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.

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This document categorizes and lists the differences between the default game and the modified game. It does give a run-down in plain english of all the changes that really matter, but it does not include every variable tweaked as that would just be an insanely big list.

Posted by HoT_Ho11oW_PoiNT on Nov 28th, 2012
Article


VERSION 1.11

CUMULATIVE CHANGELOG

Supreme Commander 2 0 1 3 Version 1.11 available for download here or here.

Document update for v1.11 on March 22, 2013 

Some of the most important changes will be Italicized .


GAME UI AND RULES:
Removed starting engineers, added teleport effect similar to SupCom1.
Changed Unit Cap options to 1000, 2000 (default), 3500, 5000. (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 Custom SupCom2 0 1 3 Loading tips.
Added custom Main Menu 'Version' tag.
Added over 25 new hotkeys!
Added Secondary/Tertiary/Minimum range rings to a lot of units.

GENERAL CHANGES FOR ALL FACTIONS:

ALL UNITS
Most Visual and weapon ranges raised all around.
All cannon and laser based projectile speeds raised.
All Anti-Air will now target at long range as long as radar/line of sight is achieved, however all anti-air that is not a rocket based can only fire above a certain degree relative to their horizon, meaning gunships and transports can fly under their fire until close range.
Various tweaks to projectiles to make them more visually appealing with the new scale of some units.
Various tweaks to projectile explosions to increase the 'what you see is what you get' feel.
Changed some boring unit names (mass convertors, artillery peices).
All Missle Launchers and Artillery given smarter targeting priorities.
Most torpedoes now do 750 damage, with rate of fire determining a unit's damage per second.
Some unit's or individual weapons have a minimum range, meaning they are vulnerable from fire by units very close in.
Increased the beam length on all Tactical Missile Defenses.
Basic Economy Upgrades are generally cheaper and easier to get in the Research Tree.
All factions have new economic possibilities.
All factions can now spend their excess research points by some means.

All shields have been re-balanced so that they regenerate quicker while they are up, but once down, take 50% longer to get to 100% again then if they had not gone down.
All ground based anti-air (excluding those with rocket rounds) can now only target air units that are above a certain degree in their line of sight, so gunships can sneak in beneath AA while bombers can not.
Tweaked all unit colour pallets:
-UEF now always has a dark-blue-steel colour as their main colour, and their chosen team colour is their logos and stripes
-Cybran now always has a dark-red-steel colour as their main colour, and their chosen team colour is their logos and stripes
-Aeon's chosen team colour translates into a luminescent version of itself for their main colour, and a khaki-green/grey as their logos and stripes
Tweaked build time and RP cost of all experimental units/gantries/long range artillery/overcharges/nukes to push back end game (1v1 games now last approximately 20 to 40 minutes instead of the 8-16 minutes of a typical game of SupCom2, but do not think there is in any way less action or less things to do).

LAND

Assault Bots, Tanks, Mobile Artillery, and Mobile Missle Launchers are all a fraction of the size/cost/buildtime/health etc that they used to be.
Added unlockable Support Command Unit (SCU) for each side (uses replacement model, hopefully just for now but I am not a modeler!).
Engineers, Field Engineers, and Shotjas get a small bubble shield when upgraded.
Increased Jump Jet speed to 3x base speed from 2x.

AIR

Fighters, Fighter-Bombers, and Gunships are all a fraction of the size/cost/buildtime/health etc that they used to be.
Bomber and Fighter-Bomber bombs no longer track targets and now fall with gravity; non-formation ground firing over level terrain is recommended to keep bombs on target. 
Bombers now have a long reload time (about a minute), so hit and run tactics are recommended otherwise bombers will just uselessly circle their target, and may end up missing their target if left on improper bombing runs.
Most air units will now land when idle over valid terrain (_flat_ land only, not water).
All the gunships base speed is now 8 (from 6).
Air units now fly at different altitudes: gunships and transports in low, fighters and experimentals in the middle, bombers up high.
Basic Transports get a bubble shield when upgraded.
Basic Transports weapon capabilities increased.
Increased cost of each factions gunships by 1RP, and transports by 2RP.

NAVAL

Naval has been switched up so that different units have different recon abilities, (ie, no longer can you just spam subs, you will probably need a Cruiser to give you sonar once you are outside of structure sonar range).

