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?

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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.


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Post comment Comments  (40 - 50 of 50)
Samiur Mar 10 2010 says:

Having bought and played it this is what I have to say;
the economy is much stabler now that they did away with the constant drain vs. boost mechanic

I feel there's a severe lack of units and buildings that made supcom 1 what it was makes my base look sissy now

Graphics wise the game is beautiful and runs smoother than supcom 1

Research is a neat touch, but I want more of it! XD

Over all 9/10

+5 votes     reply to comment
Packer Feb 27 2010 says:

I tried the demo and it felt like they took the fun unique parts of SupCom1 and replace them with generic RTS stuff that I'm just sick of. Basically they reduce the vision/damage/build time of units so you have to spam hundreds of them just to do anything. (Yes I'm aware you upgrade them but even then you still need to spam).

I think I'll stick with Forged Alliance.

-2 votes     reply to comment
ComradeWinston Apr 11 2010 replied:

Every single version of supcom has been spam so why are you complaining about it?

+3 votes     reply to comment
MassDownloader Feb 28 2010 replied:

im gonna stick with FA too i think...but atleast before i buy SupCom2 i'll buy BioShock 2:D

+2 votes     reply to comment
EwiQ Mar 16 2010 replied:

I own supcom, sucks I didn't buy FA instead :/

0 votes     reply to comment
OMGpotatoes Feb 25 2010 says:

I want to get this game.
But I'm afraid that it's going to lag heavily on my dual-core PC.

+1 vote     reply to comment
.knightl3y Mar 10 2010 replied:

Don't worry, it runs about four times faster than SupCom1, requires less processing power and memory usage too.

+3 votes     reply to comment
Admiral-165 Jan 12 2010 says:


anyways... this game looks okay, i have Suprmeme Commander Gold Edition and its a pretty fun game but judging from the in-game stuff from this game... it looks good but also looks kinda like Universe At War: Earth Assault...

-3 votes     reply to comment
Samiur Jan 13 2010 replied:

To your first post I say...you fail :)

Game looks sweet, one of the big issues for me in supcom was if you didn't feather your economy you crashed big time XD

+5 votes     reply to comment
MassDownloader Feb 4 2010 replied:

haha im still playing SupCom(both vanilla and FA) and once this game is out it will be in my hands >:) i gotta play this game^^

but i have the same problem i screw up my economy very quickly and then i die by an T4 unit...

OT: but the names of some experimentals in SupCom2 aren't very original like fatboy 22(fatboy 1 was in SupCom),megalith 2(megalith 1 was in SupCom) Universal colluses(galactic collusus was in SupCom)

but the upgrades you can do in SupCom 2 are sweet^^ a ACU with a jumpjet etc. how cool^^

+1 vote     reply to comment
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Supreme Commander 2
Windows, X360
Gas Powered Games
Square Enix
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Released 2010
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119 votes submitted.

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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

Real Time Strategy
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