The 'Mod Manager' compatible version of SupCom2013 Mod v1.2 ... This requires the RVE Mod Manager (linked below in the description). Load the 'mithysmodsupport minimod' first, followed by the 2013mod.
This version requires the RVE Mod Manager to run.
In addition to all the changes made in previous versions (found in the Changelog), this version also changed:
All factions structure shield build energy cost 750 -> 1800
Aegis Super Shield build energy cost 6000 -> 9000
Cybran Engineer gun fire radius 60 -> 65
Bodaboom 4RP -> 8RP
P-Shield 3-RP -> 6RP
Swapped Ivan and Land Build Time on Cybran land research tree
UEF Land Range buff 15% -> 10%
UEF Land Health1 buff 10% -> 30%
UEF Land Health2 Buff 15% -> 20%
All SCUs mass cost 1050 -> 1250, build time 150->250
All Aeon and Cybran Shields (structure, factory, mobile shield units, individual unit shields) now experience diminished returns, instead of stacking indefinetly projectiles shot thru layered cybran and aeon shields will now do damage in this layering fasion: 100, 15, 8.625, 6.79, 6.138, ... then eventually after 10 its like ~5.4 damage INSTEAD OF THE OLD 100, 15, 2.25, 0.34, 0.05, ... and eventually doing virtually no damage) meaning layered shields will not be able to withstand crazy amounts of damage, although there is still the obvious benefits of layering (more HP in one area, aeon has greater reflectivity chance, cybrans new cloak fields are only temporary and need 2 in an area for permanant cloaking, more chances for continued stacking as front shields go down)
Reduced P-Shield shield health 600 -> 500 (and regen 60/s -> 50/s)
Raised King Kriptor Health 50625 -> 150625
Raised LittleMan Health 10000 -> 15000
Raised Mircolith Health 9350 -> 14025
Raised Microlith Lasers Range 50 -> 57
Rasied Bomb Bouncer Health 26500 -> 36500
Rasied Cicada Health 12500 -> 17500
Raised CRex Health 51300 -> 106950
Raised C-Rex Regen 119 -> 269
Lowered C-Rex Build time 5:00 -> 4:20
C-Rex Bombs Rate of Fire 0.3 -> 0.375
Raised Monkeylord Health 100k -> 250k
Raised Urchinow Laser's Range 55 -> 65, Damage 35 -> 95
Raised Urchninow Health 16000 -> 24000
Raised Universal Colossus Health 67500 -> 167500
Raised Titan Range to 47 and Harvog to 46 (UEF and Aeon Assault Bots) both from 45
Lowered Aeon Tank Damage 60-48 per volley.
Lowered UEF Tank Damage 50-40 per shell per volley (2 shells for normal, 3 for 'double barrel').
Lowered the amount of experience and research earned for T1 kills to between 1/6th to 1/3 of past levels depending on units.
Cybran Shield Generators given Cloak Field Actviatable Ability purchasable in the structure tree, similar to the Cicada, but only within their shield range, they can no longer be visually cloaked themselves (though still radar stealthed) at any occasion thru the game (rare occasion for buildings anyways). It comes after the shield structure purchase for 12RP, which leads to the nuke launcher, which has been reduced in price from 20RP to 8RP to compensate. This ability adds both radar stealth and visual cloak to any units that allow it (pretty much all units except Cybran Shield Generators and Cicadas) under it's shield radius regardless of if said shield is up or not. It costs 1250 energy to operate for one minute, with a 45 second cooldown starting after that minute expires.
Added 4% energy and 3% mass income to each of Cybrans structure training levels.
Increased assault bot hunker from 60% absorb to 85% absorb.
Gave Assault bots hunker for free (no RP).
Brackmen now EMP for 1 second 100% of the time.
Gave Brackman their EMP ability at start of game, and it now makes stun last 2 seconds.
Gave quantum knockback as purchasable ability for assault bots in place of brackman EMP on research tree, costs 7RP for the ability and 100 energy for each bot to use it. It gives a small knockback to the bot's lasers and increases their range by 35% for the duration of the knockback.
Gave Assault Bots a personal Radar Stealth upgrade instead of hunker on the research tree, costs 8 RP.
Halfed Loyalist Assault Bot Projectile speed, which should result in better accuracy against some targets that it would repeatedly miss in previous versions.
playtest2
changed shield cloak name on research tree
Assault Bot Mega-Armour energy cost increased 30 -> 75
boosted short range cannon damage on littleman 50 -> 65
testing reduced tank build times 6secs down to 5secs
playtest3
attempt to fix assault bot and cybran ACU stealth (?)