STRUCTURES AND ECONOMY
Point Defense now build very slowly, but are very deadly when deployed properly.
Mass conversion now converts 3000 energy to 200 mass (from 2500:250).
All Nuke Silos are now less expensive (comparable to Aeon TML launcher), but nukes are more expensive (2500m:10000e).
Nuke Silo Tactical Missle Launchers are now longer range (combine with artillery to crack shields and snipe shield generators).
Radar Station cost increased to 205 (from 80).
Research Station cost increased to 400 mass from 375.
All factions now have seperate subtle visual tweaks to their Nuke Silo Nukes.
Nukes are now way more deadly.
Increased Range of anti-nukes by 50% (50 to 75, nuke radius is 100 on the farthest outskirts).
Boomerang not changed due to devestation upon success.
Land Gantries can now be built before any experimental units are purchased (plan ahead and save 130 seconds!).
Reduced the health of factory sheields by 20%.

ACU

Overcharge customized for each faction.
Overcharge energy cost from 2000 to 5000 (but also more deadly).
All research now costs at least one RP more, with the exception of Training.
Doubled the amount of experience necessary to level up your commander (because of ability to slaughter T1 units).
Escape pod now builds very quickly to give the illusion that your headquarters teleported you a new body and your pod just programmed it. As a compromise to this obvious buff, building a new body with your escape pod alerts your enemies to your posistion via a giant scorch mark.

TECH TREES
Many, many addtions and new paths, screenshots available on ModDB website and included in the download.


FACTION SPECIFIC CHANGES:


CYBRAN


LAND
Loyalist Assault Bots can now repair, finish buildings, and reclaim from very close range when put on patrol or attack-move orders. They can also be set to repair manually.
Increased Energy cost of Bomb Bouncer's manual charge to 1000 energy (from 500 I think).
Engineer:
-Bubble Shield when upgraded
-Light Pulse Laser replaced with Heavy Pulse Laser
Megalith II:
-Renamed Microlith
-Main cannon now does alot of front-loaded area damage from long range, has a minimum range
-Lasers kick in at shorter range, have less area damage, but do have high amounts of damage delivered consistantly
-can no longer shoot thru it's own body with it's lasers, and the same lasers now has a 30 degree blindspot behind the unit
-is now radar stealthed
Bomb Bouncer speed increaded to 4.5 to account for greater weapon ranges on smaller units.
C-Rex:
-Changed bombs to damage over time so any units that chase him or fill the void made by his pushing thru get hurt
-Tactical Missles are now more long range, do more damage
Changed and added many prerequisites on the research tree to make things more accessable
Added Regen 2 Upgrade.
Added Rate Of Fire 2 Upgrade.
Added 'Ivan' Support Command Unit:
-Comes with AA and EMP with it's death nuke
-Recieves rate-of-fire/jump-jets/shield/heal-rate etc upgrades from land tree
Speed Reducing Mega Armour buff changed from 80% speed loss, 50% damage reduction to 50% speed loss, 66% damage reduction.
Reduced the health of Cicada from 20000 to 12500.
Added upgradable EMP ability to Cybran's Brackman mobile artillery.
Added Structure Build Reduction Time upgrade to Engineer and SCU.Cicada can now be Radar Stealthed (though still no visual cloak is possible for obvious balance reasons).

AIR

Renegade can now carry one basic land unit (Assault Bots, Tanks, Mobile Artillery, and Mobile Missle Launchers).
Intellitron:
-now produces more flares
-Gets a bubble shield when upgraded.
Basic Transport gets a bubble shield when upgraded.
Giant Transport can fire on submarines.
Added Stealth Bomber Unit Unlock.
Added Air Agility 2 Upgrade.
Changed and added many prerequisites on the research tree to make things more accessable.
Rate of Fire upgrade now affects all minor air units instead of just the gunship.

NAVAL

LEGS upgrade also unlocks a land based naval factory to produce legged naval ships on land on any map.
Added Trident Class Frigate (fast moving destroyer escort with shield, sonar, anti-submarine depth charges).
Swapped a few projectiles amoungst units.
Kraken now has a bubble shield, and a speed increase.
Added Naval Rate Of Fire Upgrade.
Increased land speed de-buff to 70% reduction from 50% in vanilla, resulting in slower moving land navy.
Command Class turrets can no longer target thru the body of the unit.

