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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Supreme Mech Commander Alpha 1 version 0.341 released on 9/18/2015.

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  (30 - 40 of 72)
gen4321
gen4321

Damn i got this game waiting a week and i install it (gold pack) and when i try to play it i get an error saying "Please verify system meets minimum specifications" I checked and i have xp home edition 2002 with service pack 3 with intel(R)Core(TM)2 CPU 6400 @ 2.13GHz 2.13GHz, 1.99 GB of RAM
i looked at the readme and this is higher than it's recommended system specs.
By the way i copied exactly everything after with.
I really wanted this game!!!! D:

Reply Good karma Bad karma+2 votes
gen4321
gen4321

nvm my dad fixed it :D but it lags a bit -.-

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Galen512
Galen512

Yay i bought SupCom 2 today for 10€ and im gonna dl it now ^^

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TheNodCommander
TheNodCommander

Shame that SupCom2 is a really dumbed down version of the first two games then...

Reply Good karma Bad karma+1 vote
Galen512
Galen512

yes thats really true ... i hope if they make supcom 3 that its gonna be the best of them

Reply Good karma Bad karma+2 votes
TheNodCommander
TheNodCommander

Is there no mods available that would let you play the campaigns in vanillia and/or FA with a friend per any chance?

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Galen512
Galen512

this wont work idk why but it wont work

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Nazara
Nazara

very good RTS game,not the casual idiotic gibberish things like DOW2,CNC4 ,Supcom2 and 'Insert new RTS game'.

Reply Good karma Bad karma+3 votes
masternerdguy
masternerdguy

(This essay was written for timemastercronos35 - oops)

Game logic requires looping through a list of every unit currently in play and updating its behaviors (giving it a chance to move, attack, or even just drawing it).

Every new unit on the field increases the amount of time it takes to do this, and eventually it becomes quite noticeable. 1000 seems to be the magic number to generate lag on most machines.

In a 4v4 where everyone has maxed out their unit caps, you could have 8000 units in play at once!

The solutions are starting to appear though. With the proliferation of multi-core processors it is becoming a good strategy to put different player's units on different threads running on different cores. This can greatly improve performance.

Also, the vital trick of having a thread for logic and a thread for drawing the game is always a performance boost.

So as CPUs get more cores (or we stop doing that and just put multiple multi-cored CPUs into home machines) expect the new line of RTS games to get more and more fluid.

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cronos35
cronos35

dang i wish this game decently on my computer. it lags everytime there are a thousand units on screen -_-.

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Gamingroach
Gamingroach

I'm surprised there aren't much mods for such a very modder friendly game. :(

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Shadowlord01
Shadowlord01

Thats because there all in the Vault, in gpgnets application, thousands there....

Reply Good karma Bad karma+2 votes
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Supreme Commander
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Windows, X360
Developer
Gas Powered Games
Publisher
THQ
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Highest Rated (8 agree) 10/10

Love this game

Jan 9 2013 by burnie222

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