This is a Downloadable Content (DLC) Battle Pack mod for Supreme Commander 2.

Bastilean for design, development and coding Eternal Conflict DLC.
Mithy for writing the TMD Accuracy, Mod Support Mod and Mentorship.
LiveOrDie for all New Unit Models, Emitters, Toggle Commands and Mentorship.
Nephilim for the CBP mod and all the balance content generated therein.
Bullet Magnet for writing the Wilfindja Bubble Shield modification.
MacHater for writing the original spread formation modification.
Cerus VI for writing and providing support through SC2MM.
Square Enix producing Supreme Commander 2.
GPG creating Supreme Commander 2.

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Blog RSS Feed Report abuse Latest News: Mod 0.984 for Patch 1.26

0 comments by Bastilean on Mar 31st, 2013

So patch 1.26 has come out and you can see that GPG was listening to the mod community. Nephilim and Wurd's assault bot changes were used. A lot of fun functionality changes I put together were used like the stealth sooprizer. Units were made smaller like OverRated's mod. Obviously, this patch did not address everything, but it's a step forward with a lot of nice improvements.
If you are a modder you can also see that the patch 1.26 has been sitting on the shelf since the last time I updated this mod over a year ago.
I like what GPG did with the mass extractors improving over time. These changes reduced the base production in half, so to keep the same research mass income production improvements I increased all the research tree upgrades by 100%. You may notice the percentage numbers are bigger, but the mass production gains are the same.
I hope you are enjoying the game and the mod. There have been some comments that this mod is dead. It isn't being further developed at the moment because I accomplished almost everything I set out to do. If you are familiar with my work I do a great job showing what I am skilled at and able to accomplish with a little help.
To be honest, I wrote this mod, because GPG wasn't updating the game and I saw some big gaps between what we had and what we could have if units were functioning properly. Basically, I felt the game needed a tune up. This mod closes this gap well. I have been told by the MM clan which is the most active clan at the highest competitive level playing Supreme Commander 2 that the mod is well designed and fun to play.
There may be a few things I would consider working on and may work on in the future if the resources become available. However, I can promise not to add superfluous content. I think this was a major goal of Supreme Commander 2, and I think despite adding more units and abilities to the game play, the new content provided in Eternal Conflict adds to the dynamic decisions without reducing the efficacy of the original options GPG created.
Eternal Conflict is intended to be publication quality.
You may notice that the mod is written to be a DLC upgrade for the game. Every faction has some new toys and research upgrades. If I was to produce more content, I would like to continue this aim of serving each faction with equal benefits that do not detract from existing game play. You will also notice that much of the content was designed to meet popular demand. I was very fortunate to have the help I did and the influence of FA should be noticeable.
Finally, I haven't gotten much in terms of content requests, so I can only assume that I have produced content that satisfies the majority of the players using the mod.
Anyway, dead or alive this is a fun mod that is now supporting the latest and probably last patch for Supreme Commander 2 Infinite War. Whether I will produce further content depends how much fun I am having when Planetary Annihilation comes out. These things don't produce themselves and I have a lot of interests and games to play. Thanks for reading.
TLDR: Eternal Conflict Ver 0.984 supports patch 1.26

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DLC: Eternal Conflict v0.984

DLC: Eternal Conflict v0.984

Nov 1, 2011 Full Version 7 comments

The Infinite War has escalated into an Eternal Conflict. Pick your faction and rejoin the battle with new units and technologies to unleash upon your...

Cerus VI's Supreme Commander 2 Mod Manager

Cerus VI's Supreme Commander 2 Mod Manager

Nov 1, 2011 Other 17 comments

Created a little external utility that handles the loading of .scd files into the /gamedata directory when the .scd file contains some extra info. Written...

Post comment Comments  (0 - 10 of 54)
maera Jun 10 2015 says:

Hello, i would like to ask a favor the the person or author of this mod awesome if it's still Alive mod.
i would like to know if he can make all the units more ( big size ) if possible ? cause the problem i hate and who disappointed me with supemre commander 1 / forged alliance and this supreme commander is i cannot enjoy each battle and see each unit combat.
Because the unit are like babies size or insectoid size on the planets even when i zoom it don't looks fun like any other rts game similar ; command conquer or starcraft 2 or others were i can see correctly the unit shape,
Pease could you mane each unit vehicle ship and all a bit mroe big or great size please ?
And also it is possible to bring back all the unit in forged alliance, and all their (builsing futurist connected to the eneergy storage thing effec and colored energy flowing on the ground all that, for supreme commander 2 ? it's realisable or possible for real ?
I have seen a mod called : revamp expansion but i just was disappointed they made the same mistake that the previous supreme commander with small baby unit sier ridicoulous and their mod is not even finished or playable with desync error message ....

Sorry for my broken english (i'm speak french italian and spanish only) :( and i'm little :(
I mod many game like: dawn of war soulstorm,starwars empire at war. starcraft 2 and i wanted also to learn how mod supreme commander 2 ( i never found any guilde or tool for real or tuturial or anything) so i'm sad :(

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Guest May 15 2015 says:

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thechaoselement May 11 2014 says:

Is there any chance of getting the mod updated in order to have the UEF Land factory tank's treads move? It's an aesthetic I know, but I really would love to see that fixed. Thanks

+1 vote     reply to comment
Bastilean Creator
Bastilean Dec 13 2014 replied:

I would need help for that. Sorry about the inconvenience.

+1 vote   reply to comment
Coloquium Aug 28 2013 says:

Also the z_lua_dlc1.scd file from the mod is not replacing the one in the gamedata folder.

+1 vote     reply to comment
Coloquium Aug 28 2013 says:


your Mod seems to negate the experience gain for mass extractors. Is that so? My Mass Extractors do not have XP bars in theis tooltip.
Also the campaign AI is not using the new units. Will the skirmish AI do so?

Is this meant to be played with the infinite War DLC?

Is it compatible to the high res MOD?

Also, I tried to uncheck in the Mod Manager and now even deleted it in the Manager, but the new units are still there.

Thank you.

0 votes     reply to comment
Bastilean Creator
Bastilean Dec 13 2014 replied:

Yes, this mod is intended for folks with the DLC. This may explain some of your compatibility issues.

+1 vote   reply to comment
Guest Oct 9 2013 replied:

This mod is not intended to affect the campaign.

This mod does require Infinite War DLC.

This mod should be compatible with the high res MOD to the best of my knowledge.

See trouble shooting for help with any issues this mod may cause.

0 votes     reply to comment
lemongem Aug 19 2013 says:

HELP HELPDY HELP! I screwed up big i right clicked on the scd folder and it turned into an winrar circle when ever i click on it it turns into winrar installation i already have winrar i did this because it wasnt woorking with cerus mod manager and now when ever i download it again it still appears as a winrar installation

+2 votes     reply to comment
Scorponizer Feb 11 2013 says:

Is this mod dead?

+2 votes     reply to comment
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Released Nov 2011
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