Supcom2 Total Overhaul & Rebalance Mod (S.T.O.R.M.)
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; and by scaling down units, the maps are (in theory) a bit bigger; 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; or click on "read more" to see it here:
Supcom2 Total Overhaul & Rebalance Mod (Version 2.0)
---------------------------------------------------------------------------
_________________________________
GENERAL
-----------
* ALL Units are scaled down:
ACU to 60% size;
Engineers to 60% size;
Land units to 66.6% size; (2/3; with some exceptions)
Air units to 50% size;
Naval units to 50% size;
Experimental units: +/- 50% (most are 50%;
but some exp units are 40%: f.e. Sooprizer;
while some other are 60%: f.e. Darkenoid)
* Land/Naval units will have reduced movement speeds, (to +/- 60-75%)
(=> a small speed boost relative to their size changes;
with some variation: some are faster, some are slower)
* ALL Air unit speeds are unchanged, so they get 2x speed "bonus"
(they LOOK like they fly faster than in vanilla, but they dont!)
* NON-experimental land units get a x1.5 weapon range boost!
(with a few exceptions; f.e. UEF's added AA weapon on tanks get NO range boost!)
* Fistoosh/Meteor only get 70 range, (from 50, so only a 40% range bonus)
with their 15% range upgrade thats 80.5 range! (from 57.5)
* Cybran Cobras get 75 range (from 50; so the full 50% range boost!)
* note: Anti-missile units do NOT get a range boost!
* Naval units get a range boost on ONLY their AA weapons; (48 range, from 32)
and they now take longer to build! (making them a bit less spammable)
* Fighters get 50 (AA) attack range, (from 25)
their (AA) projectiles have increased speed; (30, from 20)
their vision is increased to 50; (from 32)
and their radar range is increased to 75 (from 60)
*note: bomber attack range stays the same; (32 range)
however UEF bombers get 75 radar/sonar! (from 60 radar/0 sonar!)
* Gunships get 20 weapon range; (from 13)
and they get 25 vision range (from 16)
* Transports have increased pickup range,
(25, from 10; this also counts for exp. transports!)
and basic transports all cost 1 less RP to unlock
(research behind it gets increased RP cost, see below)
* Several structures are scaled down to smaller sizes
* Scaled down structures also have rescaled scaffolding/tarmacs
* Most animations of rescaled units/structures
have been completely removed; or rescaled, if possible.
(f.e. proto brain XP aura animation is removed; as it caused FPS drops;
and thrusters of (basic) air units now only activate when moving! etc..)
* Commander unit build/repair range is increased to 30, (from 15)
their energy and mass production is doubled; (2M/10E, from 1M/5E)
Idle Cybran ACUs, with the upgrade, produce 60E; (from 25E)
Aeon ACU Mass income research now gives +150% bonus, from +250%!
(so with base 2M/s, it is a +3M/s upgrade instead of +2.5M/s; so its a buff!)
* ACUs get 50000 (base) hitpoints; (from 20000)
* HP regen rate is increased to 50; (from 24)
* ACU weapon range is increased to 50 !!! (on ALL weapons!)
* 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!)
* Mass extractors now cost 0 population; (from 1)
allowing players to always build them: even when at full pop cap!
Additionally, they gain veterancy 20% faster!
* Research stations get a bubble shield;
with the same strength as shield structures,
but the (increased!) size of factory shields! (30 shield size)
* Research stations also get the ability from UEF research convertors,
however this ability now converts 1 RP into 50 mass. (instead of mass to RP)
* Research stations now generate only 80% RP, (0.01, from 0.0125)
and they are a bit more expensive: 400M/800E (from 375M/750E)
* Note: there is a (known) bug where the research station can no longer use
their conversion ability for the rest of the game; (the icon becomes grey)
IF you try to use it when you dont have enough RP.
(the ability can ALWAYS be used, even when you have 0 RP..)
