SanctuaryDB

Modding

Gameplay Mods

Forged Alliance classics, lobby rules and a balance pass, for Sanctuary. A gameplay mod changes the match itself: the host switches it on in the lobby, everyone playing gets the same rules, and every other lobby stays vanilla.

4Gameplay mods
4 gameplay mods for Sanctuary: Shattered Sun, free and open sourceSource on GitHub ↗

Get the latest Mod Manager

New to mods? Extract the Mod Manager’s zip into your engine folder. Already have an older one? Extract this over the top, then restart the game once.

Download the Mod Manager 0.17.0What else it does, and the UI mods

Pick a mod

Each one below has everything in one place: the download, how to switch it on, and how it plays. Everyone in the match needs the same copy.

Zone Control v0.5.1

Forged Alliance’s Zone Control: no commanders, no building — every zone you hold sends you units.

Download mod + map
  • Take the map zone by zoneDestroy a zone’s turret, then hold it with more units than anyone else. Lose every zone and you’re out.
  • Kills buy powerLevels bring better units, T4 heroes and artillery in your base; money buys upgrades and kamikazes.

Set it up

  1. Extract the zip into your engine folder. It holds the mod and its map, and lands both where the game looks for them. It needs Mod Manager 0.17.0 or later, for every player.
  2. Host a lobby and pick the map Zone Control for FAF 8P V2.
  3. Open Mods in the lobby, beside Settings. Switch on Zone Control and set its options.
  4. Start. The game waits until every player has the same copy, and says who’s missing it.

On any other map, Zone Control says so and the match plays normally.

The map

Zone Control for FAF 8P V2 from above: a diamond of 53 square zones with eight numbered starts around its rim, each with a dark base square beside it

Zone Control for FAF 8P V2

  • 53 zonesEach square is a zone, guarded by a turret until someone takes it.
  • 8 startsYou begin holding the zone with your number.
  • 8 basesThe dark square on the rim beside your start. Your shops and upgrader stand here, and your artillery once you earn it.

The original Forged Alliance map, converted with free-to-share textures. Any mix of teams, up to eight players.

The rules

  • No commanders, no buildingYour army is your territory. Every zone you hold sends you a unit every few seconds.
  • Take a zoneDestroy its turret, then hold it with 5 or more units, and more than anyone else. It becomes yours, with a turret of your own.
  • Hold on to itLost a zone? Walk 10 of your units back in with no enemies there and it’s yours again.
  • Last team standingLose every zone and you’re out. The last team with zones left wins.
  • Kills earn money and levelsEach kill pays, and more for a turret or a higher-level enemy. Enough kills and you level up.
  • Levels bring bigger unitsPumas, then Jackals, then Kodiaks, each level tougher than the last. From level 4, heroes and artillery (below).
  • Shop from your baseMove your base’s upgrader onto a shop, or tell it to assist one, to buy. Attack upgrades make your units hit harder and last longer; defence upgrades toughen the turrets on your zones.
  • KamikazesA Kodiak with its guns off and a lot of armour. Send it into a crowd: three seconds after it dies, it blows up and wrecks everything nearby.

Levels

Heroes walk out of the zone you hold nearest your start. Artillery stands in your base, can’t be destroyed, and reaches the whole map.

LevelKillsInsanityYour zones sendAnd you get
0——Dingoes
1501Pumas
21502Jackals, every other beat
34003Kodiaks, every third beat
480020KodiaksA hero: Guard’s T4 bot
51,00040KodiaksA hero: Chosen’s T4 big bot
61,20060KodiaksA hero: the Behemoth
71,400100KodiaksA Grinder artillery in your base
81,600150KodiaksAn Onager heavy artillery beside it
91,800200KodiaksYour artillery reloads twice as fast

The shops

Told apart by their buildings. Each one costs more than the last; the banner lists the prices.

BuildingSellsPrice
The gunAttack upgrades50, then 100, 150…
The radarDefence upgrades50, then 100, 150…
The generatorKamikazes100, then 150, 200…

Lobby options

The host sets these in the lobby’s Mods panel.

Seconds between spawns 5 (2–15)
How often every zone you hold sends you a unit.
Unit cap per player 150 (50–500)
Zones stop sending you units while you have this many.
Insanity mode Off
Levels come after a handful of kills instead of hundreds.
Zone count banner On
How many zones each player holds, and your own money and level.

Made for Forged Alliance first

Zone Control is johnie102’s game mode for Supreme Commander: Forged Alliance. The map is by Saya, AngryZealot and johnie102, with edits by Kasper; the eight-player version is johnie102’s. The Forged Alliance Forever community has kept it playable ever since.

This is a port. The rules and numbers follow johnie102’s V2 wherever Sanctuary’s units allow, and every change is noted beside the original’s value in the mod’s source. All credit for the idea goes to them. Thank you.

Phantom-X v0.2.3

Supreme Commander’s Phantom-X: everyone starts allied, until some of you secretly become phantoms.

