March 5th, 2017: Version 1.2 RELEASED!

Join our DISCORD CHANNEL to play online competitive multiplayer featuring improved balance, many new abilities, bug fixes (proper Anti-Air targerting, no A.I. crashes), improved visuals, any many other positive changes!


VERSION 1.2 RELEASED! Download from ModDB (OneDrive 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\ERNAME%\Local Settings\Application Data\Gas Powered Games\Supreme Commander 2 where 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.

---
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.
---

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...


Discord
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Text Link: Discord.gg

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Supreme Commander 2 0 1 3

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RSS Articles

The newest version of SupCom2 0 1 3 Mod, version 1.2, is set for release sometime next weekend, baring any last minute issues. In preparation I've sat down and done an hour long talk about the mod with SupCom2's most popular competitive analysis streamer Mr.StealUrGirl. We chat about the mod, and many of it's changes and the motivations behind them while observing a competitive game between myself and my head playtester, I_AM_THE_SLAW.

Take a look at the preview, found below, and make sure to check out the new version when it is released next week. If you'd like to help out with some last minute testing or get an earlier preview of the mod, please join our Discord Channel!

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Comments  (0 - 10 of 207)
TornadoStorm
TornadoStorm

Amazing mod! Thanks for the hard work!
However, this mod seems to have a lot of changes to the game. Could you perhaps write a guide of some sort, or make a tutorial video?

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Guest
Guest

Does this mod work with the RVE mod

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HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

No, because of the way SupCom2 loads its files both mods have to share some filenames, and therefore end up in conflict.

Reply Good karma+1 vote
donot1
donot1

is this mod still dead

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HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

Nope, a new version will be released in early March, if you want to help test out the beta for that version, join the discord channel!

Reply Good karma+1 vote
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

Hey Players: come join our 2013Mod Discord Channel! :: Discord.gg

Reply Good karma+1 vote
Litany0fFury
Litany0fFury

Does this mod works with campaign?

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Guest

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Keanu2000
Keanu2000

I cant wait to see this updated c:

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Guest

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