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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Ric'H'ard strategy addons compilation v5.0
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This version is divided to six smaller individual mods which improves compatibility even more with other mods. This solution is also very flexible to...

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Post comment Comments  (40 - 50 of 68)
SCΛRECROW Nov 20 2009, 1:08am says:

Supreme Commander 2 US release date: March 2, 2010.

+1 vote     reply to comment
Davkilla101 Oct 16 2009, 6:23pm says:

Good game just be sure to have a very good system or if not it will be very laggy

+2 votes     reply to comment
Fierwizard Oct 13 2009, 2:48am says:

i love this game its awesome

+2 votes     reply to comment
KupaFM Sep 7 2009, 12:29pm says:

Best Game ever!! +100500

+3 votes     reply to comment
Scav3nger Jul 8 2009, 8:58am says:

Did anyone else noticed that it's a Forged Alliance screen in the header, does that mean it's for both games? Or was the wrong shot used?

+1 vote     reply to comment
SCΛRECROW Sep 4 2009, 8:17am replied:

I would guess that this page is for both games.

+1 vote     reply to comment
Robots! May 31 2008, 5:48pm says:

this uses the spring singleplayer engine

-1 votes     reply to comment
Gikon Sep 25 2008, 9:34pm replied:

no it does not.

+1 vote     reply to comment
Robots! Mar 30 2009, 9:35pm replied:

****. i was a retard at that moment...

+1 vote     reply to comment
Piemanlives Dec 29 2009, 8:01pm replied:

no it got me confused too because theres a game on the spring engine a lot like this game

+1 vote     reply to comment
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Jan 9 2013, 7:08pm by burnie222

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