* Experience gained from destroying enemy units/structures
has generally been cut in half; major exp units give about 60%!
* Research Points gained from experience (by destroying enemies)
has been lowered even further, by about 16.66%! (or 1/6th)
(this is to balance the fact that RP can now be converted to mass!)
* Since destroying enemies gives less experience,
units now require less experience to gain veterancy; (usually about 20% less!)
the only exception to this is PD/AA Turrets (their veterancy is unchanged!)
* Structure Training Upgrades now grant +5% Energy income to Energy generators,
and +10% Mass income to Mass Extractors; this does NOT account for the Extractor's veterancy;
so that's a total of 50% on the base 0.6M/s; so Extractors get +0.3M/s with all 5 upgrades!
* UEF/Aeon Energy & Mass income upgrades are changed to 25% and 50% (from 20% and 25%)
(so in total thats maximum 9E/s for Energy Generators, and 3M/s for Mass Extractors, for UEF/Aeon;
while Cybrans can get maximum 7.5E/s and 2.7M/s, with (only) the Structure Training upgrades!)
* Shield generator structures cost 250 mass! (from 300)
* Nukes costs 900M/4500E (from 1000M/4000E)
and take 150 seconds to build (from 180)
(=> the nuke itself; NOT the structure!)
* Anti-nuke structures come with 1 anti-nuke for free;
anti-nukes are cheaper; (they cost 300 mass, from 450)
they are built a bit faster (50 seconds, from 60)
and anti-nukes have x2 range! (100 range, from 50)
Additionally, their anti-missile weapon gets x2 rate of fire; (6 RoF, from 3)
while Cybran (anti-)nukes gets a BombBouncer shield instead!
* Point Defense turrets get 56 weapon range; (from 40; so a 40% boost)
(Aeon PD Turrets also get 56 range, so no more PD range bonus for Aeon!)
and their weapon gets an area of effect of 1.5 (from 0)
Projectile speed increased to 90 (from 60)
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)
Projectile speed increased to 90 (from 45)
Vision range is increased to 30 (from 24)
* Factory AA upgrade get 60 range, (from 44)
their weapon gets an area of effect of 1. (from 0)
and projectile speed is increased to 90 (from 45)
* Factory Torpedo upgrade gets x2 rate of fire (0.5, from 0.25)
* Factory shield size increased to 30 (from 25)
* Experimental units now take a LOT longer to build; (+/- x1.5 !!!)
115/120 seconds becomes 180 seconds; (minor exp)
190/210 seconds becomes 300 seconds! (major exp)
and each factions gets 3 exp. units that take 240 seconds to build;
Cybran: Cicada/Kraken/SoulRipper;
Aeon: Wilfindja/Pulinsmash/Sooprizer;
UEF: Jackhammer/Atlantis/AC1000 (AC1k only takes 210 seconds!)
(Hint: 1 assisting engineer gives 33% production bonus!)
* Factories/Gantries gain veterancy (much) faster!
(meaning they need to build less units to gain veterancy)
* Gantries are much more expensive: 600M/3600E (from 400M/1300E)
and they take longer to build: 120 seconds (from 100 seconds)
________________________
AEON
-----------
* Harvog AA weapon damage increased to 16, (from 10; 32 base DPS, from 20)
giving them the same AA DPS as the AA upgrade for UEF land units;
but their movement speed is decreased further: (relative to size change)
2.75 speed, from 4.4; which is now the same speed as UEF Titans
(note: Harvog AA weapon does NOT get any range boost!)
* Crahdows get increased damage: 30 per shot (from 22)
(so base DPS becomes 60, from 44; note that Cybran Adaptors have 90 base DPS;
and Archanists get the same DPS boost; to encourage making specialized AA units)
* Land unit vision upgrade now grants +50% vision; (from +75%)
however the upgrade now costs only 1 RP! (from 2 RP)
* "Holo Flares" of air units take 2x as long to fire, (10s, from 5s)
meaning they will deflect only half as much, compared to vanilla;
however the upgrade now only costs 4 RP! (from 5 RP)
* Shotjas now have 360 degree "yaw range",
(meaning they can now fire while retreating!)
