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 6.0 of Ric'H'ard strategy addons compilation released

About Ric'H'ard strategy addons compilation with 0 comments by TichondriusCZ on Apr 20th, 2015

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.

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

This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy 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:

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Ric'H'ard strategy addons compilation v6.0
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Apr 20, 2015 Ric'H'ard strategy addons compilation Full Version 0 comments

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 68)
TheNodCommander
TheNodCommander May 29 2011, 6:22am says:

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

+2 votes     reply to comment
Galen512
Galen512 Jun 3 2011, 7:27am replied:

this wont work idk why but it wont work

+2 votes     reply to comment
Nazara
Nazara Apr 14 2011, 6:32pm says:

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

+3 votes     reply to comment
masternerdguy
masternerdguy Apr 23 2011, 10:14am replied:

(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.

+3 votes     reply to comment
cronos35
cronos35 Mar 31 2011, 1:07am says:

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

+3 votes     reply to comment
Gamingroach
Gamingroach Oct 14 2010, 8:35pm says:

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

+3 votes     reply to comment
Shadowlord01
Shadowlord01 Nov 27 2010, 4:11pm replied:

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

+2 votes     reply to comment
Piemanlives
Piemanlives Dec 31 2009, 11:03pm says:

hold on the Seraphim are a new race but aren't they all dead

+2 votes     reply to comment
Balthassar
Balthassar Feb 5 2010, 3:42am replied:

They were pulled out of the rift created when black sun fired at the end of the UEF campaign.

+4 votes     reply to comment
Piemanlives
Piemanlives Feb 28 2011, 11:09pm replied:

ahh well i bought the game about 3 days before you um answered and i understand but thanks anyways

+2 votes     reply to comment
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Supreme Commander
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Gas Powered Games
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THQ
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Released Feb 16, 2007
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Highest Rated (7 agree) 10/10

Love this game

Jan 9 2013, 7:08pm by burnie222

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