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.
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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