Supcom2 Total Overhaul & Rebalance Mod (S.T.O.R.M.)
Supcom2 Total Overhaul & Rebalance Mod (Version 1.3)
To install: First, make a backup of the z_lua_dlc1.scd in your game files!
Then, unzip the downloaded folder, and place all the files
(zz_STORM.scd, z_lua_dlc1.scd, and mithy's mod support, which is included)
inside your steam/steamapps/common/supreme commander 2/gamedata folder.
The main goal of this mod is make supcom2 feel/look a bit more like SCFA;
(in other words: to make the game look less "cartoony", due to the HUGE units)
while still preserving the vanilla supcom 2 gameplay as much as possible.
This mod requires the Infinite War DLC!
A changelog text file is included in the download!
GENERAL
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* Units are scaled down to about 1/2 size
(with a few exceptions; some exp units are 40% size)
* Land/Naval units will have reduced movement speeds,
to about 3/4 the original value (rounded UP)
(much slower than this would simply be too slow..)
* Most structures are scaled down to smaller sizes
(with a few exceptions, like mass extractors and turrets;
this is especially useful on maps with not a lot of space to build)
* Several animations of rescaled units/structures
have been completely removed, or rescaled; if possible.
(2 exceptions being aeon land factories and shield structures;
for some reason the animations of aeon structures,
that can be built on water with the research,
cannot be edited the same way as other structures..)
* Shield generators cost 200 mass! (from 300)
(and they are the same size as turrets!!)
* Mass extractors now cost 0 population; (from 1)
allowing players to build them even when at full pop cap!
* Mass convertors now generate 1 mass/tick;
but they also cost 15 energy/tick upkeep,
just like how mass fabricators work in SCFA;
but they still have the "convert energy to mass" ability;
which now converts 3000 energy to 200 mass!
(so it is the same 15E => 1M ratio)
* Research stations get an ability,
that converts 1 RP into 50 mass;
and they cost 350 mass (from 375)
however they generate only 40% RP (0.005, from 0.0125)
Note: currently there is a bug where the research station
can no longer use this ability; (the icon becomes grey)
IF you try to use it when you dont have enough RP.
(so the ability can be used ONCE, when you have no RP?..)
Until i find the fix for this, just be careful when using it..
* Anti-nuke structures come with 1 anti-nuke for free;
and anti-nukes have x2 range! (100 range, from 50)
* Point Defense turrets get x1.25 weapon range; (50, from 40)
(Aeon PD Turrets also get 50 range, from 45, so no more range bonus!)
and their weapon gets an area of effect of 1. (from 0)
Vision range is increased to 30 (from 28)
* Anti air turret range is increased to 80; (from 66)
and their weapon gets an area of effect of 1. (from 0)
Vision range is increased to 30 (from 24)
* Commander units generate x1.5 RP, (0.015, from 0.01)
their build/repair range is increased to 30, (from 15)
they get 50000 (base) hitpoints; (from 20000)
their weapon range is increased to 50; (from 20, for ALL weapons!)
and they get area of effect on their base weapon; (3 aoe, from 0)
and Overcharge gets slightly more AoE! (6, from 5)
* Engineers get 20 build/repair range; (from 15)
and you no longer start with the 2 free engineers!
(so you only have your commander at the start!)
* Fighters get x2 attack range, (50 range, from 25)
their vision is increased to 50; (from 32)
and their radar range is increased to 100 (from 60)
(bomber attack range stays the same; UEF bombers get sonar!!)
* Gunships get 20 range, from 13; and 25 vision, from 20
* NON-experimental land units all get x1.5 weapon range!
(with a few exceptions; like UEF's added AA weapon on tanks,
and AA weapon on harvogs stay the same;
to encourage making specialized AA units)
________________________
AEON
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* Shotjas now have 360 degree "yaw range",
(meaning they can now fire while retreating!)
but their damage is halved, (250, from 500; same base damage as artillery units)
their weapon range is only increased to 48,
(from 35; same range as artillery units; 55.2 with 15% range upgrade!)
and their turret turning speed is reduced to 45 (from 360)
* Bodaboom gets a bubble shield;
however you first need to have unit shields researched!