Playtest4
Brackmen:
-Brake/accel 0.5 to 0.3
-Speed 1.43 to 1.4
-Turn 32 to 24
-Weapon Radius 80 to 78
-ROF 0.08 to 0.06
-Moving Accuracy 5 to 6
-Build time 9 to 12
playtest 5
UEF bomber
-took a step towards fixing clusterbomb damage (at the same time improved them visually).
-hp 1000 to 400
cybran bomber
-hp 900 (oops was supposed to be 1100!) to 500
First pass on adjusting air hitboxes
PT6
stealth effects added to rest of units (except sooprisor, need to find aeon type stealth effect)
second pass on air targeting (and it all looks pretty good, on to AA targeting and damage balancing now)
PT7
-first pass on implmenting new stun system (UEF experimental arty will need testing but brackmen seem to work well so far):
--based upon damage done by unit, divided by target unit's max health, times a stun multiplyer
---example base brackman does 100 damage, if tank has 400 health and it hit 3 of them (total 1200 health), divided by it's stunchance (100 in the case of brackmen) * 10 = 1000, then we get an 830% chance of stun. If it shoots an unupgraded ACU (20000health) it would be 50% chance of stun.
---known bug: if a unit is dead before it's projectile hits it will not stun
-Loyalist's healing ability has now been visualized (it was always there, but now it shows a beam)
-lowered camera shake time on ACU spawn 6.5secs -> 4secs
-klink hammer cooldown lowered 60secs -> 45secs
-repulsecycler cooldown raised 30secs - > 45secs
-repulsecycler push ability energy usage cost raised 500 -> 750
-rockhead (uef tank) shield 150 -> 250 (and adjusted regen 15->25)
-yenzoo (aeon tank) base shield 150 -> 100 (and adjusted regen 15->10) [keep in mind they get them way earlier in game, they have reflectivity chance, and can be doubled with upgrade]
-adjusted demolisher (uef mobile arty) firing angle 0degrees -> -5degrees from model's static pose (muzzlevelocity 24->20)
-shotja move speed lowerd 2->1.5, maxbrake/accel lowered 0.5->0.25, turnspeed lowered 24->20
-all aeon mobile T1 land unit shields reflectivity chance lowered 0.5->0.2
-aeon acu mass income1 rp increase 4->6
-aeon acu mass income2 rp increase 3->4
-aeon acu research income rp increase 4->5
-all research stations mass cost increase 400->480
-all research stations energy cost increase 750->1000
-increased RP cost of many experimentals:
--cybran
--- giant transport 10->12, soul ripper 20->25, nuke 8->16, magnetron 20->28, crex 20->32, monkeylord 25-55
--Aeon
--- Darkenoid 16->22, sooprisor 20->30, nuke 22->30, loyalty gun 18->22, colussus 20->44
--UEF
--- AC1K 10->15, nuke 13->21, jackhammer 22->25, kriptor 24->36
Raised LittleMan health 10k->20k
-increased base UEF mass extractor income 1.0->1.2
-Increased build specs of:
--King kriptor time 300 -> 600, energy 5210 -> 10420, mass 1325 -> 2650
--Universal Collossus time 300 -> 600, energy 5250 -> 10500, mass 1375 -> 2750
--crex time 260 -> 530, energy 4900 -> 9800, mass 1525 -> 3050
--monkeylord time 600 -> 900, energy 15000 -> 22500, mass 3000 ->4500
cybran and uef nuke missile silos 2500/400 to 3000/500, tac missile damage lowered aboout 33%
uef and cybran nuke missile ammo 10000/2500 to 20000/5000, aeon to 16000/4000, all build times 360->720
cybran land tree health upgrade 20% -> 35%
PT8
-Adjusted T1 Regen Rates:
--Yenzoo 4->8 harvog 2->12 loyalist 2->8 titan 2->8
-Adjusted T1 shields:
--yenzoo 100->150 harvog 125->200 loyalist 110->250 titan 110->300
-Littleman hp reduced 20k->16k
-Littleman RP cost 12->15
-All factions research stations cost mass/energy lowered 480/1000->450/900, mexes mass cost lowered 200->185
PT9
-Adjusted land veterency research bonuses, UEF 50% -> 200%, aeon 125% -> 300%
-Aeon land build time buff 10% -> 25%
-fixed shield size on UEF rockhead tank so it properly blocks splash damage
-since shields are now fixed, rockhead shield 250 (but essentially 0) -> 150 (and adjusted regen rate)
-added first pass on aeon research station pullinsmash (everything seems okay functionally, but units don't get sucked into the void, but instead into the buildings themselves for now...and they will need balancing; in 5 seconds it sucks up 25 T1 and T2 land units if used properly for 3500 energy, 90 second cooldown, 85 range); balancing options include: range, speed and duration of sucking, energy usage, raising/lowering cooldown, making it an upgrade in the tree, making it suck up air & naval also
-changes to bot knockback (kbdistance 40->70, scale 5 to 1.67), usage cost 100 -> 50, given visuals
-changes to bot healing AI scan distance, and healing beam distance (economy:maxbuilddistance, build: maxrepairdistance & scan 4,4 to 7,6), and healing rate (0.1->0.15)
-loyalists now only repair other loyalists
-mass conversion cooldown raised for all factions: 5secs -> 15 secs (think 200 energy per second from 600)
-uef and aeon dedicated mass convo buildings (the ones unlocked with research) build time 30secs->45secs, mass cost 50->150
-changed the visual size of fire for acu nuke (viusal only)
-uef land regen upgrade lowered 125% -> 100%
pt10
-fixed long standing aeon AI crash bug (hopefully!)
