Experience brutal battles on a massive scale! Wage war by creating enormous customizable armies and experimental war machines that can change the balance of power at any given moment. Take the role of one of the three enigmatic commanders, each representing a unique faction with a rich story that brings a new level of emotional connection to the RTS genre, or fight the battle online. Where do your loyalties lie?

Image RSS Feed Latest Screens
In-game screens In-game screens Screenshot 7
Blog RSS Feed Post news Report abuse Latest News: Upcoming UnitPort Beta 0.3.0

27 comments by ALBINOsnowball on Jun 23rd, 2014

UPDATE: Beta is now available for download! Head over to my downloads page, and make sure to report any bugs!


Hello All,

As some of you all may have noticed, I have taken a bit of a sabbatical from modding. I am happy to say that now that summer is here, I'm back to work, and it's time to start expecting some new updates.

The next release of UnitPort, v0.3.0, will move the addon from alpha to beta phase. To give you a vague idea of what this means, exactly, I will put it in these terms (which I find just as amusing as they are accurate): Alpha = Build Up, Beta = Clean Up, Final Release = Give Up. Anyway, the point is that there won't be so much new content anymore as there will be polishing things up. This being said, this is what to expect in the next UnitPort release:

1. A new diplomacy UI, allowing players to make and break alliances. No one is safe anymore...
2. Add some final units. Just because new content won't be focused on doesn't mean that there will never be any new content again. In 0.3.0, some units will be added, and some will be deleted.
3. A general balance pass will be done over all units in the game. This is nothing final, but it will create an outline for what the game will look like. As of now, the plan is to spread out the techs even more, making some techs (aka tech 2) actually worthwhile to focus on and making experimentals more elite and rare on the battlefield than they currently are. Note that, despite these changes, the revamp balance mod will still be almost essential for normal balance.
4. Add in regeneration for all units. I can't go much farther with that one...
5. Fix all the bugs I can find. Duh. The question is not if there are bugs, but where the bugs are.
6. Add tarmacs for all structures. For those of you that don't know, tarmacs are the textures that appear under each structure and look something like concrete. Most unitport structures do not currently have tarmacs.
7. Update the restrictions. Now, I don't encourage playing with restrictions (as you're only limiting your skill at the game when you do), but for those that like to anyway, you will be happy to know that it's finally time to actually make the restrictions work.
8. Descriptions of all unitport units will appear in the Unit Wiki. This takes a LOT longer than you would think, and I a significant accomplishment.
9. Add new advice tidbits for the loading screen. Most supcom2 players don't need to be reminded that experimentals are powerful, and don't particularly care who Brackman is. ("Oh, yes." some of you are saying.) New advice will be added that will, at least, assist new UP players in getting used to the mod and/or help them learn something.
10. Fix up the research tree. If you're looking for a whole new format, you're going to be disappointed. By "fix up", I mean "move around techs that are in the wrong spot".
11. Add in a mysterious new UI which will remain a surprise until release. Mwuhahaha.

Now, most of you probably just skipped all the numbers and are looking for that proposed release date. Well, here it is: my goal is to be finished by the end of July. Yeah, yeah, that may not be as close as I implied, but one must understand that all of those bullets that I'm sure you just read will take a long time to pin down. The balance alone -- even just an initial pass like this -- is a huge task because I have to look at EVERY unit. You all have been quite patient the last few months waiting for a release (or maybe no one cares...but let's not think about that possibility). Wait just a bit more, and you'll be rewarded.

Feel free to PM me or post on the mod thread (or, for that matter, right on this letter/article) with any questions about beta, though I won't guarantee any answers. If you have a crash question/installation problem, then you're NOT going to post here, but scroll up, click on "tutorials" under and to the right of my name, and read the entire crash EAQ.

Make sure to stay posted for future updates about the upcoming release.

