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!


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*.

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.

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...

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

Join the Steam Group!

Join the Steam Group

Sign up for tournaments at our Challonge! page.

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

Image RSS Feed Latest Screens
Supreme Commander 2 0 1 3 Mod - Version 1.11HotFix Supreme Commander 2 0 1 3 Mod - Version 1.0 Supreme Commander 2 0 1 3 Mod - Version 1.0
Blog RSS Feed Report abuse Latest News: Supreme Commander 2 0 1 3 Mod Version 1.11 Released

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:

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Supreme Commander 2 0 1 3 Mod - Version 1.11HotFix

Supreme Commander 2 0 1 3 Mod - Version 1.11HotFix

Mar 22, 2013 Full Version 25 comments

A brand new version of Supreme Commander 2 0 1 3 Mod, to introduce compatibility with the recent release of the v1.26 patch for SupCom2, and add a few...

Supreme Commander 2 0 1 3 Mod - Version 1.1

Supreme Commander 2 0 1 3 Mod - Version 1.1

Mar 20, 2013 Full Version 14 comments

PLEASE DO NOT USE THIS LINK. HOTFIX v1.11 NOW AVAILABLE - Please download the newer version! A coding error makes A.I. in this version unplayable, a new...

ARCHIVED and OBSOLETE - Version Beta 4

ARCHIVED and OBSOLETE - Version Beta 4

Jan 14, 2013 Full Version 6 comments

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...

ARCHIVED and OBSOLETE - Version Beta 3

ARCHIVED and OBSOLETE - Version Beta 3

Nov 30, 2012 Full Version 8 comments

Supreme Commander 2's best "Scale Mod" is here with a new version. This one changes gameplay the most since the Mod's first release, so be sure to read...

SupCom2 0 1 3 Mod - Version Beta 3 Research Tree

SupCom2 0 1 3 Mod - Version Beta 3 Research Tree

Nov 30, 2012 Other 0 comments

SCREENSHOTS from the Beta 3 Version of Supreme Commander 2 0 1 3 Mod's research trees, including mouse-overs of each tile so cost and descriptions can...

ARCHIVED and OBSOLETE - Version Beta 2

ARCHIVED and OBSOLETE - Version Beta 2

Oct 6, 2012 Full Version 1 comment

The best SupCom2 'Scale Mod' just got better...with yet another new unit, more abilities, bug fixes, balance tweaks, improved visuals, and the ability...

Post comment Comments  (100 - 110 of 198)
paxton666 Jan 18 2013 says:

The game will crash when using an Aeon Faction. Time in game for this to occur can be accelerated by changing the AI to MAX(slider bars all the way to the right). In a normal game it takes about 1 hour. Accelerated with the cheatin AI, it takes 10-15 minutes. This is ONLY happening when there is an AEON faction. The crash is simply that the units all freeze. You can still navigate the menues. The game does lockup completely but that is after you try and QUIT. Also, it isn't specific to the REVAMP mod(the latest 1.05 and patch). The 2013 and scale mods have the same crash.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 18 2013 replied:

If you could, run the game with this in the command line:

"C:\Games\Steam\SteamApps\common\supreme commander 2\bin\SupremeCommander2.exe" /log log.txt /xactdebug /showlog /windowed 1024 768 /EnableDiskWatch

Does it show anything in the log when the crash happens?

+1 vote   reply to comment
paxton666 Jan 18 2013 replied:

This was map field of isis. All 4 faction Aeon. Using 2013 mod beta 4.

this was only the /log command, also this site wouldn't let me insert a link to pastebin so thats why the start of that link is missing. you can figure it out :)

+1 vote     reply to comment
paxton666 Jan 18 2013 replied:

started an other match with /log log.txt /xactdebug /showlog /windowed 1024 768 /EnableDiskWatch

I don't know what an error looks like in the log window. I will do another pastebin after this match crashes in 13 minutes of game time on FAST speed.

+1 vote     reply to comment
paxton666 Jan 18 2013 replied:

freezes at line

INFO: [Mod Support: Sim] Buff.lua fix applied

UI and entire game freezes at when I try to quit the game at line

info: QueueCloseConnector

info: CloseConnector

Any line after this would be me in task manager killing the process. I don't see any more lines anyway.

You can duplicate this issue yourself. Select map field of isis, one or more Aeon using all 4 players with you observing. Select game speed FAST. Within 10 -15 minutes of game time it will crash.

+1 vote     reply to comment
paxton666 Jan 18 2013 replied:

Also, to get it to crash in 10-15 minutes need to MAX out the AI setting, bars all the way to the right.

Afterwards, you can setup a test the same way but with all cybran, NO Aeon and it won't crash, the game will finish.