-Adjusted T1 Regen Rates:
--harvog 12->6 loyalist 8->4 titan 8->5
-Adjusted T1 shields:
harvog 200->135 loyalist 250->125 titan 300->175
-aeon land dmg1 15%->20%, dmg2 25%->30%
-loyalist heal each other rate (0.15->0.125)
-lowered cybran land health 35% -> 25% (was 20% in most previous builds)
PT11
-All factions Point Defense Prices -> Mass Price Doubled, Energy Price Essentially Doubled (+2% or so)
-UEF and Aeon factions Point Defense DPS 200 -> 500 (but aeon is longer range, it also costs 5% more than the others, can be upgraded with a shield... uef's has extra health, plus does splash damage, half ROF of aeon, but 2x damage per)
-Cybran point defense DPS 220 -> 540 (it is also rapid fire, and is the only PD that can get an ability, and for some reason base cost is cheaper [even without decrease upgrades])
-Changed Aeon's PD/AA structure shield upgrade to be bubble shields instead of a personal shield ... works with Energy Sponge once upgraded
-Adjust some unit/structure energy values to prevent early game 'energy steal' stalling ... aeon pgen 100 -> 90 (to prevent discounted tanks from taking priority at 95e), cybran loyalist 100->105 (to prevent them from prioritizing over non-discounted power plants at 100e), UEF pgen 100-95 (to prevent tanks from taking priority at 100e if structure not decreased)
-king kriptor base health ~150k->160k
-brackmen muzzlevelocity reduce 24->20
-Colussus gravity claws suck slider suck speed increased 35->64, projectile muzzlevelocity increased 64->128, rate of fire increase should be a result, took away ability for them to target air as it was glitching, and not used often at all (thought it was funny when it did happen), also decreased some numbers in the scripts to raise rate of fire (claw wait times, 'ammo' destruction time).
-fixed bodaboom and buildcost2 on aeon land tree being pre-requisites of each other (and even though I just fixed it by other means this is probably the cause of the aeon AI crash)
pt12
-brackman emp base stun chance multiplyer 100 -> 10
-brackman emp ability buffs; stunchance 0%inc->500%increase if i understand properly, stuntime increase when enabled 2x-2.5x multiplyer increase
-loyalist shields 125->150
-knockback ability now increases damage 35% also
-fixed ui bug with force blast taken over by jump jets on ui and nanites2 moved away from sacrafice on aeon rs
-aeon acu massincome1 6rp->5rp
-BROKEN W.I.P. ability (does not hurt game, just dont waste your energy on it yet): Titan napalm ability...95% of the way there just cant figure out why it wont activate when i want it to :(
pt13
-Loyalists auto-detonate when equiped with power detonate research
-T1 detonate damage ~300->50
-Engineer detonate range 10->12
pt14
-auto-detonate will still produce a wreck, manual detonate produces no wreck but in a sort of convinient 'bug as feature' does double damage *I think* (one damage instance for detonating it manually, which destorys the wreck, and once for 'OnKilled' which is where the auto-detonate check is)
-knockback damage buff 35%->50%
-shotja cloak now functions much better
-teleported units now have a short time of invulnerabilty/invisibility/untargetability/non-firing (0.2secs before, 2.5secs after) and no-firing so they come out less grouped up
-aeon land buildcost1 5%->10%, buildcost2 10%-15%
pt15
-titan damage 14->15
-titan napalm shell upgrade first working pass
-all aeon factories energy income 1.0->4.0 (all factories for all factions have always produced 1.0energy, even in vanilla supcom2)
-all cybran factories now produce 0.1research (acu's produce 0.6, all research stations produce base 0.8)
-changed uef PD projectile visual to something more fitting to recent changes to the way it does it's DPS
pt16
-gantires should now benefit from structure health upgrades
-all factory tml range increased 100->150 (will match the factory's radar)
-all T1 mml range inscreased by 10 (cobra 95->105 fistoosh 90->100 meteor 90->100)
-added harvog regen and overheal ability, costs 50 energy, lasts 9 seconds, available every 15 seconds, buffs regen by 16x, adds 50% health, uses a seraphim effect :D
pt17
-fixed F1 crash
-titanfire 200%inc to 300%inc in dps, cost inc 50e->65e
-harvog regen ability duration cost 50e->100e, 9sec->20sec, cooldown 15->35, added flash to activation/deactivation, overheal 50%inc->100%inc, regen 16xBase->30xBase
-knockback damage bonus 50%->100%, cost 50e->75e
-adjustment to muzzlevelocity settings for klink hammer to make it shoot on a lower arc (NEEDS TESTING: may no longer be able to shoot up huge hills)
-urchinow:
--arty: muzzle 24->20, turretpitch 0 -> -15, reducevelocity 75->70 (plz check it fires in all occasions including up hills) (should allow for some more survivability if being chased by T1)