Download
  • Trust nobodyA few minutes in, phantoms are chosen in secret and fed a share of everyone else’s income. The last one standing wins.
  • Hunt them downThe innocents win by killing every phantom. Paladins hunt with a smaller bonus, which a phantom can pay to take away.
  • Alliances on a panelBreak or offer alliances, vote, volunteer and mark suspects from one panel, with notices when roles are revealed.
  • The whole story in the replayWatch the match back and the panel shows everyone’s role, with a switch to keep the spoilers hidden.
  • Set it up your wayHow many phantoms, when they’re picked, their bonus, paladins and reveals: 13 lobby options, with the original’s defaults.
  • Any map, three or moreBest with three or more players. AIs stay allied until someone breaks with them.

Set it up

  1. Extract the zip into your engine folder. It needs Mod Manager 0.17.0 or later, for every player.
  2. Host a lobby on any map. It’s best with three or more players.
  3. Open Mods in the lobby, beside Settings. Switch on Phantom-X and set its options.
  4. Start. The game waits until every player has the same copy, and says who’s missing it.

The rules

  • Everyone starts alliedWhatever the lobby’s teams, and nobody shares resources.
  • Phantoms, chosen in secretA few minutes in (8 by default), some players become phantoms: by a vote on how many, or a set number. Volunteers are more likely to be picked.
  • Fed by everyone elsePhantoms get extra storage and a share of the innocents’ combined income — more, the fewer innocents they’re still allied with.
  • Who winsA phantom wins by being the last one standing. The innocents win by killing every phantom.
  • PaladinsInnocents with a smaller share of the phantom bonus. A phantom can pay alloys to mark a suspected paladin and take its bonus away.
  • RevealsPhantoms (or paladins, or both) are revealed at set times, to everyone or only to some. A player’s role can be shown when they die.
  • Phantom against phantomWhen only phantoms are left they turn on each other, and each gets back a share of the cost of what it kills.
  • The Phantom-X panelYour role, your bonus and the timers, and every player with buttons to break or offer alliances (both sides have to offer peace), mark a paladin, vote and volunteer. Drag it, resize it, or fold it away.
  • No peekingEach player’s game is sent only what their role lets them know, and the host checks every request against the player who sent it.

Lobby options

The host sets these in the lobby’s Mods panel. The defaults are the original’s.

Number of phantoms Players vote (or 1–3)
With nobody voting, a third of the players, rounded up. There’s always at least one innocent.
Phantoms chosen at 8 min (3–15)
Until then nobody has a role. The vote opens two minutes before, volunteering one minute before.
Picking phantoms Volunteers more likely
Or at random, or (with two phantoms) the pair that best balances the teams.
Phantom bonus 70% (30–250%)
At 100%, one phantom gets 20–28% of the innocents’ combined income.
Paladins per phantom 1 per 2 phantoms
Innocents with a share of the bonus, from none up to one per phantom.
Paladin bonus 45% (25–65%)
Of a phantom’s.
Paladin marks 1 per phantom
A mark costs 1,000 alloys plus more as the match goes on, paid from storage, and stops a paladin’s bonus once it’s paid in full.
Reveals 30 min, then just after
Three reveals, the first counted from when phantoms are chosen. Any of them can be never.
Reveal who, and to whom Phantoms, to everyone
Phantoms, paladins or both, to everyone or only to phantoms or paladins.
Reveal on death On
A player’s role is shown when they die, with how many phantoms and innocents are left.

Made for Forged Alliance first

Phantom-X is Novaprim3, Duck_42, mead, SpikeyNoob and Fichom’s mod for Supreme Commander: Forged Alliance. This is a port of faf-phantomx v268. All credit for the idea goes to them. Thank you.

AIs don’t play the roles: they stay allied until someone breaks with them, and always accept peace. The original’s meteors aren’t included. So far it’s been played against AIs, not yet in a match with several human players.

Unit Restrictions v0.1.2

Take units out of the match: a whole section like air, or just one faction’s tank.

Download
  • Switch off a whole sectionNo land, no air, no naval or no experimentals, one switch each. Engineers and commanders always stay, and so do the factories that build them.
  • Pick units from a gridA column per faction and a row per kind of unit. Restrict just the EDA Puma, every T1 tank, or a whole faction or tech level in one click.
  • Everyone sees the listOther players open the same grid in the lobby, so nobody finds out mid-match that their favourite unit is gone.
  • Gone from every build menuRestricted units can’t be built, and the host turns one down if anything queues it anyway, AI included.

Set it up

  1. Extract the zip into your engine folder. It needs Mod Manager 0.17.0 or later, for every player in the lobby.
  2. Host a lobby on any map.
  3. Open Mods in the lobby, beside Settings. Switch on Unit Restrictions, flip the sections you want gone, and open Choose restricted units for the rest.
  4. Start. The game waits until every player has the same copy, and says who’s missing it.

