underhanded tactics are required, the Buccaneer T1 Submarine comes into play. Having no deck gun, it is solely focused on torpedo weapons, dealing slightly more damage than the other factions. The Nomads’ T2 Destroyer is relatively lightly armed, with the benefit of a longer range, equal to its Cybran and Aeon factional counterparts. An ideal unit for bombardment, as well ship to ship combat, the Firestorm has average armour, but no anti-air defenses. The Mercenary T2 Cruiser trades anti air damage for flexibility – having relatively low damage anti air missiles, it is armed with a long range EMP cannon able to disable enemy targets from afar. As a result, it pairs well with the destroyer in combat. Additionally, it is able to construct high damage tactical missiles which require manual launch, just like a stationary TML. The Whaler Railgun Carrier is the support ship on the T2 stage, armed with torpedo weapons, torpedo defenses, and tactical missile defenses, it is able to protect the navy against indirect threats. Rather than having a strategic submarine, the Nomads field the Leviathan T3 Tactical Submarine. Unable to launch strategic missiles, it instead has powerful torpedoes and EMP missiles for disabling enemy ships. The Juggernaut Battleship is the heaviest ship in the navy, able to both dish out and take extreme amounts of damage. It is unique among the factions in having all of its cannons forward mounted, making it ideal for pursuit. The Mastodon Aircraft Carrier is the naval anti-air solution for the Nomads. Armed with heavy flak, it can take out vast swathes of enemy air units, while also providing defense against tactical missiles, as well as constructing and repairing aircraft.

How to play the mod


Simply select Nomads from the game type drop down when hosting. Everything else is done automagically. Get out there and enjoy!

The Nomads campaign

Nomads features a full-length campaign that is currently under development, with some of the missions already available to play! It contains custom maps, voice acting, and its own story line!

The story is designed to tie into the events surrounding Black Sun, where the Nomads fight their own shadow war during the Infinite War. You follow the journey of Scout Fleet 012, which played a pivotal role in the Nomads’ side of the galaxy-spanning conflict.



Be sure to check the instructions at the end to enable FAF client integration

Читайте также: