• Making Land Transport from existing unit(Solved)

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    UvesoU
    you are welcome
  • Additional Orders Extension

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    Ctrl-KC
    @javi sounds like a macros actually, but it really depends and very personal, it’s better to make your own changes in mods, which are not really hard.
  • This topic is deleted!

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  • [SOLVED] Remove teleport from Aeon and Seraphim SACU

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    Install both - or use The LOUD Project where all that is already a part of the package.
  • Nuclear Repulsor Shields V23 for all game versions

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    UvesoU
    Update 03.Jul.2022 (v23) fixed function for Overlapping Shields, so it will not transfer damage to other shields.
  • Subtle Strategic Icons [UI]

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    N
    @dragun101 The mod just replaces strategic icons. It doesn't change which type of icon should be used for a unit (excluding the few units that have their icons altered specifically by this mod, these are listed in the opening post). And it only replaces icons, the mod provides, everything else is left untouched. So if a unit uses an icon, for that the mod offers no replacement, then you will just get the original icon.
  • FullShare But Not For Tech [SIM]

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  • Mod Suggestion: Improving Hotkey Usage

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    Ctrl-KC
    https://forum.faforever.com/topic/3712/hotbuild-overhaul
  • billythekid/slimboy

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    maybe. I want to test it out in campaign but supcom annihilation compilation mods act weird
  • Question on Control Group Assignment Lua

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  • Skin UI mods

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  • [Modding] - Supreme Commander: Tech 4 Edition Mod Project!

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    MediaMix1M
    @zopto The lower-tech base game units will still be available to build at higher Tech level factories. I don't plan to "replace" them entirely, and there might even be situations where you'll have to use the cheaper lower-tech units over the higher-tech upgraded variants of said units. I think what I'll do to help incentivize the production of my "evolved" units, so to say, without rendering the base game units completely obsolete, is to ensure that these units can be useful for a variety of team-based roles - especially since my mods are being designed with the intention of adding more variety to the meta of said team-based maps (DualGap, Millennium, etc.).
  • Adding new Strategic Icon

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    Ctrl-KC
    This was meant for UI mods, so, talk to @Balthazar, i think he knows more about it
  • Quantum Resource Generators V18 for all game versions

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    UvesoU
    Update 27.Apr.2022 (v18) Added synergy for multiple Resource Generators. (Generators will be more powerfull if you build more) Changed DamageType for weapon (Death Weapon) from Normal to 'Nuke'.
  • SharedMouse [UI]

    uimod eternal-modpack
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    Winner! Confirmed working!
  • Mod helping manage mexes

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    arma473A
    "UI Party" is another mod that has a display of mexes by tech level
  • Is there a Mod where unit-wrecks block units like in TA?

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    speed2S
    I dont remember making this one. But the description looks like something I would write
  • Need UI Mod? Let me know

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    archsimkatA
    Locked by request from Dragun, who is too busy to take up more projects.
  • This topic is deleted!

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  • The MOST detailed UI modding tutorial · hotkey aspect

    uimod
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    Rodimus_PrimeR
    @illumination This was a fantastic read, and I almost have my head around it. Can the integrated hotkey mod be changed in this way? For example, one of the default combinations is 'Upgrade - T3 mobile AA - T3 transport - T3 torpedo bomber'. Could I swap Transport with ASF in that combination? Or would I need to write a new mod for that new hotkey combo?