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 60 (from 360)
Lastly, their rate of fire is increased to 0.2 (from 0.15;
again, the same rate of fire as artillery units)
* Bodaboom gets a bubble shield; (150 shield HP; x2 with "Chrome HP" research!)
however you first need to have land unit shields researched!
Their shield has a 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 50 range!)
Their big turret should fire properly, (at moving targets)
while their 2 front laser cannons get 1 AoE (from 0)
They can now rotate on spot; and their weapon turrets rotate faster
(to compensate for rotating on spot; i got this from 2020 mod)
Lastly, they are bit more expensive (500M/2250E, from 490M/2100E)
* Wilfindja gets a bubble shield, with 5000 hitpoints,
(half shield HP of shield structure, and smaller size; 36, from 46)
they now have 125 radar/sonar; (in vanilla they only have 100 sonar)
they get 75 attack range (from 32, so about x2.4 range for drones to move)
however they are a LOT more expensive; (1000M/4000E, from 460M/2360E)
and their movement speed is reduced much further. (relative to size)
(note: they are still the fastest Aeon experimental land/hover unit!)
* The Wilfindja Drones move x1.5 faster, (12 speed, from 8)
drone attacks have 1.5 area of effect radius, (from 0)
but they deal much less damage; (25 damage, from 65)
and they have reduced rate of fire! (0.5, from 0.9)
(the severe dps nerf is to balance the fact that the (multiple!) drones can bypass shields;
and the large range bonus of wilfindjas; so now wilfindjas are a support/siege unit;
instead of a niche "submarine hunter"; i.e. so they can properly fight ALL naval units!)
Lastly, now the AI will build wilfindjas!
* Airnomo gets 50 range on it's AA weapons, (from 45)
it's anti-ground weapons get 40 range; (from 32)
and all their weapons get 1 Area of Effect; (from 0)
Vision range increased to 50 (from 46)
They are also more expensive: 650M/3250E (from 620M/2815E)
* Colossus' range is increased to 50, (from 40)
for all of it's weapons; Vision decreased to 60; (from 75)
the eye laser deals a bit more damage; (150, from 135)
but the laser has 3 AoE radius! (from 0; same AoE as MKLord!)
Colossus also has a bit more hitpoints (70000 HP, from 67500)
* Sooprizer is much cheaper, (1200M/6000E, from 1750M/8000E)
they have increased HP regen rate (75 regen, from 62)
but now also has only 22500 HP. (from 30000)
Their weapons now get AoE, (2 for main cannon, 1 for 2 small cannons; from 0!)
and their 3 weapons get 36 range, (from 32)
but all their weapons also get 120 turret yaw range (from 360!)
(so now they can only fire in front of them!)
Lastly, it gets a small move speed buff (6.5 speed, from 5.5)
* Darkenoid's 3 green lasers can now fire at air units;
(and they will prioritize shooting at air over anything else)
and the 3 lasers get 15 damage and 1 AoE radius (from 10 and 0.5)
* Their other 2 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 death explosion does more 20% more damage; (6000, from 5000)
and its damage radius (AoE) is doubled, to 16 (from 8)
(for reference, UEF air forts have 15 AoE on its death explosion)
* 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)
* Darkenoid now functions as a mobile air factory!
* Lastly, their move speed is reduced to 6 (from 8)
* Pulinsmash has 125 range, (from 100; same range as loyalty gun!)
and they pull in units slightly faster (every 2 seconds, from 2.2)
* 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)
and are built slightly faster (180 seconds, from 190)
Lastkly, they have much less health (12500, from 18500)
(making them a bit better for defense, and less OP for offense;
note: Pulinsmash now has the same range as Loyalty Guns!))
