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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Blog RSS Feed Report abuse Latest News: Version 5.0 of Ric'H'ard strategy addons compilation released

About Ric'H'ard strategy addons compilation with 0 comments by TichondriusCZ on Jul 4th, 2014

This compilation is made for playing with BlackOps: Unleashed, Adv. Command units, Balance mod and Sorian and Duncane AI mods.
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.

Ric'H'ard strategy addons compilation v5.0

Version 5.0
---------------

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.

New adjacency bonuses

+ 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:

Tech scaling addon


"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:

Tank vs. Bots in RicHard: UnitResolution mod

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Post comment Comments  (0 - 10 of 68)
Teh-Losr
Teh-Losr May 31 2014, 1:12pm says:

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

+1 vote     reply to comment
Guest
Guest Feb 25 2014, 11:17am says:

This comment is currently awaiting admin approval, join now to view.

Balthassar
Balthassar Mar 13 2014, 8:10pm replied:

Its a standalone.

+1 vote     reply to comment
Cîvanon
Cîvanon Jun 19 2013, 11:43am says:

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

+2 votes     reply to comment
Awesomesauce935
Awesomesauce935 Jun 21 2013, 8:28am replied:

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

+2 votes     reply to comment
Cîvanon
Cîvanon Jul 19 2013, 7:50am replied:

thank you! it works

+2 votes     reply to comment
Awesomesauce935
Awesomesauce935 Aug 22 2013, 9:26am replied:

np :D

+2 votes     reply to comment
hayes150
hayes150 May 12 2013, 5:29am says:

star wars or star trek .)

+2 votes     reply to comment
WAABOOSHI
WAABOOSHI Mar 29 2013, 3:13am replied:

well; if you put it that way, sure. which one should i go for? Forged A'?

+1 vote     reply to comment
Piemanlives
Piemanlives Mar 30 2013, 6:52am replied:

story wise, you'll want forged alliance and Vanilla SupCom, if you looking for an all around good game, go for Forged alliance.

+1 vote     reply to comment
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