ALBINOsnowball

Media RSS Feed Latest Video
Downloads RSS Feed Upload file Related Downloads
Revamp Expansion Mod 2.0 Alpha 1.2 (Reupload)

Revamp Expansion Mod 2.0 Alpha 1.2 (Reupload)

Sep 3, 2015 Revamp Expansion Mod (RVE) Full Version 8 comments

Please read below for install info and full change log

Experimental Warp Pillars Mod Beta 2

Experimental Warp Pillars Mod Beta 2

Sep 2, 2015 Revamp Expansion Mod (RVE) Full Version 2 comments

Please read below for install info and full change log

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.1

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.1

Aug 19, 2015 Revamp Expansion Mod (RVE) Full Version 47 comments

Please read below for install info and full change log

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1

Jul 31, 2015 Revamp Expansion Mod (RVE) Full Version 145 comments

*********** Early Access release *********** Please read Description for info

UnitPort 0.3.1.1

UnitPort 0.3.1.1

Mar 2, 2015 Full Version 33 comments

Fixed not being able to build T3 structures (as well as many other changes that happened in the past). Sorry about that...

UnitPort 0.3.1

UnitPort 0.3.1

Mar 1, 2015 Full Version 9 comments

HOTFIX: See description below! Surprise! I'm alive! Fixes the catalyst UI in muliplayer, adds some new cats (as in, there are now double the cat types...

Post comment Comments  (20 - 30 of 50)
SwiftBlizz
SwiftBlizz May 3 2011 says:

Does anyone know if a 1st or 3rd person view (jump into unit) would be possible in SupCom 2 ?
Imagine taking direct control of a Monkeylord's movement (WASD) and laser (mouse aim)...

+4 votes     reply to comment
Latros01
Latros01 Mar 16 2011 says:

I think it'd be cool if you could bring units and structures from other RTS games and somehow convert it to SupCom2 format for a mod or something. Would that even be possible modders???

+2 votes     reply to comment
RK4000
RK4000 Mar 17 2011 replied:

Depends on the game's model files, it probably is possible to some extent.

+4 votes     reply to comment
Latros01
Latros01 Mar 8 2011 says:

Why won't the mod list show up for me? I have to maually type in what mod i wanna find. The mod tab on this page and every other day won't work. It used to work just fine but now i can't see anything

0 votes     reply to comment
Jastrząb
Jastrząb Nov 7 2010 says:

Cool Game.

+2 votes     reply to comment
Morsey
Morsey Sep 24 2010 says:

It's too bad GPG won't release official mapping tools. But we might have some really good coders around to fix this.

+5 votes     reply to comment
Chaotic-Entropy
Chaotic-Entropy Nov 6 2010 replied:

For this... why bother... all the dedicated SupCom coders are likely still playing the first one.

+7 votes     reply to comment
yoda589
yoda589 Sep 8 2010 says:

anyone know how to activate a mod through steam for this game?

+2 votes     reply to comment
BlueIzzzz
BlueIzzzz Dec 9 2011 replied:

is that possible to activate a mod in steam? would everyone have it or just you?

+2 votes     reply to comment
Corncobster
Corncobster Sep 1 2010 says:

******* square enix...should boycott their ****

+5 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Supreme Commander 2
Platforms
Windows, X360
Developer
Gas Powered Games
Publisher
Square Enix
Engine
Custom Built
Contact
Send Message
Official Page
Supremecommander.com
Release Date
Released 2010
Game Watch
Track this game
Share
Community Rating

Average

7.5

119 votes submitted.

You Say

-

Ratings closed.

Highest Rated (5 agree) 8/10

This game was such a letdown to me, but It is in my power to fix it, check out the Revamp mod Moddb.com

Nov 11 2012 by Avitus12

Lowest Rated (8 agree) 4/10

Doesn't deserve the name of Supreme Commander, could of been great but fell short because of Xbox 360 and production time frame.

Mar 1 2011 by OverRated

Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
Project
AAA
Boxshot
Boxshot
Embed Buttons

Promote Supreme Commander 2 on your homepage or blog by selecting a button and using the embed code provided (more).

Supreme Commander 2 Supreme Commander 2
Supreme Commander 2
Statistics
Last Update
6 months ago
Watchers
145 members
Mods
5
Addons
4
Files
61
News
8
Tutorials
2
Reviews
23