* Space Temples are more expensive: 1500M/7500E (from 1460M/5175E)
and are built slightly faster (180 seconds, from 190)
* Illuminator has 500 radar/sonar range; (from 250)
but they now have 50 vision range, (from 64)
making them more useful as a radar when not activated;
and a bit less OP (on big maps) when activating their ability!
(note: overdrive gives x8 vision bonus, so thats 400 vision,
when activating the ability; from 512 vision!)
* 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)
(TMLs also cost a lot more RP to unlock, see below)
* Electroshock Research has been moved to the location of TML;
TML has been moved to location of Research Boost;
Research Boost has been moved to location of Electroshock;
RP cost of TMLs is increased to 7 (from 5)
RP cost of electroshock (energy gen weapon) is reduced to 5; (from 7)
RP cost of Radar overdrive has been reduced to 3; (from 4)
RP cost of Illuminator has been increased to 12; (from 9)
RP cost of nukes is reduced to 15 (from 16)
RP cost of Loyalty Gun has been increased to 12; (from 11)
RP cost of "build on water upgrade" is increased to 9 (from 8)
* RP cost of Sooprizer lowered to 12; (from 14)
RP cost of Darkenoid increased to 15; (from 12)
and their positions in techtree have been switched!
* RP cost of Heehola transport is decreased to 4; (from 5)
RP cost of air unit teleport is increased to 9 (from 8)
* Buhbledow has been removed: just use TMLs and/or nukes instead!
________________________
CYBRAN
-----------
* 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.
Additionally; the upgrade RP cost is reduced to 2 (from 3)
* 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 their 15% range upgrade!)
* Air unit movement speed research now grants +10% speed (from 5%)
(note: the vanilla research probably didnt even do anything;
since it affected LAND movement speed, but not AIR move speed..)
* Air unit vision upgrade now grants +60% vision (from 75%)
* ACU vision upgrade now grants only x2 vision (from x2.5)
* Intellitron gets increased vision, (100 vision, from 64)
increased radar; (150, from 128) and 150 sonar! (from 0)
Their flares get decreased rate of fire (0.15, from 0.2)
* Recycler/Magnetron/(anti-)Nuke structures
all get the same shield as Bomb Bouncers!
* Recycler now costs 500 Mass (from 450)
* Magnetron has increased hitpoints; (18000, from 16500)
but both its magnet abilities now cost 3000E! (from 500E)
* Bomb Bouncer's charge ability now costs 1000E (from 500)
* Cicadas are much more expensive; (750M/3000E, from 475M/2375E)
and their "Stealth Field" ability costs 2500 energy (from 1250)
* Soul Ripper has increased HP (17500, from 16500)
it gets slightly increased HP regen rate, (90, from 83)
and they are a bit cheaper; (1100M/5500E, from 1200M/5625E)
and they have increased movement speed! (7.5 speed, from 6.5)
The range on all their weapons is increased to 32; (from 20)
the 3 biggest weapons have 3 AoE (from 0; same AoE as their other weapons)
but their 3 biggest weapons also have 180 yaw range! (from 360)
* Experimental Transport gets 15000 hitpoints, (from 9000)
and slightly increased HP regen (50, from 48)
* 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)
has drastically decreased hitpoints, (45000, from 100000)
the HP regen is decreased to 150, (from 190)
the big laser (& 2 small cannons!) gets a range boost (70 range, from 55)
and now has 6 minimum range; (from 12; allowing it to fire from up close)
but its damage is decreased: 150 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..)
* Megaliths get 1 Area of Effect on their 2 laser beams; (from 0)
and their laser beams deal slightly more damage. (15, from 14)
Their hitpoints are reduced to 9000; (from 9350)
but their HP regen rate is increased to 30 (from 26)
They are also a bit more expensive (550M/2400E, from 525M/2300E)
* Megalith and Monkeylord get 48 range on their AA weapons! (from 32)
* C-Rex has 48 range on its firebreath; (from 32)
increased area of effect; (4 damage radius, from 3)
and its damage is increased to 240 (from 220)
but C-rex is now more expensive; (1750 mass, from 1525)
The speed of C-rex has only been lowered slightly, (3.5 speed, from 3.7)
compared to other land units; so it is the fastest land unit in the STORM!
