This compilation involves few smaller mods for Supreme Commander - Forged Alliance that are made with intent to make battles more about strategy, map proportions, conquering, base layouts thank to new adjacency bonuses and all stages of management. There are many modifications that are targeted for developing new stronger and stronger experimentals, weapons and resource generators. This compilation is totally different. It's main goals is eliminate elements such as: "Game for Heroes" - No more situations where one T4 unit comes from nowhere and ravage whole heavy defended base. "Tech rush" - No more jumping low tech levels and rushing for nukes or T4 units. "Camping" - Players sit on one place and accumulating long range weaponry, nukes, resource generators, fabricators and defense? Never more! Fabrication is much less effective, T3 static artillery changed to support defensive element, nuke silos can hold only one rocket while expanding opponent gets bonuses to factories and resources
This compilation is made for playing with BlackOps: Unleashed, Adv. Command units, Balance mod and Sorian and Duncane AI mods. BrewLAN mod is in intended soon.
This version is incompatible with Total Veterancy mod! It brought too many unwanted unbalance aspects.
For additional info and reasons of changes check Ric'H'ard new principles.
Version 7.0
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Version 6.0
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This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtually larger, and removes MTML homing capabilities which makes them little overpowered.
This version is devided to many smaller individual mods which improves compatibility even more with other mods. This solution is also very flexible to user needs and wants, because every part can be individualy turned off so and their various combinations bring various gameplay feeling with different impact of various levels.
This compilation contains:
"Ric'H'ard - New adjacency"
"Ric'H'ard - Core module"
"Ric'H'ard - Projectiles"
"Ric'H'ard - Targets"
"Ric'H'ard - TechScalling"
"Ric'H'ard - Unit resolution"
"Ric'H'ard - New adjacency"
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Doubles original adjacency bonuses and adds new.
+ fabricators adjacency to MeXes and themselves.
"Ric'H'ard - Core module"
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- All turrets on all units turning much more slower. Exceptions are static artillery structures and bots.
Flanking, maneuvering and speed is more important. Even more against heavy tank battalions and base defenses.
- Mass extractor greatly increases buildrates of factories, silos...
Forcing to expanding. It is huge advantage but use it wisely. Mass spots are limited.
- Mass fabrication is much less effective. Can't be turned off.
No more camping. You have to expanding and capturing mass-rich areas. Fabricators are great for decreasing mass consumption of adjacent factories but they can't be turned off.
- Nuke damage decreased.
No more one nuke flat whole nice base. It is good to play with nuke/shields collide mod.
- T3 static artillery include Salvation has decreased range, damage, accuracy, cost and buildtime and increased damage radius and turret moving.
No more camping and building hundreds of this buildings and hitting foe from the far with no real assault. You have to get closer. Its main role is defense against heavy units and large battalions now.
- Scathis has not unlimited range, now it can hit target approximately 5km far. Has increased HP and its costs and build speed is close to its vanilla version.
No game-enders, who wants them.
- Decreased omni radar radius. Increased land units radar radius.
Scouting and FOB are more important than radar camping.
- All point defenses have limited minimal attack radius, so early tiers are still usable against units too close to your defense perimeter.
Fast weaker units has their role in the battlefield such as heavy tanks and artillery.
- All aircrafts have decreased turning speed and damage and increased HP.
Countermeasure against bomber kamikadze pinpoint hitting of commanders and T3 bomer spamming. Air battles are more various, longer and on bigger areas.
- All armed structures energy consumption tripled.
- Mass extractors energy consumption increased five times.
"Ric'H'ard - Projectiles"
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- STML autofires on buildings.
- STML has enhanced target priorities.
- STML and MTML projectiles seeking mobile units.
- SSML can storage only one piece of rocket. It's buildrate decreased, energy consumption and buildtime increased.
- SASML can storage only two pieces of rocket. It's buildrate decreased, energy consumption and buildtime increased.
"Ric'H'ard - Targets"
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Enhanced target priorities. Specific categories of units firing smarter on specific categories of enemy units.
"Ric'H'ard - TechScaling"
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Less scaling between tech tiers. Weaker units have speed, acceleration, maneuverable, ROT, ROF bonuses. Heavier ones have similar penalties.
