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 4
Full Version
Jan 14th, 2013
28.43mb (29,805,846 bytes)
1,625 (1 today)
Embed Button
Download now

Closing in on Version 1.0, Beta 4 is a relatively small patch compared to the others. Instead of adding new units or features time was taken for this release to improve the game's balance, refine or streamline existing abilities, fix more visual elements, and squash bugs.

Please upgrade to Version 1.1 found here (alternate).

Totally reworked UEF Clusterbombs, each little bomb is now actually a bomb instead of the main bomb doing damage over time. The only exception is against UEF shields, where the bomb will do 14 times the damage (there are 14 mini-bombs) and 4 times the radius (default radius of one minibomb = 1).
Raised build time of UEF Light Artillery.
Added Research path between UEF Heavy Atillery and Nuke.
Cybran Pulse Lase upgrade 3RP to 5RP.
UEF Field Engy now 6RP.
Lowered Loyalty Tank range by 2.
Cluster bomb 5RP to 9RP.
Adjusted accuracy values of long range artillery for both races (UEF more accuracte, Cybran less).
Lowered Trebuchet rate of fire, adjusted damage to keep DPS the same.
Added Quantum Sponge Effect to Aeon Factory Shields when upgraded in the research tree.
Shrank naval Cruiser and Destroyer AA range.
Anarchist Direct Fire Gun upgrade range 40 to 35.
Fixed Loyalty Tank Effect.
Tweaked healing values of Loyalist including rates and ranges.
Units with seperate weapons on their flanks will now have each weapon 'prefer unique targets' unless told otherwise.
Added firing statusbar to T1 tanks.
Raised turning rate, but lowered acceleration rate of fistoosh mobile missile launcher in order to try to make the launch artillery ability easier to use while at the same time keeping it's approximate movement properties the same as the other factions.
Added some missing minimum range rings.
Doubled damage of Fistoosh Artillery ability.
Halfed energy cost of Fistoosh Artillery ability.
All T2 units (except the Loyalty Tank) now have blindspots behind them. The idea being that they will need T1 excorts still when facing land blobs, in order to faciltate kiting.
Slightly raised turn rates of UEF and Aeon (Cybran was already higher and still is) assault bots while
slightly lowering T1 tanks.
Tweaked Titan's damage to be the same as Harvogs.
Increased speed of Megalith from 3 to 3.35, increased regeneration from 26 to 100 (trying to make hit and runs the Megalith's strength among minor experimentals), increased radius of inner lasers by 5.
Debuffed damage and health value of the Cybran Stealth Bomber.
Lowered SCU build cost 1300 to 1050.
Re-added detonate to Brackmen (ooops!).
Tweaked health values of nuclear missiles and damage values of anti-nukes so they will not accidentally get shot down by non-anti-nukes.
Tweaked Aeon Unit Shields initial regen value (half of previous versions), but added 100% shield regeration bonus to Chrome Health.
Added and swapped more distinctive Research Tree Icons to tech that is different, but previously used similar icons as other tech.

Preview Image
ARCHIVED and OBSOLETE - Version Beta 4
Post comment Comments
Guest Jan 17 2013 says:

This comment is currently awaiting admin approval, join now to view.

HoT_Ho11oW_PoiNT Author
HoT_Ho11oW_PoiNT Jan 18 2013 replied:

SupCom2 is not very good for mod installation, and should you misplace any files, or have any corrupted it will often crash.

Re-download, and make sure you follow the installation instructions very carefully. I am not sure about compatibility with any other mods, so you should probably make sure there are no other mods installed.

Follow the installation instructions carefully.

+1 vote   reply to comment
yuechuanxiang Feb 12 2013 says:

i don't know why the mod is so small when i downloaded's only 28.43mb!!

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Author
HoT_Ho11oW_PoiNT Feb 12 2013 replied:

Despite the fact that the game plays totally different there is not much that is new in the way of artistic content. There are only 7 new units, accounting for about 5-8MB each. However once zipped up into .rar files they only take about 3MB a piece.

Most of the changes come from tweaking variables for individual units, or adding new scripts for abilities and whatnot. All of that is done in plain text, so the amount of data is negligible.

+1 vote   reply to comment
OverRated Feb 22 2013 replied:

As there mod units not new units you can point there bps to the units original mesh and textures reducing the size even more just a tip.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Author
HoT_Ho11oW_PoiNT Mar 2 2013 replied:

Awesome tip thanks man :D

+1 vote   reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Supreme Commander 2
Send Message
Release date
Released Mar 2, 2013
Mod watch
Start tracking
MD5 Hash
Related Games
Supreme Commander 2
Supreme Commander 2 Real Time Strategy