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Supreme Destruction. Prepare for the a whole new destruction upgrade to Supreme Commander 2. With unit tweaks, new units, and more on their way, this mod will change your Supreme Commander 2 playing experience. The Beta version is used online on the mod's steam group, currently 6 players with the mod are already in it. The Full Version of Supreme Destruction V1.0 will be released on March 23rd.
Main features:
-Improved AI,
-Unit cap of 1000 2000 3000 or 4000, (Against AI, 2000 is the max otherwise you risk crashing)
-40+ units ported over from Forged Alliance,
-Eventually totally costum units will be added, meaning costum models, textures, and weapons,
-Extreme Experimentals,
-Orbital weapons (On hold for now).
-Re-worked research tree
-Mulltiplayer support, mod's steam group: Steamcommunity.com
Credits for contributers:
-Warbird: Ideas/Ballance.
-Shadowlord01/OverRated: For helping me if i was stuck with something,
-Mithy: For Orbital Sattelite script code,
-Dayuppy: Costum models/textures.
-DarkTiger A.K.A. RoadKill: Costum models.
Just a little update on the news.
1. Future updates of the mod might be a bit delayed, as i currently have to get 2 more models done and working in-game for the Tier system i'm going to implement in my mod, and my modeler has... well, let's just say things didn't go so well. Anyway, untill the models are done and turned into what i'm planning on them to be, there will probably be no updates. However, i expect to be done with this around the end of April.
2. The Tier system mentioned above will work as so:
Each faction will only start with the ACU. It will have access to all your basic buildings, all the factories, and a so called Engineering factory. The Engineering factory will produce T1, T2, and T3 engineers. These then build T1/T2/T3 buildings (including T1/2/3 Air/Land/Naval factories), the ACU will probably also have an upgrade to be able to build T3 buildings. That's roughly the idea.
3. I will probably release a small patch to the current version of SD, just to fix the few glitches and to apply the scale changes. It will also somewhat be a balance patch.
Beta version will be released tomorrow, featuring many of the units the Full version will have. I have also created a Steam group for people with the...
Full version is scheduled to release on March, 23rd. Currently almost all the units i plan on including are in the mod already, I just have to balance...
Changes planned before releasing full version. It will be delayed a bit, but do not worry, not by much. The release date is planned somewhere in late...
Here's the list of units i plan on adding before releasing the first full version of the mod:
Ported mod from the game version 1.250 to 1.260 with no changes.
Ported mod from the game version 1.250 to 1.260 with no changes.
Here it is, Version 1.1! There are some hidden surprises in this release aswell. (some stuff not shown by screenshots). If you spot any bugs, let me know...
See below for more info/changelog/instalation instructions.
Sad to see a mod attempt fail.
where do i put the file? i got the steam version of suppreme commander 2 and i have a windows 7. plz help!
how can you adjust the Unit cap cant find it anywhere
Woot
No, it's not. I'm back!
It's dead.
Nice copying from supcom 1! no offence i was wondering how you would do that? the AA gun and turrets from supcom 1 were always really cool :)
There are some images of a custom model car unit. How did you get it in SC2? I would like to know how to get a new model ingame, becouse I want to make some myself.
I'm having a problem with the mod. It crashes when I start a multiplayer with a friend coop against the ai. I noticed that it was stated that a high unit cap can crash the game...although I assume that happens when the units a amassed. This crash occurs when i start the game.
How do I change the unit cap. I have found no info on this
is the nuke damage radius changed in the mod, if not can you show me to a mod where it is or how you can do it yourself