VERSION 1.11 RELEASED!   Download from ModDB (SkyDrive Mirror)



Another new video on the SupCom2013Mod YouTube Channel, this time highlighting the changes to the UEF faction.


Featuring Support Command Units, new air units, dozens of research tree edits and additions, bug fixes, feature refinements, extended plus easier to access economy bonuses, no more wasted research points, and more!

THIS MOD REQUIRES THE "INFINTE WAR" DOWNLOADABLE CONTENT FROM THE STEAM STORE

A 'scale mod' that changes more than just unit sizes. Basic units have been shrunk in size but now produce much faster. Projectiles shoot farther, and both units and projectiles move at more realistic speeds, so terrain and army composistion are more closely linked. View distances are also augmented. This is a playable Beta version of the mod, do not expect it to be completely bug free or balanced. Full changelog included in the download, or there is a cumulative changelog in the ModDB Features section.

This mod is meant to be played with No Exclusions in Assassination Mode on Normal Speed, and *needs to have DLC enabled*.

CHANGING THE UNIT CAP:
Find a file called 'game.prefs'. It should be in C:\Documents and Settings\&#xUS;ERNAME%\Local Settings\Application Data\Gas Powered Games\Supreme Commander 2 where &#xUS;ERNAME% is the login you use for windows (or somewhere similar to this I am not familiar with all operating systems). Search for UnitCap and change to 1000, 2000, 3500, or 5000. It should default to 2000.

For best playing; In SupCom2's options, "Always Render Strategic Icons" should be set to "Yes", and Strategic Overlay should be turned off.

For best viewing replays; hold shift to see players build orders, or push ctrl+u to disable the replay interface if you wish to watch the game "cleanly', (no life bars, icons, or build orders) and zoom in close to the action.

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Special Thanks to:
GPG & Chris Taylor
Rasmuffin, I_AM_THE_SLAW, Venium, NeoGhostExcalibur
Bastilean, Bravest Asian Alive, SS Duke Nukem, lil spike
Especially: mithy for programming the modsupport mod, theshadowlord because I poked thru his defaultcamera.lua file to figure out what I needed to change to customize mine, OverRated (aka LiveOrDie) for coding tidbits.
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A Basic Summary of Changes:
Most 'Tier 1' (T1) units now produce at a fraction of the cost and time, but have comparitive health and DPS per mass (accounting for new ranges). They also have longer view distances and farther range. They are physically smaller, but their projectiles move faster for the most part. Most T1 units do a little bit of splash damage, so choose wisely whether or not to use formation move when attacking. To differentiate bombers and gunships, bombers fly high, are low armour and have a ~60 second reload time on splash damage bombs, making them ideal for hit and run and raiding areas outside of enemy AA. Gunships have constant DPS with little splash but fly low so they can use terrain to hide from AA and potentially have the armour to get into the fray and wreak havok in all but the most protected bases. Do not try to use bombers or gunships though unless it is a surprise or you are certain you have air control as fighters are now very deadly against air targets. It is noteworthy that all T1 units still give the same veterency and research boost to those that kill them even though you get 3-8 times as many for the same mass so using them as straight cannon fodder is not recommended until late game when research earned drops off (thogh veterency earned does not). Sheild and Regeneration numbers were also not tweaked, so they will most likely represent a larger portion of overall health.

There are now a couple of Tier 2 (T2) units; Upgraded Cybran Engineers, Illuminate Shotja's, and UEF Field Engineers are larger and have bigger guns and when upgraded have small bubble sheilds. Engineers also now get small bubble sheilds when upgraded. T2 have more range and do even more Splash damage then T1, but take longer to build .

Tier 3 (T3) Minor Experimentals units, like the Fatboy, Megalith, and Urchinow have longer ranges on some weapons (Illuminate have 'mobile artillery' now in the Urchinow) but may not engage with other weapons until closer in (for example Fatboy's top turret is bigger, and fires farther, but other guns will not kick-in until it is at a shorter range).

Major Experimentals (T4) are now generally now more deadly in some way (I can't spoonfeed you all the changes you have to explore a little!). All air units will now land if left to idle over traversable solid ground (but not water or out of bound areas for some reason).

Each faction has new economy, as well as having existing economy upgrades easier to access, so take advantage! The Cybran start with mass conversion attached to their Energy Generators, and Illuminate start with Overdrive on their Mass Extractors. Illuminate also have new economy bonuses attached to their ACU via new upgrade options. Illumiate and UEF structure economic upgrades are now less expensive. In addition, when the UEF purchases the Research Income Upgrade, they can Overdrive their Research Stations, which when coupled with the new Research to Mass convertor add to their ability to aquire both technology and economy.

Other Fun 'New' Toys:
Titan Jump Jets; Loyalists can repair (though will not auto-repair, the best thing to do is click R, hold shift and click around damaged units); Electroshock can target Air; Buhbledow is different in that it serves as a sort of artillery now, though it trades perfect accuracy for having it's projectiles be able to be shot down; Return of Billy (sort of; upgrade the UEF ACU with TML and you will see); Wilfindja has a bubble sheild (Illuminate's mobile sheild generator) to make it better at hit and run tactics; Colossus Claws will suck in air units; C-Rex has long range TML...Lots of other fun stuff including DOZENS UPON DOZENS OF CHANGES, go digging!

