Welcome, welcome to the first ever, and original mod for Supreme Commander 2. Initially released on March 10th 2010, this mod features over a year of long and hardworking development. Featuring the original Forged Alliance / Total Annihilation drain based economy, and all units having now been scaled down; this mod aims to recreate the epic feel and strategic depth of its predecessors.
You can now join the official steam group at Steamcommunity.com
- Rate-based economy system, i.e FA/Supcom1/TA system
- Scaled down units, projectiles and most effects,
- Debug features,
- Z key for console,
- Ctrl+N rename dialogue,
- F8 Custom Markers
- X key for economy widget,
- Y key for economy Overlay
- Coding framework for easy customisation of new units
UPDATE 1.1 24/MAR/2011
(This mod is now built for use with CerusVI's mod Manager, see:Moddb.com, so that you don't have to overwrite the files time and time again)Today brings another update, focusing mainly on some major bug-fixing with the fixed economy. This also brings in a visually updated real rates economy widget, of which user OverRated, from the Revamp team created with using my code. Kudos to him for making it look nice and pretty.
Changelog as follows:
-When building units from factories / experimental units, no longer are you immediately charged when building
-Economy widget has been updated and moved underneath the economy section of the main UI (Unlike Revamps proposed edition, this mod DOES support any and all resolutions)
-This mod now supports the addition of units from other unitpacks and automatically converts the economy.
Download, extract and load into the mod manager to play.
UPDATE V1.0 [16/MAR/11]
Though a week past this mods anniversary, this update is released in light of that. Featuring the largest ever collection of clever work-arounds and fixes for long-standing near to impossible issues, this update finally allows the game to be played as it should have been. What has been done:
A new UI widgit is created on the start of a game, this shows you your real net income/losses due to your units constructions, this can disabled and re-enabled with the X key.
All -0 / -0 cost values have been fixed using another clever workaround, the only unfixable issue is that it shows the values of negative, but hey- you do have values!
In addition to this, the AI has been tweaked further to support the updated economy and shouldn't stall much with their own resources.
The projectile scaling code has been further tweaked, thanks to GPG user Mithy which also nicely fixes several issues with the core games projectile and effect scaling.
The F1 key no longer crashes the game - Thanks to modding friend LiveOrDie or Overrated for helping me find what was causing it.
All Mass Extractors have had their mass income doubled since the rate of income is too slow for the drain based economy. - Some preliminary exponential growth code has been added, though will hopefully be functional in later releases
Currently the UEF bomber now has a prototype carpet bomb functionality, the feature will be worked on for the rest of the bombers as a spiffy new feature.
- Implemented code that allows Projectile effect scaling and impact effect scaling from within the weapon blueprints
- credit goes to user Mithy for help in pointing me to use the weapon.lua file
- Redone / updated ctrl-N rename, and f8 - custom markers
- Selection Box fixes
- Gantry issues should now be fixed
Install by extracting the latest version zip into C:\in;stalldirectoryofsteam%\steamapps\common\supreme commander 2\gamedata.
This replaces lua and bp.scds, so back them up.
Hello all,Today marks one whole year since the mod was initially released, and I thought it was appropriate to do something for it, to tell you whats currently going on. I had initially planned an update, though work caught up on me, like it has been doing for the past few months.But anyhow, I am going to start work on some of this very soon and the next version seeks to do this:
- Fix some projectile scaling code
- Add bombing runs to the bombers (i.e carpet bombing ala FA)
- Fix some nasty UI bugs like F1 crashes
- Buff current mass income and hopefully include code to increase the mass production based on how long the extractors been alive.
Some long term Aims include
-Fix no numbers being shown up with some clever code
-Add a modular AI so that it can build units based on categories so that new unitpacks dont require a base game modification.
I Thank you for your patience.
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