For a millennium, three opposing forces of humanity have fought a bitter and bloody war over their conflicting and unwavering beliefs. There is no room for compromise. No room for mercy. No room for anything but the complete eradication of all opposition.

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This compilation is made for playing with BlackOps: Unleashed, Adv. Command units, Balance mod and Sorian and Duncane AI mods. BrewLAN mod is in intended soon.
This version is incompatible with Total Veterancy mod! It brought too many unwanted unbalance aspects.
For additional info and reasons of changes check Ric'H'ard new principles.

Version 7.0
---------------

Fixed bugs:

  • Not all units have global modded range (core module)
  • BlackOps Juggernaut disappear bug (core module)
  • Too low acceleration and turn rate for heavy units (unit resolution module)

Important Changes

  • Changed adjacency bonuses from extractors to factories /decreased build rate and mass consumption bonuses, increased energy consumption (adjacency module)
  • Increased naval units weapons radius; decreased damage, ROF and maneuverable capabilities (core module)
  • SML attributes are much closer to vanilla FA (projectiles module)
  • Changes in all unit resolutions of unit classes (unit resolution module)
  • Wreckages no longer decay
  • New adjacency bonuses reworked (adjacency module)

Version 6.0
---------------

This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtually larger, and removes MTML homing capabilities which makes them little overpowered.
This version is devided to many smaller individual mods which improves compatibility even more with other mods. This solution is also very flexible to user needs and wants, because every part can be individualy turned off so and their various combinations bring various gameplay feeling with different impact of various levels.

This compilation contains:
"Ric'H'ard - New adjacency"
"Ric'H'ard - Core module"
"Ric'H'ard - Projectiles"
"Ric'H'ard - Targets"
"Ric'H'ard - TechScalling"
"Ric'H'ard - Unit resolution"

"Ric'H'ard - New adjacency"
--------------------------------------

Doubles original adjacency bonuses and adds new.

+ fabricators adjacency to MeXes and themselves.

"Ric'H'ard - Core module"
----------------------------------

- All turrets on all units turning much more slower. Exceptions are static artillery structures and bots.
Flanking, maneuvering and speed is more important. Even more against heavy tank battalions and base defenses.
- Mass extractor greatly increases buildrates of factories, silos...
Forcing to expanding. It is huge advantage but use it wisely. Mass spots are limited.
- Mass fabrication is much less effective. Can't be turned off.
No more camping. You have to expanding and capturing mass-rich areas. Fabricators are great for decreasing mass consumption of adjacent factories but they can't be turned off.
- Nuke damage decreased.
No more one nuke flat whole nice base. It is good to play with nuke/shields collide mod.
- T3 static artillery include Salvation has decreased range, damage, accuracy, cost and buildtime and increased damage radius and turret moving.
No more camping and building hundreds of this buildings and hitting foe from the far with no real assault. You have to get closer. Its main role is defense against heavy units and large battalions now.
- Scathis has not unlimited range, now it can hit target approximately 5km far. Has increased HP and its costs and build speed is close to its vanilla version.
No game-enders, who wants them.
- Decreased omni radar radius. Increased land units radar radius.
Scouting and FOB are more important than radar camping.
- All point defenses have limited minimal attack radius, so early tiers are still usable against units too close to your defense perimeter.
Fast weaker units has their role in the battlefield such as heavy tanks and artillery.
- All aircrafts have decreased turning speed and damage and increased HP.
Countermeasure against bomber kamikadze pinpoint hitting of commanders and T3 bomer spamming. Air battles are more various, longer and on bigger areas.
- All armed structures energy consumption tripled.
- Mass extractors energy consumption increased five times.

"Ric'H'ard - Projectiles"
-------------------------------

- STML autofires on buildings.
- STML has enhanced target priorities.
- STML and MTML projectiles seeking mobile units.
- SSML can storage only one piece of rocket. It's buildrate decreased, energy consumption and buildtime increased.
- SASML can storage only two pieces of rocket. It's buildrate decreased, energy consumption and buildtime increased.

"Ric'H'ard - Targets"
---------------------------

Enhanced target priorities. Specific categories of units firing smarter on specific categories of enemy units.

"Ric'H'ard - TechScaling"
----------------------------------

Less scaling between tech tiers. Weaker units have speed, acceleration, maneuverable, ROT, ROF bonuses. Heavier ones have similar penalties.
Example of some attributes:

"Ric'H'ard - UnitResolution"
-------------------------------------

Tanks, arties, bots and hovers have their specific roles on the battlefield. Differences in speed, acceleration, maneuverability, weapon aspects and much more...
For example tanks vs. bots:

Alpha 1 v0.373 is live!

Alpha 1 v0.373 is live!

Supreme Mech Commander 1 comment

Supreme Mech Commander Alpha 1 version 0.373 released on 11/14/2015.

Alpha 1 v0.341 is live!

Alpha 1 v0.341 is live!

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Alpha 1 v0.302 is live

Alpha 1 v0.302 is live

Supreme Mech Commander 2 comments

Supreme Mech Commander Alpha 1 version 0.302 released on 8/29/2015.

Version 6.0 of Ric'H'ard strategy addons compilation released

Version 6.0 of Ric'H'ard strategy addons compilation released

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This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy larger, and removes MTML homing capabilities...

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Post comment Comments  (0 - 10 of 72)
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Guest
Guest

Question in the past I had a mod for this wonderful game that was allowing unit to share their gain exp when scoring a kill with the unit surrounding them. ie : if one flak tower was killing a plane not only that flak tower was gaining some exp but the other ones surrounding it in a short range were also gaining some exp. Can someone help me find such mod back ?

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Unknown0599
Unknown0599

Filefront or Gamewatcher or FAF those are the only places where I know where one can get mods aside from moddb.

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GeorgeTheBell
GeorgeTheBell

Is there anyway to adjust Starting units in Skirmish/Multiplayer mode.

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Teh-Losr
Teh-Losr

just a stupid questions are the NORMALIUS , GLOBAL and ANTARES MODS dead??

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Guest
Guest

I have a doubt. I already have SC, i installed it through Steam. How does Forged Alliance work? Is it just an addon to SC or it stands on its own?

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Balthassar
Balthassar

Its a standalone.

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Cîvanon
Cîvanon

how do I install and start mods in SC? Q.Q

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Awesomesauce935
Awesomesauce935

just make a mods folder in SC's files and take the mod file out of the zip/rar file and put the mod in your mod's folder. then just enable it in-game and enjoy

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Cîvanon
Cîvanon

thank you! it works

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Awesomesauce935
Awesomesauce935

np :D

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Supreme Commander
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Windows, X360
Developer
Gas Powered Games
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THQ
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Highest Rated (8 agree) 10/10

Love this game

Jan 9 2013 by burnie222

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