--unit turn speed 45->60 (should facilitate easier micro)
--main turret turretyawspeed 60->90
--'turn on spot' false -> true
--turbo cannons damage 95->50, but rof 3per/sec->6per/sec (so small 5% buff), muzzlevelocity 128->160 (should help with overkill especially with new fire rate), turretyawspeed 60->75
--turbo cannons will no longer target thru the urchinow, and should shoot a little further on their flanks
-changed aeon PD projectile so you can tell the difference from tanks (now using urchinow turbo laser)
-aeon pd projectile 128->192 to prevent wasted overkill shot that was occuring (and it looks dope now with the new laser)
-added TMD fix from mithy so hopefully all tactical missiles will always be shot down (cybran cobra and commander still has advantage here, as their laser TMs night not be able to be shot down before going laser, and they also for some reason penetrate [at least] aeon shields improperly, but im okay with both of these things, and the cybran factory tml is being changed)
-factory TMLs (formerly ~1300damage every 10 secs):
--all will no longer target mobile units at all
--aeon 1 missile every 10 secs for 1000 damage, 4 damageradius
--cybran 1 missile every 5 secs for 500 damage, 2.5 radius
--uef 1 missile every 1.66 secs for 165 damage, 1 radius
-fixed an error in the projectile merge for aeon standalone tml missiles, longtime intended health buff from 6->30 for each missile finally implemented
-cybran tml02 projectile (factories, nuke) visual projectile explosion scale 1->4 (visual only), audio changed to bomber bomb impacts
-aeon tml03 projectile max speed 18->15
-raised LoD cutoffs on urchinow ... L1 80->200, L2 200->400
-structures upgraded with sacrafice heal will auto-sacrafice when killed (and will leave wreck), and when manually triggered will do double healing but not leave a wreck
-added visualization for sacrafice heal
-tweaked a few structure sacrafice numbers
-loyalist bot knockback upgrade now adds a 'range ring' in the form of sonar when upgraded
-aeon PD costs 900e->950e, 400m->420m
PT18
-fixed harvogregen ability numbers to actually reflect changes that should have been in PT17 (overheal 1.5x HP to 2x HP, regen from 16xBase to 32xBase)
-adjusted aeon T1 land shields:
--yenzoo 150->100
--harvog 135->80
-increased intel-sight range on engineers: uef 50->55, aeon 50->60, cybran 80->90
-aeon land buildtime reduction 25%->20%
-aeon land buildtime reduction RP cost 2->3 (sliptack anti-missile 2->1)
pt19
-cybran acu speed 2.75->3.06 to start, adjust buff from 50% to 35% reflect same-ish ending
-aeon acu regenrate 24->32
-testing aeon ai without hades removal
-LittleMan (fatboy) max speed 2->1.65
pt20
-TESTING: All ACU starting maxhealth 30k, but starting health reduced to 10k
-ACUs should now be auto-selected at begining of the game
-SCUs:
--All:
---Overcharge Ability (4x dps for 10.7secs by damage/rof/dot modifiers, similar to other faction unique overcharges [see below], for 4000e, cooldown 50sec)
---TESTING:15->20khp based on if ACU changes stay, these will be scaled back acordingly
--UEF:
---added 2500hp bubble shield (250 regen) when shields are added
---enabled artillery by default (copied acu's 'new to 2013' arty but 3->2 per volley)
---enabled speedoverdrive when researched
---mass income 0.5->1.0
---removed hunker
--Cybran:
---Can now be built by SFLE
---double research income
---stunchance multiplyer 2 (times base damage 200 is 100% stun on 400hp unit) (4 when overcharged) for 1sec stun (seems partially broken in that it never wants to stun anything with very much health)
---copied veterency boost aura from proto-brain/acu
--Aeon:
---regenrate 20->25
---double energy income
---copied regen aura from acu/colossus
---added buddy pod from acu
---has a torpedo
-Fatboy (littleman) speed 1.65->1.5
-adjusted cartillery09 (cybran engy gun) projectile visuals, and engygun muzzlevelocity 128->92
-cybran acu overcharge damage 200->300 (all overcharges now offer 6x damage boost [1200dps], cybrans in 50% damage boost and 400%RoF, aeons in 2xRoF + 3x Damage via 3 DoT pulses, uef same RoF but straight up 6x damage)
-uef overcharge damage 2000->2400 (all overcharges also give a damageradius boost 0.5->4.5, [uef is 5.5], and a range boost as well [uef no range boost], all directfire weapons damage radii affected by 3rd star training [+2 I believe])
-fixed stun system which I broke back in pt9 apparently
-brackman stun chance 10->2
-brackman stun duration 1->0.5
-stun ability chance multiplyer 5->25 (same end result of 50, which at base damage of 100 would give a 50% chance of stunning an unit at 10k max health)
