This compilation involves few smaller mods for Supreme Commander - Forged Alliance that are made with intent to make battles more about strategy, map proportions, conquering, base layouts thank to new adjacency bonuses and all stages of management. There are many modifications that are targeted for developing new stronger and stronger experimentals, weapons and resource generators. This compilation is totally different. It's main goals is eliminate elements such as: "Game for Heroes" - No more situations where one T4 unit comes from nowhere and ravage whole heavy defended base. "Tech rush" - No more jumping low tech levels and rushing for nukes or T4 units. "Camping" - Players sit on one place and accumulating long range weaponry, nukes, resource generators, fabricators and defense? Never more! Fabrication is much less effective, T3 static artillery changed to support defensive element, nuke silos can hold only one rocket while expanding opponent gets bonuses to factories and resources

Post news Report content RSS feed Version 5.0 of Ric'H'ard strategy addons compilation released

New mod structure and coding. This version is divided to six 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 individually turned off so and their various combinations bring various gameplay feeling with different impact of various levels. Fixing all known bugs and adding more adjacency bonuses and tweaks. Click for more info and download...

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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
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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"
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Doubles original adjacency bonuses and adds new.

New adjacency bonuses

+ fabricators adjacency to MeXes and themselves.

"Ric'H'ard - Core module"
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- 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"
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- 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"
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Enhanced target priorities. Specific categories of units firing smarter on specific categories of enemy units.

"Ric'H'ard - TechScaling"
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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"

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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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