+1 vote     reply to comment
paxton666 Jan 18 2013 replied:

one more little detail, I setup left side team vs right side team

+1 vote     reply to comment
paxton666 Jan 18 2013 replied:

running same setup right now except I have 2 cybran and 2 uef. over 30 minutes of game time and still running normally.

+1 vote     reply to comment
OverRated Jan 16 2013 says:

Spend some more time working on your scaling skills when scaling you need to take into account unit and weapon effect scales which none have been scaled in your mod.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 16 2013 replied:

I have actually scaled quite a few most notably those with higher rate of fire and lower damage, or those that did not match the 'what you see is what you get' feel, such as scorch bombs, the Super Triton, or Quantum Artillery.

Many of the weapon effects (muzzle flashes, projectile meshes, and polytrails) I have left the same size, or only shrunk slightly in order to maintain visual feedback (they start getting hard to see, especially important when you need to dodge artillery, or know whether your tanks are firing).

I also do not mind a big explosion on the receiving end of the shell, as long as it represents damage done (as I mentioned I shrunk assault bot's projectile explosion scale because of their high rate of fire but low damage).

I'm not going to say I have done everything I can or want to (time is limited), but unless we are talking about different things here, I have done quite a bit more scaling than the 'none' you say.

+1 vote   reply to comment
OverRated Jan 16 2013 replied:

Good to hear i was only judging from your screen shots.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 17 2013 replied:

Always a work in progress as I am sure you know all too well :D

+1 vote   reply to comment
Chosen-One Jan 15 2013 says:

Hi there. I think it was already reported, but still. UEF have AA glitch, sometimes its not firing at enemy air units. And It appears that Naval units became useless because of no arcs of projectiles on most of the water maps.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 15 2013 replied:

Most AA will only fire down to a certain arc, allowing gunships and transports to slip under this arc to do damage or drop troops (meanwhile fighters and fighter/bombers fly high and take fire).

As for navy, yes it is less useful for shore bombardment, however the UEF's Super Dreadnaught still has an arc fire, and all the cybran naval units can walk/jump jet onto land, meaning that arc-firing is less necessary (though I know it would be handy).

+1 vote   reply to comment
Chosen-One Jan 15 2013 replied:

Well, AA decision is questionable...But I presume that you will work on naval to fix it? At least, for balance purpose, let direct fire to t1 ships, and heavy bombardment to Poseidon and similar ships. But still, I found those *issues* annoying.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 15 2013 replied:

The chage to AA was not really a questionable decision in my opinion as there were a few reasons to do it.

Instead of just shrinking the range on AA I chose to keep it a more realistic range while making it not able to shoot targets low on the horizon. If this was not the case then units coming out from factories would often be shot down by your enemies AA before being able to do anything. Now they have a chance to fly away and join their group out of range of AA towers (unless your enemy is REALLY close).

It also allowed me to differentiate gunships from bombers since now gunships are not as easily shot down by AA (unless they get too close), and need fighters to be properly countered (or an investment in your faction's base defense tech).

+1 vote   reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 15 2013 replied:

As for the Navy, it is a sort of technical limitations I ran into because of the projectile speeds I have chosen do not allow for arcs (the reason the Dreadnaught works is because I kept it's fire cannons on a lower projectile speed). These issues are also map dependant as some ridges can be shot over and some can not. Some hills/bridges can not be shot up while too close, but at max range the projectiles may be able to arc properly (Iskiliean Coast bridge).

For UEF: Use cruisers to bombard with missiles. Battleships are meant for domination of the sea, no longer for shore bombardment, which is left to the Super Triton Dreadnaught. Make use of the Atlantis to build up huge forces of gunships and bombers upgraded with clusterbomb to finish off the enemies base.

For Cybran: Make use of the LEGS upgrade. Also, keep in mind that Engineers can become very power land/naval support units, and can be used in your land walking naval party to great effect when upgraded with guns. Use Naval Jump Jets or engineers with JJs to jump up or over ridges that are giving you problems. The Aircraft Carrier with it's build bonuses can also be put to good use using gunships and stealth bombers to put the final pressure necessary on your enemy to make them crumble by naval supression.

+1 vote   reply to comment
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT Jan 15 2013 replied:

In future versions I will try to make it so that if the AA is targeting something it can not fire upon because it it's low arc then it will look for other targets (if this is possible).

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Supreme Commander 2 Icon
Developed By
Send Message
Official Page
Release Date
Released Mar 2, 2013
Mod Watch
Track this mod
Community Rating



12 votes submitted.

You Say


Ratings closed.

Real Time Strategy
Embed Buttons

Promote Supreme Commander 2 0 1 3 on your homepage or blog by selecting a button and using the embed code provided (more).

Supreme Commander 2 0 1 3 Supreme Commander 2 0 1 3
Supreme Commander 2 0 1 3
Last Update
2 years ago
177 members