pt21
-wilfindja: radar range 75->125, visionradius 45->100, wilf build time 180->120, mass cost 460->350, scaled down both visual and collison sized, upped turnrate and acceration, added teleport: 3000e 100range 60sec cooldown 6 seconds to activate
-aeon acu shield health raised 12k to 18k regen raised 100/s to 360/s, regen time when downed raised 67s->75s
-cybran proto-brain type experience buffs (flying brain unit, +300% to +400%)
-brain buffs now affect ACU
-cybran brain buffs now 'teach' themselves and nearby units with auto-veterency in addition to giving a veterency bonus with kills --> nearby units gain enough experience to achieve approximately half a level-up per minute per unit assisting (a nearby buff unit would fully train itself and it neighbour in 10 minutes ... 5 brains would fully veteren a unit in 2 minutes ... FYI veterency gives for basic units +10%health and damage, and +25% regen, for ACUs its +20% and +50%regen)
-uef acu veterancy buff 70%->75%
-added aeon acu veterency buff, comes after research income or regenbuff** (**this connection might get removed if too OP) for 2rp, 100% buff
-added aeon acu regen buff, comes afer range for 4rp (pushes nanites back on that path buf worth it i think)
-aeon acu shield now also leads to overcharge without having to 'backtrack' to nanites
-added a 20% damage2 upgrade to UEF ACU, comes after either arty or energy upgrades for 4 rp, new route to ACU nuke
-added a 20% rof2 upgrade to cybran acu, comes after tml, before overcharge, for 4rp (pushes back overcharge, but i see that as okay because it recently got a 50% dps boost in pt20)
-cybran acu force blast upgrade now also leads to rof2 (creates semi-new path to overcharge)
-made and included a new icon for rof2 upgrades (both land and ACU)
-cybran acu tml rof adjustments to make it not become broken with new RoF upgrade
pt22
-changed uef acu/scu arty sounds from missiles to arty
-added proper 'new' brain buffs to scu and brain-gunship
-swapped hunker from cybran SCU to UEF SCU (cybran is boss now with vet upgrades for health/regen, and aeon has nanites and extra self-regen)
-changed cybran pd projectile to claser06->claser07, lowered firingrandomness 0.5->0.2 to keep all projectiles hitting
-acu hunkers will give a +300% regen boost
-starting camera zoom and boom tweaked, including adding a new animation, some new steam effects, and a short delay to get in and choose your research before the game warns you of enemies and play proceeds (looking for sounds to do a countdown timer)
-protobrains visual improvements to make use easier ... when they are building it is obvious, when they have a unit off flying around if now has a visible tether so you know, and when it's empty with no tether it is in it's respawn time, and will soon open a teleportal to bring in a new brain
pt23
-further refinement to the spawn in system: games will now 'start' at the 10 second mark, after ACU unhunkers and their build menu is 'released', giving players a few mroe seconds to go into the research tree, tweaked animations to be moer visible, but still timed right
-added proper smoke to the proto-brain gunship spawns
-per use cost of cybran pd/aa overdrive doubled 1000e->2000e (should have been done in point defense changes playtest long ago)
-ACUs spawned in via escape pod now start with only 1/3 health, and do not get 'game starting' warning tones, (though I left in the 'enemy units detected' for fun since your new acu body wouldnt 'know' about it :D)
pt24
-Re-Added 'camera control save points' from SupCom1... push shift-F3 to save a camera point, push F3 to recall that point, and push ctrl-f3 once on it to delete it
-further refinement to spawn-in system ... uses different intro tones, synced to a new text timer, acu 'starts' with full health but is injured down to 1/3 by the teleport
-changed game system text timer to never display negative numbers (text was only ever used for suicide and units died before it got negative ... not so with ACU spawns)
-fixed it so escape pod spawned ACUs actually only spawn with 1/3 health, even when upgraded
pt25
-fixed SCUs being set as immobile oncreate (which was supposed to be ACU only, so code re-arranged)
-escape pod now has a fuel limit so if you use escape pod make sure you've got the resources on hand, you will crash if you don't start building by 100 seconds or so
-escape pods now auto-eject if researched
-escape pod health 15k->6k
-acu deathnuke is now always attached to the ACU's body instead of the escape pod, so if you don't have core dump also researched your escape pod will lose ~90% of it's health when you eject