STRUCTURES AND ECONOMY

Added Point Defense and Anti-Air Overdrive, an unlockable ability that when triggered for 1000 energy increases range and rate of fire of the selected tower.
Increased Magnetron push and pull abilities cost to 1000 energy (from 500 I think).
Increased Magnetron push and pull abilities cooldown to 60 seconds (from 30).
Decreased Magnetron push and pull abilities duration to 15 seconds (from 20).
Protobrain's Gunship can now target air units.
Changed and added many prerequisites on the research tree to make things more accessable.
Energy Generator:
-Cost to 80 (from 70). This means it is 20% less efficient to build pgens for mass conversion than it is to build mass extractors
-Built in Mass Convertor on energy generators from the start of the game (***no research needed***)
-Has a shield
-More volatile upon destruction
Research Stations also act as Stealth Field Generators (range 16, ring added but may not be accurate).
Mass Convertor is now a Mass Fabricator (now same size as a mass extractor, base cost 220m:2200e, requires no input).
Proto-Brain Complex can now be upgraded to convert excess Research Points into Energy.
Increased the amount of time it takes for Brain 'gunship' to spawn, and also it will now take longer to produce after spawning.
Factories now start with both Intel and Anti-Air already upgraded.
The Recycler has been renamed the Repulsecycler because it now has a 'Repulse' ability.
Repulsecycler and Mass Extractors will now auto-reclaim living enemy units before looking for wrecks.
Reduced base cost of Repulsecycler to 330 (300 in game because of 10% cost reduction pre-req).
Added Added Accuracy Ability to Cybran Artillery, an activable ability that narrows down the artillery's firing randomness.

ACU
Nanobot now deals damage differently to be more how it looks; only does 2 pulses of high damage instead of 20 some odd small ones.
Missle Launcher is now a fast firing barrage.
Overcharge now extends range for duration, and gets most of it's damage boosted through a hugely increased rate of fire.
Added Cybran ACU brain buff bonus (does not stack with proto-brain gunship bonus).
Quantum Knockback now extends weapon range 35% (does not stack with overcharge).
Powershunt upgrade now turns off only when main weapon has a target it wants to shoot (you can move and fire AA/TML and still get energy).
Added RegenShunt, increases regen to 400% while main weapon is idle.

ILLUMINATE

ALL
Tweaked nanite clouds (ACU, mass extractor, factory, Collossus) to health all units except ACU and experimentals (before was only basic land units).

LAND

BodaBoom now recieves a bubble shield upon upgrading other land units with shields.
Increased the speed of Rouge Nanites to account for longer weapon ranges.
Urchinow now has longer ranged artillery, a big gun with area damage, and small guns for in close encounters.
Wilfindja now has a bubble shield.
Airnomo now does Area Damage Over Time.
The Colossus' claw guns will now suck in small sized air units.
The Pulinsmash range and rate of suckage increased by 10%. It should now also suck in transports.
Added 'Minnemee' Support Command Unit, which comes with Rogue Nanites, and can be upgraded with teleport etc from land tree.
Changed and added many prerequisites on the research tree to make things more accessable.
Added Decrease Build Cost 2 Upgrade.
Changed Shield Tech from 5rp to 8rp.
Added Taykyar Loyalty Tank, available as a unit unlock.
Added Cloaking ability to Shotjas - sometimes will not break targeting that already has them acquired, but will prevent further targeting.
Added 'Launch Artillery Shell Forward' ability to Aeon MML - will fire an Area Damage over Time artillery shell in the direction that the MML is facing; click attack on a target, wait for them to face the target, click the ability ('custom' projectile; darkenoids bombs with artillery trail, scorch bomb effect on impact).

AIR
Efficiency of flares decreased per plane to account for increased production numbers.
Darkenoid lasers now target air units also.
Sooprizor can now teleport.
Added Skaiismine Fighter.
Changed and added many prerequisites on the research tree to make things more accessable.
Added Chrome Health 2 Upgrade.

NAVY
Nothing to see here, move along.

