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List of Addons
(detailed descriptions follow below)

- Tech Tree Mod (WIP)
- All Factions Mod v1.1
- Lonely Mod v1.0
- All Out Mod v1.0
- Unholy Alliance Mod (WIP)
- Revamp Music Mod (WIP, Sample Available)
- Black Sun Mod (WIP)
- FA Nostalgia Mod (WIP)
- Wall Shield Mod (WIP)
- Supremezilla Mod (WIP)
- Camera Mod
- Mod Creation Toolkit (WIP)

These addons are meant to be used in conjunction with the Revamp Expansion Mod (here), but some can be used in standalone with the default Supreme Commander 2 game without Revamp. See the individual descriptions for any incompatibilities between the mods.


- Tech Tree Mod (WIP)
An Alpha version is almost ready for release.

The main idea behind the first tech tree mod is to largely remove the tree feature altogether. All the units and structures are available to you for research at the outset and it's up to you to pick and choose what you want to research. In other words, you create your own custom army instead of being forced to research something that you don't want.

The following is a roadmap of releases:

Alpha

  • Catalog every unit and structure into DefaultBuildRestrictions.lua;
  • Create entries in Research.lua for all units and structures;
  • Arrange all entries in Research.lua to be displayed in research_layout.lua;
  • Link all units and structure to proper cause-effect relationships in Research.lua;
  • Remove tech toggle as an addon for factories and just use it as a menu system so that it is enabled and usable by default;
  • Set mass, energy, and research costs for all units and structures to 0; and
  • Set mass, energy, and research persistent production/consumption economy rates for all units and structures to 0.

Beta 1

  • Set mass, energy, and research costs for all units to appropriate values for balancing.

Beta 2

  • Set mass, energy, and researsh persistent production/consumption economy rates; and
  • Change icon priorities such that unlocked units and structures from the tech tree appear in factory and acu/engineer build menus in the order that they are unlocked.

RC Branch "Macro" v1.0 - Only SupCom 2 Factories

  • Program AI to work with mod; and
  • Rebalancing of mass, energy, and research costs and persistent production/consumption economy rates.

RC Branch "Micro" v1.0 - Basic + Advanced Factories

  • Enable advanced factories;
  • Enable FA ACUs as the Advanced ACUs;
  • Disable the default "all-purpose" engineer;
  • Enable basic + advanced land, air, and naval engineers;
  • Redistribute units and structures into basic+advanced categories;
  • Rebalancing of mass, energy, and research costs and persistent production/consumption rates.

In the future: 1.1 releases will begin incorporating individual and class upgrades in the tech tree.

Note: Each release will require that DLC be enabled, but only the "Macro" branch will have support for AI. The "Micro" branch will always be meant for player vs player. The "Micro" branch will be meant to be used with the Revamp Balance Mod.


- All Factions Mod v1.1

Changes from v1.0 to v1.1
- The removal of the two engineers initially provided by default have been relegated to a separate mod: Lonely Mod, see below.

This mod spawns a Cybran, UEF, and Illuminate ACU for each player at the beginning of the game so that each player can play all factions simultaneously.

The default tech tree is that of the faction chosen in the lobby prior to launching the game. In order to gain access to the tech trees of the other factions, you will need to first build a research station for those factions. Arrows will then appear in the bottom right-hand corner of the tech tree allowing you to scroll to the tech trees of the other factions.

This mod requires that DLC be enabled. It is compatible with Revamp Expansion Mod, and should work and be compatible with all other mods.


- Lonely Mod v1.0

The initial two engineers provided at the beginning of the game are removed. Therefore, you start the game with only an ACU.


- All Out Mod v1.0

Allows the player to build all units and structures at the outset. There are two versions: All Out and All Out Revamp Edition. In the Revamp Edition, the Tech Toggle feature has been removed as an add-on for factories and is enabled by default.


- Unholy Alliance Mod (WIP)

Play with both SupCom 2 and FA ACUs completely independently and side-by-side with absolutely no overlap between units and structures. Essentially, you would be playing two games simultaneously: SupCom 2 would remain in its vanilla state, while FA will use the Tech Toggle feature. Unfortunately, this mod will have to remain player vs player because it wont be possible to code the AI to build units from the FA factories.