-deathweapon will still happen even when being built if your unit is an ACU (unit.lua dodeathweapon function)
-removed mass/energy resource income from escape pod
-added a 'streamer' for when core dump is used to signify the hot core slowly melting off
-core dump for all factions +4rp (uef 3->7, cybran 5->9, aeon 6->10)
-KNOWN BUG: Cybran brain 'teaching' buffs also give research and veterency, like when a unit kills another, instead of just veterency
-KNOWN BUG: ACUs will fire off a couple random shots in whatever direction their gun is facing if they respawn with escape pod and there and enemies in the vacinicy and he is 'still hunkered'
pt26
TESTING: Not giving research for kills (specifically research for veterency)
-all SCUs 10rp->13rp
-all SCUs 20k health -> 15k health
-all SCUs build time 250s->600sec (all SCUs come after their faction's build time decreases, plus once you add an acu/engy/your second scu to the equation and fac veterency this ends up being only about 20-30% of time listed here if all microed properly)
-swapped uef and cybran SCU resource bonuses to be correct (uef mass, cybran research)
pt27
-introduced new MinAoA variable to weapon blueprint -> Minimum Angle of Attack is a new variable used to define the lowest angle at which an AA unit (non rocket based) will fire ... allowing for each weapon to be set with its own firing cone by use of an easy to define element, instead of having to use the included pitch angles, which accounted for a unit's idle animation state and therefore was very cumbersome to customize... now if a weapon is not shooting gunships, or is shooting low flying air from too far away, this variable can easily be adjusted to compensate
-early first pass on MinAoA variable to (these values will definitely need adjusting):
--cybran aa tower (13), aa factory add on (5), battlecruiser (3), microlith (8), acu (2), scu (2.5)?
--aeon aa tower (13), aa factory add on (7), mobile AA (16), harvog(18), airnomo(1.5), acu(3)
--uef aa tower (13), aa factory add on (6), mobile AA (16), titan (17), demolisher (18), acu(3), research station(14), mex (15)
-fixed cybran acu power/healingshunt upgrades not working (commandunit.lua oncreate -> removed wait and unselectable [which did nothing anyways apparently]), not sure _at all_ why this broke the shunt)
-cybran brain buff duration 8secs->16secs to facilitate lowering amount of veterency given by brain gunships and SCUs (changed their pulse times from 7.5 to 15 [200% longer to 'teach' nearby units])
-fixed cybran SCU brain buff to also affect ACU/SCUs
-lowered ACU brain buff pulse time 7.5s->10s in between (33% longer to 'teach' nearby units)
-doubled fade-out duration of core dump lighthandle for all ACUs (cosmetic only)
-reclaiming beams should now track moving targets (cosmetic only)
Playtest 28
-Adjusted MinAoA values (will need furthur tweaking but this would be a good 'first pass' to make sure everything can hit gunships at a reduced range but still far enough to be out of gunship range)
--cybran aa tower 13->12, acu 2->1.5, battlecruise 3->2, microlith 8->7, scu 2.5->2
--aeon aa tower 13->12, acu 3->1.5, harvog 18->20, crashdow 16->18, fac add-on 7->6, airnomo 1.5->1
--uef aa tower 13->12, mex 15->17, research station 14->16, acu 3->1.5, demo 18->20, titans 17->19, anarchist 16->15
(PT29)
-Hopefully removed evidence of proto-brain gunship spawn ins (decal and cam shake previously being seen by enemies should now only be 'local' to visible only units) -pulinsmash sucking velocity 60->92 (should be cosmetic only, previously units were dying/smashing before reaching the portal which looked really wierd)
-added additional effects to both research smash portal and protobrain spawn in 'vortex'
-changed the way that air line of sight distance gets assigned in order to fix LOS buffs not being applied properly (legacy from 1.25 that was fixed in 1.26 but I was using a the 1.25 file since my work predated their bug fix ... I did not fix the bug the same way they did), will probably in the future code LOS distance to be based upon the height of the unit over the terrain
-changed the visual size of cybran strategic nuke missile ... added a bigger decal to the explosion area, **got halfway thru adding more effects to launch before being distracted**
(PT 0)
-Aeon fighter/fighter-bomber/gunship shield reflectivity chance 50%->20%, flares every 10 secs to every ~33secs
-lowered cybran AA tower RoF from 1.5 per second to 0.5 per second, and raised damage from 30 to 90 (same 45dps) to keep AA overdrive from breaking targeting