Example of some attributes:
"Ric'H'ard - UnitResolution"
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Tanks, arties, bots and hovers have their specific roles on the battlefield. Differences in speed, acceleration, maneuverability, weapon aspects and much more...
For example tanks vs. bots:
This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtually larger, and removes MTML homing capabilities...
This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy larger, and removes MTML homing capabilities...
New mod structure and coding. This version is divided to six smaller individual mods which improves compatibility even more with other mods. This solution...
This version improves compatibility even more with other mods, fixing all known bugs and adding more adjacency bonuses and tweaks. This version is incompatible...
This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy larger, and removes MTML homing capabilities...
This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy larger, and removes MTML homing capabilities...
This version brings tweaks in adjacency bonuses, halved units fire ranges, which makes battlefield virtualy larger, and removes MTML homing capabilities...
Added fix that removes no nuke damage bug and T4 HP regeneration in the core module. This version is divided to six smaller individual mods which improves...
This version is divided to six smaller individual mods which improves compatibility even more with other mods. This solution is also very flexible to...
This version improves compatibility even more with other mods, fixing all known bugs and adding more adjacency bonuses and tweaks. This version is incompatible...
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Hello there
Is the mod complete, On hold or Dead
Das AI good work with your mod or only multi player games?
i dont know why but the t3 mobile heavy artillery does not fire on target
With what mods enabled? What's behaviour of the unit? Does it deploy its gun or moving towards target? Isn't target in the minimum radius where it can't be hit?
In your opinion, what are the best mods to run together at the same time? Obviously this pack (because you made it), but anything else in addition to this?
It is mentioned in the text.
"This compilation is made for playing with BlackOps: Unleashed, Adv. Command units, Balance mod and Sorian and Duncane AI mods."
+ I play with sequentialy MeX upgrader, GA:ZUI, BetterGrouping, DivideUnitCap, Firey Explosion Mod, nuke colide with shields
I'm just a guy looking for new mods to spice up SupCom and this one, without a doubt, is the most detailed and balanced/logical mod I have seen so far. Good job and keep up the good work man.
I appreciate you like it. That for feedback very much
I did a full re-install of the game (few times), tested this mod colleection pack + Black OPS pack + Ric'H'ard mods pack, latest version. Mod after mod by adding and removing from the list I checked which one makes the icons support for Black OPS stop working. It was AZUI and Total Veterancy UI (and all other modules connected to Total Veterancy) that cause icons to dissappear (together or separately, whenever any of those is activated the icon support stops working for Black OPS mods).
I did the tests on base game, patched 3599 and 3603 versions, always with the same result
So now, after all this there is thel ast thing i can think of - Is the fact that my game version is in Polish might be the cause of the Global Icon support not working when connected to Your modules? I never had an issue with any other mod before :(
If so I will simply obtain an English version of the game, but before I purchase one I would like to confirm - can anyone confirm if the language version is the cause? If not, I have no idea what else I can do :(
Hmm, the more I test it the more bugs I find. Now I noticed that engineering stations do not appear at all in the game for neither UEF or CYBRAN while using the main module for adjecencies. And there is no Nuke for any of the races in build options (there is a Anti nuke with 2 slots available for building, but no nuke itself).
Moreover, to actually play the adjecency module and Rockets module i need to use previous version of the mod (0.9) as this one was divided into modules that actually work with other mods. Version 1.8 is almost always causing CTD when starting a skirmish or modded campaign mission when i try to combine it with my favourite mods.
Despite the bugginess im currently playing game updated to ver 3599 with the Total Veterancy with UI + Black Ops ACU (we allready have a global icon support error here, but its only for the ACU, so I can live with that) + Your minor mod pack + 2 modules from version 0.9 of Ric'H'ard strategy addon (rockets and adjecency) + BREW_LAN current version 0_44 (this is the only unit addon that global icon support is working for, all others have big blue balls instead of icons)
Engineering towers desappearing is intended such as nuke silos. ETs bring some problems with AI. Nuke silos couldn't be disabled via LEM 4.4. I think this can depend on community bug fix patch...
What is CTD? Crash to desktop? Give me exact mod list during which CTD comes up please.
Version 1.8 contains all minor addons from 0.9 slightly updated or tweaked.
I'm working on that icon bug actualy.
Thank for your feedbacks.