Full Changelog in the Features Section...


TeamSpeak 3
Find Mod Enabled Friends and Frienemies here!
Server Address: dfw01.mainvoice.net:7014 Look under 'Mod Community' Section.


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Need help learning? Income Graphs, Strategy Guide Draft, and over forty v1.11 Replays can be found here:


Download Replays from the SkyDrive Replay Vault
Download Supreme Commander 2 0 1 3 Mod Game Learning Materials from the SkyDrive Replay Vault.


Supreme Commander 2 0 1 3

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0 comments by HoT_Ho11oW_PoiNT on Mar 20th, 2013

UPDATE MARCH 22, 2013: A new version HotFix Version 1.11 is now available that fixes games versus A.I.
UPDATE APRIL 25, 2013: SupCom2013Mod YouTube Channel now active, check at the bottom of this post for an entire start to finish 1v1 PvP game! 

Gas Powered Games recently updated Supreme Commander 2 to version 1.26, which is great news, right?

Well 99% yes; the extra 1%? It broke most mods that were compatible with the last version, requiring SupCom2's modders to release a new version of their mods in order to be able to even allow players to launch. Well the Supreme Commander 2 0 1 3 Mod is on the case, adding a few small features, bug fixes, and balance tweaks along the way. A new version of the mod, Version 1.11, is available for download now from the ModDB Downloads Section, which also features the changelog.

Also worth mentioning is the recent featuring of SupCom2 0 1 3 in a YouTube series called Mod of Interesting!. The series features TheDunntist as he plays mods for various games, occasionally for the first time. The episode will give you a short glimpse into a human vs Normal AI game (easy, I know but it's his first try!). Although it really only scratches the surface of what the mod is about, the footage will help anyone not familiar with SupCom2 0 1 3 to get a small insight into what they will be getting themselves into. 

Click to play the episode:
 

UPDATE APRIL 25, 2013: SupCom2013Mod YouTube Channel now active, Including this full 1v1 PvP game:

 

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Post comment Comments  (0 - 10 of 195)
Galahir950
Galahir950 Jun 30 2014, 11:13pm says:

Can you add a new "Last Man Standing" victory condition where it is a team game, then once a all but one team is eliminated, the game breaks up the winning team and turns into a FFA? I dont know if the engine allows this.

+1 vote     reply to comment
Keanu2000
Keanu2000 May 28 2014, 9:13pm says:

Are the Aeon the Illuminite? I've always wondered what Aeon was.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT May 29 2014, 4:58pm replied:

Indeed...They are known as Aeon in the first game and Illuminate in the second, I refer to them mostly as Aeon 'cause its 4 easy to type letters rather than 10+ spread across the keyboard...

+1 vote     reply to comment
yavuztezcan
yavuztezcan May 19 2014, 3:35am says:

CMON mate you can't leave us without updating this beauty :( Tell me you're working on it...

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT May 20 2014, 1:22pm replied:

Playtesting continues...find me on steam to join us :D

+1 vote     reply to comment
Dragon492
Dragon492 Apr 25 2014, 9:04am says:

Found a big bug that needs to be smushed,

UEF Research to mass structure likes to "Break" as in the ability cannot be used, its greyed out, and many cases will work a few times before having the issue.

The only way i've fund out unbreak it is to simply reclaim it and rebuild it.

Sometimes, on a very rare ocasion, it will randomly start working again.

Not sure why.

I tend to run about 40 of them under normal circumstances, i've tried running them in the 10s (only 10 built in the round) still encounted the problem.

I tend to find myself reclaiming and rebuilding them back to back, as some of them spawn broken.

Ty.

Hope it gets fixxed

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Apr 25 2014, 12:37pm replied:

This is actually a problem with ALL abilities in the game (as of patch v1.26).

If you try to use ANY ability, but do not have the resources to do so (Example you have 6 Aeon Power Generators that you want to use 'electroshock'. If you have less than 1800 energy (300 per for that ability) and hit the button, it will activate as many as it can, but any that it cannot will be permanently greyed-out.

This is something that is in the engine now, and even exists in the 'vanilla' game. This is something GPG will have to fix.

In the meantime you can avoid the 'perma-grey-out' by only activating the ability when you have the resources to do it. If I recall, each time you convert research to mass it costs 1RP. Just make sure if you are trying to convert using 5 structures, you have 5 RP, as if you only have 3, 2 of your stations will get bugged (again not the mod's fault, this is a well documented bug reported hours after the patch by myself to GPG over a year ago, but was never fixed).

+1 vote     reply to comment
OverRated
OverRated May 14 2014, 3:40am replied:

Some pointed me here but no the cost will stack and you will only be able to use that ability on a group of units if you have the right resources and if each ones off its cool down, How ever if you use the hot key when having a group selected it will activate as many as it can going off your resources.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT May 28 2014, 6:54pm replied:

yes sorry i said "hit the button" when i meant 'hit the hotkey'...using a hotkey while you do not have enough resources will result in perma-grey out for anything that gets 'shorted' by your lack of power/mass/research (whatever it is that costs).

+1 vote     reply to comment
Dragon492
Dragon492 Apr 25 2014, 6:50pm replied:

Oh? i never noticed it via vanilla, Okay, thanks for the clarification man. Excellent mod.

Thanks for the quick reply and keep up the great work

+1 vote     reply to comment
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