-fixed cybran mexes and recycler auto-capture being broken by the effectutility used to make it track (it now tracks like I implemented before without glitching it out sometimes because of a lack of entities ... error check ftw)
-MinAoA angle should now count from the surface height of the ground at the base of the turret, instead of the actual turret height (meaning getting all factoy-add ons doing it right, and hopefully make it easier to fine tune the 'higher up' AA turrets like airnomo and ACUs) -all MinAoA variables changed from pt28 values to 12 to test above fix (should engage gunships at a similar range to the gunships themselves across all units, which was the main goal of the entire project)
-KNOWN BUG WITH AA: If you manually target a gunship and then it goes 'under' the angle of attack but not out of range of the tower, the tower will track that gunship until you manually target something else, or hit Stop
-KNOWN VISUAL BUG WITH AA: Some AA units will occasionally flash as though they are shooting even though they are not (no sound is made)
-fixed/boosted one of adaptors anti-air guns RoF from 0.2 per second to 0.5 per second
-cybran factory AA addon damage per bolt 4 -> 8 (6 bolts per shot for 24->48dmg per shot)
-aeon crashdow 20dmg to 60 damage per bolt (2 bolts ever every 4 seconds)
-aeon tower AA 24dmg per shot to 40
-aeon factory AA 14 to 30
-doubled health of cybran bombers (500 to 1000) and f/b (150 to 300)
-aeon wedoboth hp 150->250, shield 200->150
-aeon gunship shield 150->100
-changed spelling of scaiismine to scaiizmyne
-scaiizmyne health 150->250, shield 200->100
-lynx light bomber hp 150->300
-wasp fighter hp 127->265
-eagle eye heavy bomber hp 400->800
-uef fac aa dmg 4->6 per shot (4 shots per volley twice a sec dps
-anarchist aa 5->15 per shot, 2 per sec />-aa tower 6dmg to 7 dmg (times 4 shots, 1.5 per sec>
(PT31) AKA (B1)
-hopefully fixed bots tarteting sucking on hillsides, and uef/cybran gunship weapon targeting issues:
--both cybran bot and gunship, and uef gunship projectiles set to track, and track ground units (former was set to track but not on ground if that is a specific that needs to be set in spite of, uef had neither), upped the same uef projectiles turn speed, changed same muzzlevelocity 256 -> 192, changed renegades/loyalist muzzlevelocity 512->192, cybran's doesnt use gravity
--gave cybran gunship a new projectile, raise damageradius 0.5->1 so that it scores damage on things properly, even on near misses (keep your tanks and bots spread out if targeted by gunships)
-aeon gunship damage radius also 0.5->1.0 (keep gunships apart while fighting other gunships!)
-lowered uef transport AA damage 100dps -> 20dps
-aeon gunship damage radius 0.5->1.0
-UEF land research tree changes: Radar range now also leads to weapon range ... titan now also leads to double barrell
-brought all gunships DPS into line (20-22)
-cybran loyalist 'relocate to fire' now false as a test to see if it keeps them from running in so close
-created a new effect template for cybran and uef nuke launchers that spits fire out of the muzzle (newmuzzleflasheffect) while the missile launches (both hides the pop-in of the missile and looks like the begining of this missile launch: Youtube.com)
-also adjusted visual size of aeon nuke missile effects, and added a launch effect also (cosmetics only)
-lowered aeon nuke build times from 12 mins to 10 mins to help as a possible artillery counter (their nukes are also 1000mass and 4000energy cheaper so you should get them more than 2 minutes earlier)
-Shrank all Power generators from 6x6 to 4x4 footprints (and display effects)
-lowered cybran power generator deathweapon 1500->1350 to lessen chain reactions upon destruction (they will still happen though) (all other factions are still 900)
-LINGERING BUG FROM SUPCOM2's FIRST VERSIONS FIXED LOL: fixed first time aeon powergen electroshock ability is used will now require it to play the animation like it does every other time (accomplished by triggering and re-setting the animation upon building completion)
-lowered camera shake for brain spawn in
-customized the Tarmacs for Cybran (deep red like secondary colour), and aeon (grey like their secondary color [really primary but aeon is backwards and has colours on secondary colours that take up more room than primary])
-Added bigger tarmacs under all cybran buildings (except PD and AA towers which wont let me for some reason)
-Added bigger tarmacs under all non-experimental aeon buildings (except PD and AA towers which wont let me for some reason)
-fixed that I broke Aeon Quantum Floating when I was looking into storage caps (which are possible and coming in 1.5 [not this year] if the mod takes off)
BETA 2 (B2)