Their shield has reduced chance of reflecting! (0.25, from 0.5)
* Urchinow's 2 artillery weapon get 50 range, (from 32)
(so now all of their weapons have the same range!)
and now they can rotate on spot; and their weapon turrets rotate faster
(to compensate for rotating on spot; i got this idea from 2020 mod)
* Wilfindja gets a bubble shield,
(same strength as a shield structure but smaller size; 36, from 46)
they now have radar; (in vanilla they only have sonar)
they get 64 attack range (from 32, so x2 range for drones to move)
(for reference: megaliths also have 64 attack range)
however they are much more expensive. (600M/3000E, from 460M/2360E)
The drones will move faster, (12 speed, from 8)
drone attacks have 3 area of effect radius, (from 0)
but they deal much less damage; (30 damage, from 65)
and have 1/2 rate of fire! (0.45, from 0.9)
Lastly, now the AI will build wilfindjas!
* Colossus' range is increased to 50, (from 40)
for all of it's weapons; Vision decreased to 50; (from 75)
the eye laser deals less damage; (125, from 135)
but the laser has 3 AoE radius! (from 0; same AoE as MKLord!)
Colossus also has less hitpoints (60000 HP, from 67500)
* Sooprizer is much cheaper, (1250M/6000E, from 1750M/8000E)
they take (base) 190 seconds to build (from 210)
they have drastically increased HP regen rate (100 regen, from 62)
but now also has only 22500 HP. (from 30000)
Their weapons now get AoE, (5 for main cannon, 2.5 for small cannons; from 0!)
the main cannon fires a bit faster (0.5 rate of fire, from 0.4)
(main cannon has 750 damage, so thats +187.5 DPS!)
but all their weapons get 180 turret yaw range (from 360!)
(so now they can only fire in front of them!)
* Darkenoid's 3 green lasers can now fire at air units;
they have increased damage and AoE radius,
(15 damage and 1.5 AoE; from 10 and 0.5)
and their 2 other weapons can now attack underwater units;
The big beam gets 100 damage and 5 AoE; (from 75 and 4)
the "pinwheel bombs" get 75 damage and 2.5 AoE (from 165 and 1.5)
Their hitpoints are increased to 30000, (from 27500)
and their HP regen rate is increased to 75. (from 71)
However, they now cost 1750M/7500E; (from 1500M/5000E)
and take a bit longer to build (210 seconds, from 190)
* TML structures cost a lot more, and take longer to build;
(500 mass and 50 seconds, from 350 mass and 35 seconds)
they have x2 attack range (450 range, from 225)
but they also do 1/2 damage (750 damage, from 1500)
(for reference: Cybran Artillery has 875 damage/500 range,
so considering TMLs can be countered, this is balanced, imo)
* Loyalty Gun has x1.5 capture rate (3, from 2)
however they have less range (125, from 175)
they are more expensive; (1500M/5000E, from 1400M/4810E)
they take longer to build; (210 seconds, from 190)
and have much less health (12500, from 18500)
(making them a bit better for defense, and less OP for offense!)
* Illuminator has 400 radar/sonar range; (from 250)
but they now have 50 vision range, (from 64)
making them more useful when not activated;
and less OP when activating their ability!
* RP cost of TMLs is increased to 7 (from 5)
RP cost of anti nuke is reduced to 7 (from 9)
RP cost of nukes is reduced to 15 (from 16)
RP cost of electroshock (energy gen weapon) is reduced to 5; (from 7)
RP cost of "build on water upgrade" is increased to 9 (from 8)
* Buhbledow has been removed: just use TMLs or nukes instead!
________________________
CYBRAN
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* Cybran engineers get a(n extra) small range boost,
(32 range, from 20, so +2 on top of the x1.5 range bonus!)
to make the research a bit more worth it, (in early game)
and to make them a bit more viable as a "tank" unit.
* Brackman gets 360 yaw range on its weapon;
meaning it can now fire while retreating!
turret turning speed decreased to 60 (from 120)
Lastly, brackman gets 50 range (from 32)
(so +2 on top of x1.5 bonus; to make up for the fact that
demolisher/shotja have 55.2 range, with the 15% range upgrade)
* Intellitron gets increased vision, (75 vision, from 64)
increased radar; (150, from 128) and 150 sonar! (from 0)
* Recycler and Magnetron get the same shield as Bomb Bouncers!