Credit: Thanks to mathwizi2005 from here on moddb for the idea.


- Revamp Music Mod (WIP, Sample Available)

Just some synth stuff I'm playing around with. I'm still experimenting. I might do something orchestral, but right now I'm testing out some fast beats.


- Black Sun Mod (WIP)

Port over Black Sun from FA


- FA Nostalgia Mod (WIP)

Play with only FA units.


- Wall Shield Mod (WIP)
Allow the wall sections to be upgraded to have shields.


- Supremezilla Mod (WIP)
Only Experimentals, massively scaled-up in physical size, Finn's Revenge


- Camera Mod
Already included in the Revamp Expansion Mod, but can be used for SC2 without Revamp.


- Mod Creation Toolkit (WIP)
GUI-oriented toolkit for easy creation of mods. It will include GUI-based blueprint and research tree generators. The toolkit will also maintain a comprehensive database of how all existing 3rd-party mods interact with the original /gamedata files.

Note: the database of 3rd-party mods does NOT contain the actual mods themselves and the toolkit is not a redistribution of existing mods. It is just info for the toolkit that will let you know if your mod is compatible or incompatible with other mods. That's it.

The database will also contain info based on the author's permission whether or not your mod can mod that mod via meta-modding (i.e., hooking a mod), and if so, will create the necessary framework.

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RSS Files
DISABLED - CerusVI SC2 Mod Manager v1.02

DISABLED - CerusVI SC2 Mod Manager v1.02

Installer Tool 45 comments

( NO LONGER SUPPORTED BY RVE ) Please read the below info.........

arp

arp

Music 2 comments

Some arp synth music. Not sure which faction to give this to, either Cybran or Illuminate...

Camera Mod

Camera Mod

Full Version 0 comments

This is built into the revamp expansion mod so there no need to download it if your using the mod, This stand alone mod for the vanilla Supcom 2 DLC only

Revamp Music

Revamp Music

Music 0 comments

A 30 sec. sample of some music I'm composing for Revamp.

All Out Mod v1.0

All Out Mod v1.0

Full Version 0 comments

Allows the player to build all units and structures at the outset. The research tree remains intact in this release. In the future, the units will be...

All Out Mod Revamp Edition v1.0

All Out Mod Revamp Edition v1.0

Full Version 0 comments

Allows the player to build all units and structures at the outset. The Tech Toggle feature has been removed as an add-on for factories and is enabled...

Comments  (0 - 10 of 11)
15256058
15256058

Link broken

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Monkeyshinex
Monkeyshinex

How long do you estimate till you release the mod tools?

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OhNoesBunnies!
OhNoesBunnies!

Any chance for a "Original Colors" side-mod? :3

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cptjjd
cptjjd

ok i found a bug
every time i click on t1 power generator my game crashes
ive got 4 mods running; eco blitzcreig, economy panel R M E 1.1(dont see much difference in the panel tho), revamp expansion mod 1.5 and mod support v7. all is running through liveordie modmanager

im running i5, 4gigs ram, ATI Radeon HD 5700

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HeavyCruiser
HeavyCruiser

keep up the good work!

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Grievousc2
Grievousc2

When are the walls going to be fixed? When i place them down the enemy units just pass over them not being stopped.I thought they were meant as a barricade.

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Grievousc2
Grievousc2

I was reading the WIP list and i'm curious.Whats the Black Sun?

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madface
madface

Take a look at Supcom.wikia.com. It was also made into a playable unit with a mod for FA: Forums.gaspowered.com, although my implementation will be a bit different.

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Dante551
Dante551

so this just all the addons for this mod????

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madface
madface

The mods are primarily designed with Revamp Expansion in mind and with the express purpose of working specifically with that mod. However, the concept of some of the mods allows them to be used with vanilla SupCom 2. But the main purpose of the addon mods is to give different flavours of Revamp each emphasising different gameplay styles.

There's more to come. I have a lot planned. But I only started modding very recently. The main addon mod I'm working on (the tech tree) is a lot of work and will be a long-term project. These few small mods are just to get the ball rolling.

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Dante551
Dante551

i love the revamp mod was just asking :) by the way i cant seem to get the limit back down to 250

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