-fixed aeon land fac tarmac to use new texture and sizes
-merged structureunit.lua and changed createtarmac's createdecal to put tarmacs on top of other decals
-change decal priorities for structure and ACU deaths to cover tarmacs (layer 0 is spawn in and all other decals, 1 is tarmacs, 2 is structure and acu blasts [each individual factory needed to be reprogrammed -- new merges])
-loyalty tank shield reflect chance 0.5->0.2, shield health 500 -> 250 (and regen changes 50->25)
-field engies damage 50 per shot to 75 per shot, damage radius 3->3.5
-removed prefersuniquetarget from field engies guns
-field engy shield 200->350 (regen 20->35)
-changed visuals of field engy gun so it doesnt look like hardened arty (and looks totally badass cause i used the disruptor station projectile effects)
-cybran engineer shields 200->300 (and regen 20->30)
-cybran engy gun damageradius 2.5->2.75
-added cybran engy field edition, exact same to engineer in every way except it gets selected with combat units
-cybran TML missiles that split into lasers: lasers should no longer negate shields (changed projectile merge velocity settings)
-illuminate transport (7rp total) storage capacity 15->24 (can be upgraded +10 for 2rp), storage range 10->50
-cybran transport (9rp total) storage capactity 15->32 (no upgrade), storage range 10->50
-uef transport (8rp total) storage capacity 15->24 (can be upgraded +10 for 2rp), storage range 10->50
-aeon storage sizes: acu 15->26, engineer 3->6, aa 1->4, shotja 2->4, bodaboom 1->4, tmd 1->4, scu 15->16, loltank 3->6
-cybran storage sizes: acu 15->26, engies 3->6, adaptor 1->4, scu 15->16
-uef storage sizes: acu 15->26, engy and field engy 3->6, aa 1->4, pshield 1->4, tmd 1->4, scu 10(?)->16
-uef air fighter hp 265->375, muzzlevelocity 64->128, build time 8->7
-uef bomber hp 800->1200
-uef light bomber hp 300->600
-uef gunship damage 36->72
-aeon gunship damage 17->34 (fires 2 per volley)
-aeon f/b hp 250->500
-aeon fighter hp 250->400
-cybran gunship dmg 12->23 (fires 3 per volley)
-adaptor dps 30->21, range halfed (128->64)
-aeon mobile aa dps 30->20 (cost 36 mass)
-harvog aa dps to 1
-uef tank aa dps to 1 (rockets)
-uef mobile arty aa dps to 1.5 (flak)
-titan bot aa dps to 1 (flak)
-uef mml aa dps to 1.6 (rockets)
-uef mobile aa dps 30->20 (flak)
-cybran gunship doubled dps
-cybran f/b hp 300->600
-cybran bomber hp 1000->1500
-uef giant transport storage range ->65, capacity 75
1.2FINAL!
-fixed main menu version number
-Changed demolisher, brackman, muzzlevelocity 20->21 (to fix bug on hills)
-changed klink hammer muzzlevelocity 28.5->30 (to fix bug on hills)
Im getting this eror message:
Dependency missing: mithy.modsupportminimod with file hash of 85C5E21C473FA9EB237375D589041BC002C9F5E6A946580FC8ECCEBBDCE02CB8
i dont know what to do.
PLS help
Make sure you add the mod-support mini-mod .sc2 file into the mod manager first, and THEN add in the SupCom2013 mod.
I re-upped with the modsupport smini-mod included
does this mod support the single player campaign?
AI Skirmish and multiplayer only, no campaign, sorry!
hello, would you b interested in porting this over to xbox 360? i can do all the testing seeing as how i have an rgh. i have a scale mod that me and a few other modders made a while back when gpg forum was still up, but i wanna try out your mod. check out my post. i can send you the vanilla version files for 360 so you can take a look at, the file structure is pretty much the same, give or take a few lines.
thanks.
add me on steam
.
I dont have steam.:( i need help with a .bdf file. it's called toc.x360.bdf and its whats stoping the x360 from loading custom .scd files. when i delete it i can run any pc mod, but the game lags. with the file the game runs smooth even with 1000 units going at it, i just cant load any custom scd's.
Heres a link if you want to have a look at the files.
Virus Total scan:
Virustotal.com
XBOX 360 Files:
Mediafire.com
Appreciate any help.
Thanks.
I've been enjoying this mod quite a bit with a couple of friends, however we've got one concern, and were just wondering if this is an issue with the mod or just the game being a goof.
Often when we're playing with 3 or more players, the game starts to become really slow over time, and at some point becomes almost unplayable. We haven't really had this issue with others mods, and don't really know what causes it, so we usually can't use it unless it's just 2 of us.
Any idea? Still a great mod though, we like the changes.
The mod manager needed, that is linked it is: "nolongeravailable". Empty of contents.
..the 2017 version, with same name can be the right one?
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