* Proto-Brain structure gets the "convert RP to mass" ability;
they produce only 50% RP; (0.02, from 0.04)
when the Brain "gunship" is in the structure,
this amount is doubled to 0.04! (from 0.08 !!!)
The ProtoBrain structure now costs 2 population!
(since the FREE Brain "gunship" costs 0 pop!)
* 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)
* RP cost of basic transports is decreased to 2; (from 3)
RP cost of experimental transport is increased to 8 (from 7)
* 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
-----------
* The AA weapon upgrade for RockHead/Titan/Demolisher/Meteor
does NOT get a range bonus, and their DPS is decreased to 32 DPS
so that now they all have the same AA DPS; and to make Anarchists more viable!
(Demolishers had 60 AA DPS in vanilla; more than Anarchist's 44 AA DPS...WTF?..)
Since this is a major nerf, the RP cost of the upgrade is reduced to 4 (from 6)
* Archanists get increased damage: 15 per shot (from 11)
(so base DPS becomes 60, from 44; note that Cybran Adaptors have 90 base DPS;
and Crahdows get the same DPS boost; to encourage making specialized AA units)
* Gauss Cannon upgrade for Anarchists gets a 20% range boost;
(24 range, from 20; which is now the exact same range of Titans!)
and the upgrade's RP cost is reduced to 2 (from 3)
* Demolisher gets 360 yaw range on its weapon;
meaning it can now fire while retreating!
Turret turning speed decreased to 60 (from 120)
* Fatboy HP regen rate is increased to 25 (from 22)
* AC1000 gets a bit more HP, (12500, from 11350)
and they get a lot more HP regen! (50, from 29)
They are also more expensive (525M/2750E, from 470M/2500E)
* Star King Exp. Transport get 17500 HP, (from 12500)
and slightly increased HP regen (50, from 48)
* Megafortress is a LOT more expensive, (1500M/6000E, from 1100M/4000E)
their Hitpoints are increased to 25000; (from 20000)
they have slightly increased HP regen rate; (75, from 71)
however their movement speed is reduced to 6 (from 8)
Their AA weapons get 1 AoE; (from 0) anti-ground weapons get 2 AoE. (from 1)
They build air units more slowly, (2 buildrate, from 3)
and building air units isnt as (dirt) cheap (1/2 cost, from 1/3)
Additionally, they can no longer build transports!
* 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)
* Atlantis builds air units FASTER; (2 buildrate, from 1)
but building air 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!
(for reference: basic shield structures recharge after 40s)
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!)
Kriptors are a bit more expensive (1375M/5500E, from 1325M/5210E)
they have slightly decreased hitpoints, (50000HP, from 50625)
and slightly increased HP regen (150, from 143)
* 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)
and they cost a bit more Mass (1000, from 950)
* The AI will no longer build Jackhammers, but builds Fatboys instead!
(the AI almost never unpacks them, for some reason, which made UEF AI way too easy..)
Players will still be able to build them, though!
* Land unit vision upgrade now grants only x1.5 vision; (from x2)
however the upgrade only costs 1 RP! (from 2 RP)
* ACU vision upgrade now grants only x2 vision; (from x2.5)
however the upgrade only costs 2 RP! (from 3 RP)
* RP cost of Sharpshooter reduced to 1 (from 2)
* RP cost of AC1000 is increased to 7 (from 5)
* RP cost of basic transport is decreased to 3 (from 4)
RP cost of experimental transport is increased to 7 (from 6)
* UEF research convertor has been removed!
(their ability is now available to research stations,
and has been changed, so this structure is now pointless..)
This comment is currently awaiting admin approval, join now to view.