Supreme Commander Two-Thousand Thirteen - Version 1.11 OUT NOW! A 'scale and gameplay modification' 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. Keep it mind this is only a mod, do not expect it to be completely bug free or balanced. A full list of changes can be found in the 'Features' section.

Report content ARCHIVED and OBSOLETE - Version Beta 2
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Oct 6th, 2012
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The best SupCom2 'Scale Mod' just got better...with yet another new unit, more abilities, bug fixes, balance tweaks, improved visuals, and the ability for every faction to use it's extra Research Points; Beta 2 does a great job or rounding out the Supreme Commander 2 0 1 3 Mod.

Listed here are the changes for version Beta 2 only, for changes made up to and including the earlier Beta 1 version, either read the included Changelog.txt file or click here.

Added additional SupCom2013 Specific Loading Tips and custom Main Menu 'Version' tag.
Changed Unit Cap Values to 1000, 2000, 3500, 5000. Default 2000. Change in 'game.prefs'. Found 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 one of the above 4 values.
Added Healing Nanite Cloud upgrade to Aeon ACU.
Added Ainjel Guardian Pod Upgrade to Aeon ACU.
Fixed some hitboxes (tell me if anymore are broken please! What unit versus what unit).
Fixed some weapons missing (tell me if andmore are broken please! What unit versus what unit).
Made the footprints of planes smaller when landed to prevent crowded out planes from pushing others away.
Air Fortress can no longer land due to an occasion crash if it tried to do so over semi-valid terrain (may still happen with other air units, let me know if it happens to you please!).
Increased Jump Jet Speed for units.
Changed Jump Jet buffs from base x2 to x3 speed.
Reduced Cybran Naval Speed on Land (from 50% loss of sea speed to 70%).
Increased the armount needed for Cybran Naval Range upgrade.
Cybran Sea Factory Land Edition now costs 360 (from 320).
Added Research to Nanite conversion ability.
Researched after TML on structure tree it is an activated ability on the Research Station, and the Aeon's only way of ridding themselves of unneeded research points.
Added Aeon Taykyar Loyalty Tank, a researchable T2 unit used to steal enemy buildings and units.
Changed all Cybran Unit Detonate Effect sizes to extralarge01.
Shrank visual representation of aeon scroch bomb to fit actual damage radius.
Improved visual effects of each factions Overdrive (PD/AA, Mex, Research).
Improved Rate of Fire of flares.
UEF ACU Nuke Launcher minimum range increased.
UEF ACU Nuke Launcher will only target structures, experimentals, and ACUs.
Increased Cost of MexGuns and DominGuns.
Cybran Protobrain can now transmute Research Points into Energy.
Protobrain Gunship now takes 15 seconds to build initially (from 1.5), and takes 45 seconds to rebuild after death (from 25).
Gantries can now be built before any experimentals are researched (though they will apprear with no build options).
Aeon Factories no longer are charged for TML (though you still have to 'buy' them until i figure out how to auto-add, they cost 0e/0m).
Cybran Factories no longer are charged for AA (though you still have to 'buy' them until i figure out how to auto-add, they cost 0e/0m).

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ARCHIVED and OBSOLETE - Version Beta 2
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