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!

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\&#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.

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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.
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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...


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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

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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:

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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...

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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...

Post comment Comments  (40 - 50 of 198)
Guest
Guest

is it possible for you to add some new factions to supcom2? i love your mod, and it would be even cooler if there would be 4/5/6 factions!

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ALBINOsnowball
ALBINOsnowball

Factions, unfortunately, are impossible to add (at least, at the moment). The files that would allow the addition of new factions (as well as other things) are encrypted.

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Xarkgaming
Xarkgaming

When will there be a new update?

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HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

It will probably be a few weeks to a couple months at least. Things are busy in my real life, and truthfully I am running out of things within my scope of capability to do. In the meantime I am ramping up some 'advertising' stuff, with a new YouTube channel about to launch, and with it a new 'Features Trailer' and the starting of replay casts.

After that I need to find a decent modeler, and get someone more experienced with the code to fix any remaining bugs, and add a few new features. Currently, with the exception of the video media, playtesting and about 1% of the coding I am the only team member. I take care of the coding, websites and PR, the 2D Art both in-game and out, and arranging all the playtesting and tournaments. I will be looking to change this before too long in order to fill a couple of those jobs and start managing more, but in the meantime things will be a little slow.

Reply Good karma+1 vote
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

I also forgot to mention my computer is pathetically slow, so adding and testing new features has always been a pain in the ***, but has become unbearable for me to sit through on a regular basis anymore. Also previously the playtesters have been fine with my slow sim speed because they are 'friends' of mine, but it is really tough to playtest even 1v1 (but especially AI) online because the games can take like 2 hours due to my sim lag.

I have someone who has already offered to 'donate' to me a used barebones system (I am self-employed so not really in the market to buy anything as it is not in my budget) that is lacking a GPU, hard drive and OS. If I can find the money myself or find someone to donate any of those 3 remaining parts I would definitely be stimulated to work on the mod a little more since the load times wouldn't be so bad and I could actually keep my sanity.

Reply Good karma+1 vote
demonking2000
demonking2000

this mod only changes the textures no new units

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HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

There are actually 7 'new' units, however they do not yet have their own models, only different sizes and their own 'place' in the mod. Models will hopefully eventually be replaced (as long as I can find a modeller/animator).

Make sure you have DLC purchased from the Steam Store and also properly enabled, and the mod properly installed, you will see: 3 new aircraft (UEF Lynx Anti-Air Light-Bomber that for now uses the existing bomber, Cybran Provocateur Stealth Bomber that uses the existing Cybran fighter/bomber, and an Aeon Fighter, that also used the fighter/bomber), each side now has a Support Command Unit (that uses a shrunken ACU model until I get replacements), and the Cybran can build their Naval Factory on land once they get the naval legs upgrade.

There are also many, many additions to the Research Tree, many new abilities for existing units, new color palette for units, and a more realistic scale as far as small units and their projectile speeds/firing distances go.

Reply Good karma+2 votes
HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

I also forgot the Cybran's Naval Frigate, and the Aeon Taykyar Loyalty tank for a total of 9!

Reply Good karma+2 votes
Guest
Guest

Hmm i can't play the new mod 1.11 i can play the Ver. 1 (bugs included) i switched the files game doesn't start.

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HoT_Ho11oW_PoiNT Creator
HoT_Ho11oW_PoiNT

I can probably help but you must be more specific...

Any files pre-1.1 will not work with SupCom2 (the new SupCom2 version, 1.26, came out not long ago and keeps the mod from starting if using pre-1.1).

What is is that is preventing you from playing v1.11? Are you using mod manager, or swapping files?

I just need more info in order to help you.

Reply Good karma+1 vote
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