Archive for December, 2007

News Flash: Sometimes People are Jerks!

Monday, December 17th, 2007

Ok the title may be a bit harsh, but this guy seriously made me mad.  I’ve had hardly any time to play Supreme Commmander lately, but this weekend I jumped on for a couple ranked games.  Second game, I drew Dark Heart, a personal favorite of mine now.  I used my typical build order and […]

Things missing in FA, Session 6

Monday, December 17th, 2007

Session 6: Multiplayer save and rewindable replays. Fix this when you fix the engine problems, as it seems to be engine related as well. Supcom games take a long time to play. Some of us have jobs and family and don’t have time for even 30 min games (interruptions you know). I play mostly against […]

Share the love of SupComTalk this holiday season

Monday, December 10th, 2007

Forged Alliance came out recently and we have a great new crop of writers working on SupComTalk. The only thing we need now is more readers! That’s right, Supreme Commander has seen a bit of a resurgence with the release of its expansion, but shocking as it may be, many of the latest generation of […]

Things missing in Forged Alliance, Session 5

Monday, December 10th, 2007

Session 5: Naval econ, naval base, floating and underwater. We need to see a naval economy, and the ability to get a viable base up and running in the sea. I would even like to see a naval land factory that loads units into an amphibious assault craft (after you fix #4 of course) so […]

Things missing in Forged Alliance, Session 4

Sunday, December 9th, 2007

Session 4: Build/move/fire Fix the engine problems with units not being able to build, move, and fire all at once. And add land/sea transports as well. This strikes me as a rather large oversight actually, and seems to be similar to the problem on how the engine upgrades structures (it doesn’t really, it just replaces […]

Things missing in Forged Alliance, Session 3

Thursday, December 6th, 2007

Session 3: Map editor A working map editor, with variable map sizes (and maybe a way to custom edit unit stats for that map as well, al la WC2) is important. It is important for the online community, for custom and even for ranked play if the map is good and fair enough. It is […]

Things missing in Forged Alliance, Session 2

Tuesday, December 4th, 2007

Session 2: Elevation affected range. This is the second installment in my series on issues that I still have with Supcom FA. Again, don’t get me wrong, I love the game. I think that GPG really did a lot in balancing the game and listening to the community, and they deserve credit for that. Unfortunately […]

New 1v1 Ranked Map Lineup: Final!

Tuesday, December 4th, 2007

The new 1v1 ranked map lineup poll ended yesterday and the new lineup is now implemented. Liberium Battles and Thawing Glaciers are history. Snoey Triangle and Sentry Point were also removed, so the two largest and the two of the smallest maps have been removed. In their place Theta Passage, Canis River, Blasted Rock, and […]

A list of things still missing in Forged Alliance, Session 1

Sunday, December 2nd, 2007

I have been playing Forged Alliance for a few weeks now, mostly against the comp, since I only play for a bit at a time (I can save in single player. . ) I love all the stuff that they changed! So nice! GPG proved that they will listen to their customers and fans! Nice […]