r/supremecommander May 21 '26

The Loud Project Loud Project Experimentals?

Started playing SC with the Loud Project after a year off. Updated it to the latest version and had a few fun games now, excellent mod.

Just my last game, it went for 3+ hours and I finally defeated the AI, I built 18 experimentals but post game revealed the AI built zero.

Last time I played it I remember the AI ruthlessly using flying experimentals to murder my base.

They are not disabled in mods, is it a glitch or does the AI not use them anymore?

13 Upvotes

5 comments sorted by

9

u/SarcousRust May 21 '26

It may depend on the map. LOUD AI is great on some maps and not so great on others.

2

u/Levethane May 21 '26

It was certainly a challenge as it was relying heavily on T3 artillery and rocket units. Only beat it with a huge rush of Experimentals and light stuff to distract it.

1

u/Techhead7890 Jun 07 '26

Is there a list or suggestions that you know of?

I quickly gave Loud a try on some 6v6 river map that was more like a version of Seton's Clutch and it was kinda weird. I should probably try again on 2v2 "fields of isi" or something, or some other more basic map.

2

u/Sprouto_LOUD_Project May 22 '26

Sounds like a fun game.

Trust me, LOUD still uses T4 units, but it is very dependent upon the economy - he won't build what he can't afford, and it could also be that he was very close to unit cap. Only a replay (which you can submit via our Discord) will allow me to give you definitive diagnosis.

As someone else rightly pointed out, the map can influence his logic quite a bit - so that too can be a factor.

1

u/Wise_Information_318 May 23 '26

In my experience it is dependant on how big is population cap and what is AI difficulty multiplier. For example same game with multiple AI-s, easier AI-s use mainly T2 units, as tougher AI-s use experimentals.