Supcom2 Total Overhaul & Rebalance Mod (S.T.O.R.M.)
Supcom2 Total Overhaul & Rebalance Mod (Version 1.2)
To install: First, make a backup of the z_lua_dlc1.scd in your game files!
Then, unzip the downloaded folder, and place all the files
(zz_STORM.scd, z_lua_dlc1.scd, and mithy's mod support, which is included)
inside your steam/steamapps/common/supreme commander 2/gamedata folder.
The main goal of this mod is make supcom2 feel/look a bit more like SCFA;
(in other words: to make the game look less "cartoony", due to the HUGE units)
while still preserving the vanilla supcom 2 gameplay as much as possible.
This mod requires the Infinite War DLC!
A changelog text file is included in the download!
GENERAL
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* Units are scaled down to about 1/2 size
(with a few exceptions; especially exp units)
* Land/Naval units will have reduced movement speeds,
to about 3/4 the original value (rounded UP)
(much slower than this would simply be too slow..)
* Most structures are scaled down to smaller sizes
(with a few exceptions, like mass extractors and turrets;
this is especially useful on maps like geothermal borehole)
* Shield generators cost 200 mass! (from 300)
(and they are the same size as turrets!!)
* Mass extractors now cost 0 population; (from 1)
allowing players to build them even when at full pop cap!
* Mass convertors now generate 1 mass/tick;
but they also cost 15 energy/tick upkeep.
(just like how mass fabricators work in SCFA;
but they still have the "convert energy to mass" ability)
* Research stations get an ability,
that converts 1 RP into 50 mass;
and they cost 350 mass (from 375)
however they generate only 40% RP (0.005, from 0.0125)
Note: currently there is a bug where the research station
can no longer use this ability; (the icon becomes grey)
IF you try to use when you dont have enough RP.
So until i find the fix for this, just be careful when using it..
* Anti-nuke structures come with 1 anti-nuke for free;
and anti-nukes have x2 range! (100 range, from 50)
* Point Defense turrets get x1.5 weapon range; (60, from 40)
Aeon PD Turrets get 64 range; (from 45, so their bonus is now smaller!)
and their weapon gets an area of effect of 1. (from 0)
Vision range is increased to 40 (from 28)
* Anti air turret range is increased to 80; (from 66)
and their weapon gets an area of effect of 1. (from 0)
Vision range is increased to 40 (from 24)
* Commander units generate x1.5 RP, (0.015, from 0.01)
their build/repair range is increased to 30, (from 15)
they get 50000 (base) hitpoints; (from 20000)
their weapon range is increased to 50; (from 20, for ALL weapons!)
and they get area of effect on their base weapon; (3 aoe, from 0)
and Overcharge gets slightly more AoE! (6, from 5)
* Engineers get 20 build/repair range (from 15)
* Fighters get x2 attack range, (50 range, from 25)
their vision is increased to 50; (from 32)
and their radar range is increased to 100 (from 60)
(bomber attack range stays the same; UEF bombers get sonar!!)
* NON-experimental land units all get x1.5 weapon range!
(with a few exceptions; like UEF's added AA weapon on tanks,
and AA weapon on harvogs stay the same;
to encourage making specialized AA units)
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AEON
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* Bodaboom gets a bubble shield;
however you also need to have unit shields researched!
* Urchinow gets 1.5 damage radius on its 2 front lasers, (from 0)
it's 2 artillery weapon get 1.5 range (48 range, from 32)
(for reference: their other weapons all have 50 range)
and now they can rotate on spot, and their weapon turrets rotate faster as well!
(so now they no longer have to make those awkward turns, to f.e. retreat!)
* Wilfindja gets a bubble shield,
(same strength as a shield structure but smaller size)
they now have radar; (before they only had sonar)
they get 64 attack range (from 32, so x2 range for drones to move)
(for reference: megaliths also have 64 attack range!)
however they are more expensive, (600M/3000E, from 460M/2360E)
the drones will move faster, (12 speed, from 8)
their attack has 3 area of effect radius, (from 0)
but they deal much less damage; (30 damage, from 65)
and have 1/2 rate of fire! (0.45, from 0.9)
Lastly, now the AI will build wilfindjas!