* Recycler now costs 500 Mass (from 450)
* Magnetron has decreased hitpoints; (15000, from 16500)
and both its magnet abilities now cost 3000E! (from 500E)
* Bomb Bouncer's charge ability now costs 1000E (from 500)
* Soul Ripper has increased HP (17500, from 16500)
it gets slightly increased HP regen rate, (90, from 83)
and they are a lot cheaper (1000M/5000E, from 1200M/5625E)
The range on all their weapons is increased to 25; (from 20)
(their 2 AA weapons already have 25 range in vanilla!)
but now their 3 biggest weapons have 180 yaw range! (from 360)
(so now they can only fire in front; with ALL their weapons)
* Kraken's range on torpedoes increased to 48, (from 32)
and the torpedoes fire 2x as fast! (0.5 RoF, from 0.25)
Now they cost 900 Mass and 3500 Energy (from 910M/3350E)
* Monkeylord costs 1500 mass/7500 energy (from 3000/15000)
it takes 210 seconds to build (from 300)
has drastically decreased hitpoints, (45000, from 100000)
the HP regen is decreased to 150, (from 190)
the big laser gets a small range boost (60 range, from 55)
and now has 3 minimum range; (from 12; allowing it to fire from up close)
but its damage is halved: 125 damage/tick; (from 250)
Lastly, it gets radar stealth! (like in SCFA!)
(note: i also made it so that MKlords no longer pushes other units as much,
i did this for most other (land) experimental units as well,
but for monkeylords, this really was the most necessary..)
* C-Rex has 50 range on its firebreath; (from 32)
increased area of effect; (5 damage radius, from 3)
and damage is increased to 250 (from 220)
but it is now more expensive! (1750 mass, from 1525)
(also, it moves quite fast, compared to other exp units!)
* Proto-Brain Complex gets the "convert RP to mass" ability;
they produce much less RP; (0.015, from 0.04)
but they now cost 2 population (the Brain itself costs 0!)
* Proto Brain "gunship" has increased attack range, (20, from 10)
but they have decreased hitpoints and HP regen!
(10000 HP and 10 regen, from 13500 HP and 12 regen)
* RP cost of C-Rex is increased to 18; (from 14)
RP cost of Monkeylord is reduced to 14 (from 18)
(so the 2 RP costs have simply been switched)
* Boomerang has been removed! Despite being expensive,
unblockable (anti-)nukes are simply too OP, imho;
the fact that Cybrans get nuke+antinuke in 1 structure,
is already quite powerful; also the AI cannot handle boomerangs..
________________________
UEF
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* Demolisher gets 360 yaw range on its weapon;
meaning it can now fire while retreating!
Turret turning speed decreased to 60 (from 120)
* AC1000 gets a bit more HP, (12500, from 11350)
but they get a lot more HP regen (50, from 29)
and they are a bit more expensive (500 mass, from 470)
* Megafortress is a bit cheaper (1000 mass, from 1100)
and has slightly increased HP regen rate; (75, from 71)
However they build air units more slowly, (2 buildrate, from 3)
and building air units isnt as (dirt) cheap (1/2 cost, from 1/3)
* Noah Unit Cannon costs less Energy to build; (4500E, from 5225)
they build land units more slowly (5 buildrate, from 7)
and building land units isnt as (dirt) cheap (1/2 cost, from 1/3)
* Aegis Exp. Shield now has 250 shield regen rate, (from 0)
and the shield automatically recharges after 100 seconds!
(so you dont HAVE TO manually recharge it, but you still can;
making it even more effective against artillery/TML!)
However, the shield recharge ability now costs 7500E! (from 5000E)
* King Kriptor gets increased range for several weapons;
all weapons that had 32 range now have 50 range;
(its big cannons have 50 range, so all weapons will now fire together!)
they take 210 seconds to build; (from 190)
they are a bit more expensive (1375M/5500E, from 1325M/5210E)
and have slightly decreased hitpoints (50000HP, from 50625)
* Tigersharks have reduced hitpoints (1800, from 2200)
* Super Triton weapon range increased to 100, (from 75)
projectile speed increased to 27.5; (from 23.5)
Vision/Radar/Sonar increased to 100; (from 75)
Tritons now take 190 seconds to build; (from 180)
and they cost a bit more Mass (1000, from 950)
* The AI will no longer build Jackhammers, but builds Fatboys instead!
(the AI never unpacks them, for some reason, which made UEF AI way too easy..)
Players will still be able to build them, though!
* UEF research convertor has been removed!
(their ability is now available to research stations,
and has been changed, so this structure is now pointless..)