Strategically Integrated Coalition Of Nations (SICON) Command mod Version 2.0 updates the mod to work with the Editor Release v2.4.1
Please verify your game files before installing to remove old SICON files.
Copy Starship Trooopers_Data folder into game file path:
\SteamLibrary\steamapps\common\Starship Troopers - Terran Command
Change list:
- Added M8 Ape suit.
- Added M9 Chickenhawk suit.
- Added CHAS.
- Added APCs.
- Added Psi Ops Officer.
- Added Added Power Suit Officers, Snipers, Flamers, Chaingun, Tac Nuke, etc...
- Added Uplink towers to call in Airstrikes, at random.
- Added Flamer Turrets, Laser Turrets and Laser Emplacements.
- Engineers can now construct additional buildings to deploy Radio stations, Dropsites and Supplies.
- Added Skinny units; Raider, Leader and Warlord.
- Reworked abilities to unlock progressively as unit gains EXP rather than only at level 3.
- Changed Power Suit texture to Green rather than Grey (changed in resources.assets)
- Changed Loading screen to display mod and version number (changed in sharedassets0.assets)
Additional Missions can be found here or the Steam Workshop: Drive.google.com
Uninstall:
Open game properties in Steam.
Click 'Local Files' tab.
Click 'Verify integrity of game files...'
idkw but the mod is breaking all the maps both official and custom, whole parts of them have become impassable making the game unplayable.
Just released a quick patch, it was an issue with decorations file blocking unit movemnets.
Try downloading it again.
Same here.
Do the APC's still not have textures or did i miss something?
No you haven't missed anything, the APCs don't have textures yet. The Devs may add textures someday or it will wait until a modder figures out how to edit the game objects.
I'm having an issue where new spawns, both arachnid and trooper shoot themselves up to the top right corner of the map. Sometimes going of the edge sometimes not. any ideas?
I'm not sure what you mean by "shoot up to the top corner".
What mission is it happening on? Custom or original?
Just when spawning from the Radio Posts or also from Bug Tunnels?
Are they attacking while moving or just walking?
I've only experience units moving to the top Right corner of the map when I have used a trigger to spawn a unit, and have not place a location in the trigger for the to spawn. The game then defaults to move/spawn units to the origin point (x,y=0,0) of the map.
Its was custom maps, and it was when spawning from radio posts and bug tunnels. Both faction units would spawn at their locations then slide across the map at really fast speeds clipping through walls and obstacles to the Northeast corner of the map which i guess is where the creators had their origin point. For reference the two i had played and noticed this issue was "SICON - Tide Breaker" and "Trench Run". Workshop Scenarios. Trench run was unique in that the bugs was zip to the start point and start attacking my starting units.
It also happened to the standard version of tide breaker. I'd perchase a unit at the fort meru station the troopers would come out of the drop ship and slide to the top right corner of the map.
I can't recreate the issue on SICON - Tide Breaker or Trench Run using v2.0 or without mods.
Can you try verifying your game files on Steam and running the missions without the mod installed?
Then install v2.0 and run them again.
This will narrow it down to if the issue is with the mod or the missions.
Made an account so this will be a little easier.
Ran the missions without the mod and spawns acted as normal. reinstalled the mod and the spawns started their unusual behavior again.
Hello, the power armor chaingun squad is practically useless because of how fast they overheat and how long they cool down so I wanted to change both durations however I can't find them in the weapons.csv
If you don't mind, can you please tell me where to find them and which table I need to change?
The Overheat trait is hardcoded to the number of rounds each unit shoots. You could decrease their rate of fire and increase their damage to extend their firing duration.
The 2 values you need to edit are "Attack" and "Reload". I used to have Attack 2 and reload as 0.2, however I reduced to Attack 1 and reload 0.1 to increase the rate of fire.
The other value to play with is "Burst". This is the number of rounds before each reload. You could increase it from 5 to 10 and then increase the reload from 0.1 to 0.3
I have tweaked the rate of fire and damage to work better in the next release. They can now take down 3 warrior packs before overheating.
They really shine against Tankers but can get overrun by large numbers of Tigers.
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It looks like the mod breaks the automatic LZ designation of the fleet liason and radio operator when you use the Request Reinforcement option on a unit
Thanks for the feedback, I'll fix that once they release the next version of the game out of Open Beta.
I found the issue causing this. When increasing the range for the Reinforce ability, I changed the Ability name. The reinforce option is looking for the specific name, therefore broke the mechanic.
I'll revert it in the next release.
game wont start tryed reistalling twice no luck am very sad as is great mod
What version of the game are you using? This mod is compatible with the standard Steam release of the game(v2.4.1-23d012851-Release). You can check this by the version displayed on the main menu screen.
Try verifying you files and opening the game before you install the mod to check the version.
What are the console commands to spawn the APC and tank ?
Spawn APC_HMG
Spawn APC_Flamer
Spawn APC_Cannon
Seems like the mod won't load, at least for me the 2nd pluto mission comes up with a no Sicon mod detected. I assume its because there has been a few updates and the game is currently on version 2.5.4.
The mod is only compatible with v2.4.1 (not the Open Beta v2.5.4).
I intend to release the updated version once the achievements beta is released, as there has been some changes to the files which is causing incompatibility.
Keep in mind that mods will stop you from getting any of the achievements, as it detects the files have been changed. This is why I haven't released an update for the Open Beta.
yea makes sense
I'm noticing a few animation glitches. First, the upperhalf of the Chickenhawk Marauder is pointed constantly to the sky, no matter what it's doing. Strangly, its guns all work great.
I should also mention that when the MG tower dies, it catapults all the troopers near it FAR away and likely gets them stuck.
Second, the CHAS constantly raises and lowers its gun while shooting, but still functions in combat.
Aside from those minor nitpicks, GREAT MOD!
Thanks for the support!
The Chickenhawk is intentional. I removed a trait to have it aim upwards to give the model a unique look, similar to how it is in the show. This is until we get new unit models.
I didn't know about the MG tower. I'll have to look into it. Is it the towers built by the Engineers that explode that way?
Yes, the CHAS unit does that because of its firing rate doesn't match the Powersuit model. Hopefully this is temporary if we can get new models imported.