* Sooprizer is much cheaper, (1250 mass, from 1750)
has increased HP regen rate (75 regen, from 62)
but now also has 20000 HP (from 30000)
* Darkenoid's 3 green lasers can now fire at air units;
they have increased damage and AoE radius
(15 damage and 1.5 AoE; from 10 and 0.5)
and their 2 other weapons can now attack underwater units!
However they now cost 1750 mass! (from 1500)
* TML structures cost a lot more, and take much longer to build;
(500 mass and 50 seconds, from 350 mass and 35 seconds)
they have x2 attack range (450 range, from 225)
but they also do 1/2 damage (750 damage, from 1500)
(for reference: Cybran Artillery has 875 damage/500 range,
so considering TMLs can be countered, this is balanced, imo)
* Loyalty Gun now has x1.5 capture rate (3, from 2)
however they have less range (125, from 175)
they are more expensive; (1500M/5000E, from 1400M/4810E)
they take longer to build; (210 seconds, from 190)
and have much less health (12500, from 18500)
(making them better suited for defense, and less OP for offense!)
* Illuminator has 400 radar/sonar range; (from 250)
but they now have 50 vision range, (from 64)
making them more useful when not activated;
and less overpowered when activating their ability!
* Buhbledow has been removed: just use TMLs or nukes instead!
________________________
CYBRAN
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* Intellitron gets increased vision, (75 vision, from 64)
increased radar; (150, from 128) and 150 sonar! (from 0)
* Recycler and Magnetron get the same shield as Bomb Bouncers!
* Magnetron has decreased hitpoints (15000, from 16500)
* Cybran Engineers get 25 attack range (from 20)
(once the upgrade has been researched!)
* Cybran Naval units have increased jump range! (120, from 90)
* Soul Ripper has decreased HP (15000, from 16500)
but it gets increased HP regen rate (90, from 83)
* Monkeylord costs 1500 mass/7500 energy (from 3000/15000)
takes (base) 210 seconds to build (from 300)
has 1/2 hitpoints (50000, from 100000)
and it's big laser now deals 150 damage/tick; (from 250)
and has 3 minimum range; (from 12; allowing it to fire from up close)
and lastly, it gets radar stealth! (like in SCFA!)
* C-Rex has 50 range on its firebreath; (from 32)
and increased area of effect; (5 damage radius, from 3)
but it is now more expensive! (1750 mass, from 1525)
* Proto-Brain Complex gets the "convert RP to mass" ability;
they produce much less RP; (0.015, from 0.04)
but they now cost 2 population (the Brain itself costs 0!)
* Proto Brain "gunship" has increased attack range, (30, from 10)
their attacks can fire at air and underwater units;
but they have decreased hitpoints and regen!
(10000 HP and 10 regen, from 13500 HP and 12 regen)
* Boomerang has been removed! Despite being expensive,
unblockable (anti-)nukes are simply too OP, imho;
the fact that Cybrans get nuke+antinuke in 1 structure,
is already quite powerful; also the AI cannot handle boomerangs..
________________________
UEF
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* AC1000 can now fire in all directions; making it more powerful,
since it doesnt need to circle around its target;
but they are slightly more expensive (500 mass, from 470)
* Aegis Exp. Shield now has 250 shield regen rate, (from 0)
and the shield automatically recharges after 100 seconds!
(so you dont HAVE TO manually recharge it, but you still can;
making it even more effective against artillery/TML!)
* The AI will no longer build Jackhammers, but builds Fatboys instead!
(the AI never unpacks them, for some reason, making UEF AI too easy..)
Players will still be able to build them, though!
* UEF research convertor has been removed!
(their ability is now available to research stations,
and has been changed, so this structure is now pointless..)