STRUCTURES AND ECONOMY

Added Mass Extractor Overdrive, available at the beginning of the game.
Research Stations now start with a bubble shield.
Research Stations can now be upgraded to convert excess Research Points into Rogue Nanites.
Buhbledow now acts as a Tactical Missle Barrage Launcher in addition to having an EMP.
Additional Buildings can now be built on water with the Quantum Floating Upgrade.
Land factories built on water now have torpedo as an add-on option.
Changed and added many prerequisites on the research tree to make things more accessable.
Quantum sponge upgrade 3 rp->1rp.
Energy Income 5rp->3rp.
Mass Income 7rp->5rp.
Quantum Sponge now turns 5% instead of 1.25% of damage taken into energy.
Factories now start with TML upgrade.
Sacrafice heal now always turns 1/4 of its base max health into health for every surrounding unit.
Mass extractors now have a healing nanite cloud by default (does not stack with factory).
Added Emergency Beacon to Space Temple, instantly transports in 50 Yenzoo Tanks for 10000 energy.
Added health to missile projectiles of TML and Buhbledow.

ACU
Overcharge increases range, and now accounts for extra damage by increased rate of fire and adding damage over time.
Added Mass Income 2 Upgrade.
Added Research Income Upgrade.Added Healing Nanite Cloud Upgrade.
Added Ainjel Guardian Pod Upgrade that spawns an indestructable offensive pod to kill enemy units and structures.
Added Quantum Sponge upgrade after Shield.
Added Capture Range upgrade to make the capture range equal your weapon range (except when overcharged).

U.E.F.


LAND
Added Afterburner to Engineer.
Neo: Added Jump Jets to the Titan.
Fatboy battleship cannon has long range, cruiser cannons kick in at closer range. Both have minimum ranges also (battelship longer minimum range).
Neo: Added 'Junior' Support Command Unit:
-comes with jump jets and hunker
-heals 20% faster than an ACU.-gets range/damage/shield upgrades from land tree.
Neo: Changed and added many prerequisites on the research tree to make things more accessable.
Neo: Jackhammer:
-now fires like a jackhammer (powpowpowpowpow..........powpowpowpowpow.....powpowpow)
-added energy costs (2500 per) and animation delays to both unpacking and packing the weapon
-changed it's "hunker status" to have more 60% damage reduction when the gun is packed up, instead of when unpacked as in vanilla
-now targets air units

AIR

Neo: Added Lynx Anti-Air Light Bomber, a light bomber with short ranged anti-air capabilities; not a true fighter bomber though, as it is slower, but can shoot behind itself.
Neo: Added Afterburner Upgrade to Fighters, comes after Build Time decrease for 5 RP.
Added Eagle Eye Rate of Fire Upgrade, to allow for less time between bombing runs.
Neo: Bombers now drop multiple bombs.
Increased Bomb Camera Duration to make it more useful (from 20 seconds to 30 seconds at default, from 40 seconds to 60 seconds when upgraded).

NAVY
Reduced number of missles per Mastadon volley from 6 to 4, with assosicated DPS loss.
Neo: Super Triton now has a shield, and it's large cannons do damage over time.
Added Naval Increased Veterency Upgrade.
Neo: Subs deck gun will now target air units.
Subs now surface upon birth.

STRUCTURES AND ECONOMY
Neo: Getting the Research Income Upgrade unlocks the Overdrive Ability on Research Stations.
Harden Artillery Cooldown to 60 seconds.
Neo: Hardened Artillery can now target air units.
Neo: Can convert Research to mass with research converter (1RP to 100 mass).
Neo: All non-Mobile shields can now be recharged.
Added 25% health to Point Defense.
Changed and added many prerequisites on the research tree to make things more accessable.
Energy Income Upgrade 4rp->2rp.Mass Income 7rp->5rp.
Added Radar Range 2 Upgrade.
Added Radar Installation Vision Enhancement, increasing vision radius by 500% for 5rp.
Neo: Quantum Atrillery now has near perfect accuracy, and huge amounts of splash damage, but super slow rate of fire. It also gives vision for 7 seconds.
Added Damage Increase Upgrade.
Neo: All factories start with shields.
Land Factory shields now start at the same as the other factions.
Reduced rate of fire of Fortified Light Artillery 20% (with associated DPS loss).
Neo: Added Quantum Artillery Overdrive.

ACU
Neo: Added Tactical Nuclear Missle Launcher in lieu of a regular TML.
Neo: Overcharge accounts for extra damage strictly through extra splash damage and more damage per shot.
Changed and added many prerequisites on the research tree to make things more accessable.

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HoT_Ho11oW_PoiNT
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Release Date
Released Mar 2, 2013
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