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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Find Mod Enabled Friends and Frienemies here!
Server Address: dfw01.mainvoice.net:7014 Look under 'Mod Community' 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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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:

 

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Supreme Commander 2 0 1 3 Mod - Version 1.11HotFix

Supreme Commander 2 0 1 3 Mod - Version 1.11HotFix

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ARCHIVED and OBSOLETE - Version Beta 4

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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  (50 - 60 of 195)
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 12:06am says:

Just an update guys:

I managed to get the game to actually run with a new 1.1 version of 2013 mod, but I will need a couple of days to get the new version fully fleshed out and some thorough testing to make sure I can deliver the best mod experience for us all.

It only took about 10 minutes to get my modded files swapped over to the new SupCom2 version, however I ran out of time to fix a crash bug that popped up, so it will have to wait until tomorrow when I have the time to investigate and fix it..

I will keep you all posted, and hopefully by next weekend we will all be playing SupCom2013 v1.1 on SupCom2 v1.26, sorry for any deleys.

Cheers!

+2 votes     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 3:18am replied:

UPDATE: Crashes fixed, now I am just going to fix a few 'bugs' or left-out features from 1.0, so you can definetly expect 1.1 to be released sometime this week.

+1 vote     reply to comment
Guest
Guest Mar 17 2013, 4:58pm replied:

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HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 8:24pm replied:

The graphics are quite beautiful as is, though a little bloom would be nice. I have no knowledge of shaders used for graphics, maybe ask on the ReVamp mod page, they have a lot more experience than I do; I stick mostly to _editing_ unit values and behaviors, or 'adding' new abilities that are usually similar to what exists already in the game. Their mod is more advanced and they tend to add or use their own stuff more that I probably ever will.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 8:40pm replied:

Forgot to mention reflections already exist, both in water and on some of the units (look closely at an Aeon ACU on high settings).

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 17 2013, 12:20am replied:

The only reason I say 'next weekend' is I also plan on adding a couple of small things as well as updating to make the mod compatible with the new v1.26 of SupCom2, and it will take time, as always, to playtest and make sure everything is still kosher.

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 16 2013, 3:43pm says:

Hey guys apparently the Mod does not work with the newest version of SupCom2, rest assured I will spend my free time in the coming days/weeks working to rectify the situation so we can all play again.

Thanks for your patience.

+1 vote     reply to comment
Guest
Guest Mar 16 2013, 9:15pm replied:

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HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 15 2013, 10:28pm says:

Sorry guys looks like the main download didn't verify properly, I will test that Ver 1.0 works with the new SupCom2 patch (version 1.26 released March 15, 2013 after 2 years of silence, thanks GPG!!!), and then re-upload it, hopefully tomorrow.

I may also patch to 1.1 if necessary if the mod needs any tweaking, and also to fix a few quirks that further play testing has exposed (like electroshock not targeting air if built on water with the sponge upgrade, and going to give Aeon land Facs a torpedo upgrade on water also).

+1 vote     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 13 2013, 7:04pm replied:

Any luck? Also make sure you have your DLC enabled!

+1 vote     reply to comment
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