The unit picker

  • A grid per sectionLand, air, naval and structures. A column per faction, and a row per kind of unit under its tech level, each with its strategic icon and name.
  • As narrow or as wide as you likeClick a unit to restrict it alone, or a kind, a faction or a tech level to restrict all of it. Factories and their upgrades are there too.
  • Faction mods includedThe list holds the game’s units and those of any faction mod picked for the match.

Lobby options

The host sets these in the lobby’s Mods panel. Everything starts unrestricted.

No land units Off
Every mobile land unit except engineers. Land factories stay, for their engineers.
No air units Off
Every aircraft. Air factories stay, for their engineers; restrict them in the unit list to take them out too.
No naval units Off
Every ship and submarine. Naval factories stay, for their engineers; restrict them in the unit list to take them out too.
No experimentals Off
Every tier 4 unit and structure.
Restricted units None
Units picked one by one, on top of the sections above: a kind of unit for every faction, or one faction’s unit alone. Structures, factories and their upgrades can be picked too.

Good to know

This is the first release. The lobby side is tested; the restrictions themselves haven’t yet been played in a match, and the AI may keep trying to build what it can’t.

Remmy’s Balance Patch v0.2.9

A community balance pass for Sanctuary: a faster, map-driven early game, artillery and commanders’ missiles that hit moving targets, shields that stop aircraft, and fixes for units that shot the ground.

Download
  • An economy built on the mapCommanders make 3 alloy and 30 energy a second (the game’s 5 and 50) and start with full storage, so income comes from taking the map. Extractors make 1 / 5 / 15 alloy (1 / 4 / 10), T1 and T2 generators 20 / 600 energy (10 / 300), and T3 ones cost 2,800 alloy (5,000).
  • Paced for 256 and 512 mapsNumbers chosen in an economy simulation that follows the game’s own rules: a 256 map over in 5–15 minutes, a 512 in 20–30, and nobody on T2 before about 7. Factories cost 200 alloy (150); the T2 upgrade 1,000 (500) over 90 s (80) and T3 4,000 (2,000).
  • T4s that end games10,000–25,000 alloy (the game’s 3,400–11,100), priced against T3 tanks with splash and range counted, so one is strong without outclassing an army its cost. Most move at 2.25–3 (2), never faster than a T3 tank, and the Centaur’s railgun reaches 80 (40).
  • T3 tanks that keep upThe Kodiak, Glaive and Auger cost 30% less and move at 3.3 like a T1 tank (2.5–2.7), with guns that track much faster. The Guardian Nitro is quicker still, at 4.5, with 3,000 health (2,250).
  • Shots that hit moving targetsArtillery and the EDA and Guardian commanders’ missiles aim where a target is going, not where it was.
  • Air paid for in energyT1–T3 aircraft cost 40 energy per alloy (20, the Chosen ones 10), so air is built from your base while land is built from the map. Otherwise air plays as the game has it.
  • Shields with a priceT2 shields cost 300 alloy for 6,000 strength (150 for 10,000) and T3 ones 1,000 for 15,000 (600 for 20,000), and both take twice the energy to run.
  • Point defences worth buildingT2 point defences have 3,000–3,800 health (2,000) and 1.5–1.9× the damage. The Chosen T3 one hits 2.2× as hard, with 7,000 health (6,500).
  • Reclaim worth fighting overWrecks reclaim three times as fast and last 6 minutes (3), so a won fight pays for the next one.
  • Radar at a priceT2 radar runs on 250 energy a second (150). T3 radar costs 2,800 alloy and 1,400 energy a second (700 and 350), and the EDA and Chosen ones see 750 and 850 (450 and 550).
  • Late-game economy at a late-game priceAlloy Furnaces run on 2,000 energy a second (1,000), and the Guardian Crucible costs three times as much (150,000 alloy), with a death blast of 50,000 damage out to 40.
  • Raids that workEngineers have less than half their health. Land and naval units cost 6 energy per alloy (10).
  • T2 beats its cost in T1The Chosen Jager toned down, the other T2 raiders brought up, and the three T1 tanks and T1 artillery brought level.
  • Bugs fixedOne broken bomber no longer freezes other units’ targeting, aircraft can’t fire from inside a shield at what it covers, and the Chosen T2 point defence stops shooting the ground.
  • Every section is a switchSix lobby options, all on by default. The host can turn off any part of the patch, from the economy to the fixes.

Set it up

  1. Delete any older SanctuaryMods\BalancePatch\ folder, then extract the zip into your engine folder. It needs Mod Manager 0.17.0 or later, for every player in the lobby.
  2. Host a lobby on any map.
  3. Open Mods in the lobby, beside Settings, and switch on Balance Patch. All seven of its sections start on; switch off any you don’t want.
  4. Start. The game waits until every player has the same copy, and says who’s missing it.

What it changes

Every change against the unmodded game, unit by unit: the game’s number, the patch’s, and why it moved.

Every change in Remmy’s Balance PatchThe unit database with the patch on