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

Add file Report Ric'H'ard strategy addons compilation v4.0.1
Filename
Richardv401.3.rar
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Full Version
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TichondriusCZ
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6.66mb (6,985,938 bytes)
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759 (1 today)
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db9cc53f2645d0272a6b3c083a0489d2
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This version improves compatibility even more with other mods, fixing all known bugs and adding more adjacency bonuses and tweaks. This version is incompatible with Total Veterancy mod! It brought too many unwanted unbalance aspects! Click for more info and download...

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Ric'H'ard strategy addons compilation v4.0.1
Comments
fallen18
fallen18

In version 4.0 was problem with shields. There were undestructable.... propobly becasy T2 Power was next to them :P

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TichondriusCZ Author
TichondriusCZ

I dont' understand. In this version is shields unpenetrable why exactly? They have too short regen time, too much HP or attacking units are weak?

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fallen18
fallen18

In mission 3 Seraphim Gunships Vulthoo couldn't penetrate Shield. It's charge was on 100% all the time. Even when other air units arrived. On enemy base worked that too. My battleships and entire fleet was firing upon one serpahim shield.... wihout any resolt.

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TichondriusCZ Author
TichondriusCZ

If I understand right, you play FA campaign with mod enabler and so?

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fallen18
fallen18

Exactly :) Problem has been fixed. I deleted all mods and install them again. Get rid of BrewLAN for now. Black ops, T.Mayhem and Ric"Hard works properly :)

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TichondriusCZ Author
TichondriusCZ

Great! There can be probability this your problem has been caused by order of mods in that they were inject in game...
Anyway thank you for useful feedback.

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fallen18
fallen18

You know what would be graet? Upgrading units. In that way unit from tech level I & II could be threat to tech III units. Some kind of upgrade center - building etc.

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TichondriusCZ Author
TichondriusCZ

I thought upon it but realisation of this is close to impossible level. Very much of deep coding with unsure output.
I wanted to create some technology centers which have to be built before constructing some unique units but it is very difficult too.

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fallen18
fallen18

I campaign new adjency bonus doesn't work. Radar + turret, radar + artillery, Mass fab. and other. Only orginial Adjency works.

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fallen18
fallen18

To much mods... to much :P now at the start In campaign there is whole map at the start without units and bulidins. Only deactiveting Tichondrius Mod with adjency can make game run again.....

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TichondriusCZ Author
TichondriusCZ

Mmmm, this sounds familiar to me. Exactly this bug I had when during tests but in skirmishes.
Which mods do you activated? And do you get this no units bug even in skirmish?

This mod never been intended to play campaign. I'll take a look at this in near future...

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fallen18
fallen18

I'm using Total Mayhem 1.20, Black Ops ballance, Black Ops global icon support, black ops unleased ric'H'ard and Fire explosion mod 2.6 beta. This combination works. But When I turn on on Tichondrius Core Module and modpack level is loading very quickly... only map without nothing.

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TichondriusCZ Author
TichondriusCZ

I'm prepairing version which splits this compilation to many minor mods and users can activate smaller pieces.
It should bring better compatibility with other mods and unique gameplay forms.

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Mr.Yar
Mr.Yar

Hello !

-Installed blackops pack > works.
-Added the 4.0.1 files > blackops still works.
-Actived mod 4.0.1 = skirmish starts(faster than usual loading), but interface doesn't work mostly, empty map, nothing happens (let the game run for ~10 mins).
-Tryed basic tricks = still nothing happens.

Any clue ? Your mod is what misses most to many rts now days.

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