- #Supreme commander 2 revamp full version
- #Supreme commander 2 revamp mod
- #Supreme commander 2 revamp update
- #Supreme commander 2 revamp full
- #Supreme commander 2 revamp mods
The chief goal of this mod is playability. A lot of those change requests evolved as the game did, and my understanding of competitive play grew. SC2 Balance and Playability Mod: This started out as a long list of change requests in the Sup Com2 suggestions forum.
#Supreme commander 2 revamp mods
N.B.: In the last page you'll find the 1.52 version.|||Bast mods proudly presents: So, if you're bored about acu rushes, pgen farming, masscon abuse and the like, give a try. There's no way to nuke\artillery spam, due to enhanced cost of those structures. All predictable and lame strategies are far more difficult to achieve, since all unbalanced things have been corrected All units received a minor\major tweak so they're kicking one another without ultimate superiority This means more strategy and less pgen spam The new economy system has been rewritten after dozens of tests and it has many advantages: first, mass is easier to produce, energy is more expensive and research is halved. Experimentals are really tough to produce but now they're real game enders Notice that the mod itself has been used as source of inspiration of many official patches (for example, the nuke cost, brackman range, and so forth). This mod is just a mix of corrections in order to improve the general balance of the game. The original aim of the mod was keeping the enhancements of the new supcom2 experience while returning to the original FA feeling.
#Supreme commander 2 revamp full
Tier 2 and possibly 3 land/air/naval units, tier 2/3 engineers, this probably won't be included in the V1.0 - Full version, it will in future versions for sure.
#Supreme commander 2 revamp full version
Unit cap of 2000, could be more in the full version Features Extreme Experimentals for each faction, pretty tough units Slower pace of game, halved research rate 30 units copied from FA (and more to come, the mod is only a month and a half old) Balance changes, normal and experimental units, even structures Steam Group Page: |||Supreme Destruction V0.95įull version will be released March 23rd. Place the mods scd's within Steam\steamapps\common\supremecommander2\gamedata to enable them without the mod manager.ĪLL MODS ARE AVAILABLE FOR DOWNLOAD ON MY MODDB PAGE The widget shows the Net Rates, Like in fa this shows much mass and energy you are losing each second, calculated from your mass income - drainĪll mods are configured for use with CerusVI SC2 Mod Manager Play with a drain based economy like in SC1, FA manage a real economy with no building limits Rebalances the game, Experimental's are now deadly and take a lot longer to build, Shields have been increased in health and regen, Nuke now cost more and do a a lot more damage. AI support for all ported land, air units and a range of structuresĪims to bring back that OMG feeling from SC1,FA.AI will Spam units like theres no tomorrow.Tech Toggle for switching from SC2 Tech to Classic Tech.Illuminate naval research tree buffs and unlocks (Build Time, Cost, Teleport, Tactile Missile Zapper, Training and So on).Unit rename dialogue (With updated UI textures for SC2).Offers a slower game play compared to the original game.Allows game speed change during campaign.Over 130+ ported units from its predecessor- Forged Alliance.All units and structures scaled down Experimentals units left at there original scale.Ported Units Skirmish and Multiplayer Only.Campaign, Skirmish and Multiplayer support.The Infinite War Battle Pack DLC is supported.Highlights of the following mods for full details please visit the moddb page. Join our steam group to find other players using the following mods Illuminate Very long range point defense.PLEASE REFRAIN FROM COMMENTING IF YOU ARE NOT PROMOTING YOUR MOD.Īuthor(s): Shadowlord01 AKA Theshadowlord If I've missed a mod, then please SEND ME A PRIVATE MESSAGE and provide a link so that I can add it to this list and contact the author to officially contribute their mod to the thread. Until then, I will keep the list here for the benefit of everyone. I will take down mods from the list in this OP as each modder takes care of their own mods in their respective comments.
#Supreme commander 2 revamp update
I ask that everyone follow the format of the SupCom 1 + FA list of mods thread in that each modder reserves themselves a SINGLE comment for all mods made by that author and update as necessary multiple mods by the same author(s) should be placed in the same comment. I invite all mod authors to contribute their mods to the list. Instead, it serves just to provide a list of mods with brief summaries and links to the homepages of the mods in an effort to save everyone time searching through these forums and elsewhere. However, this thread is not meant to replace the homepages of any mods. The purpose of this thread is to provide one convenient location for a list of SupCom 2 mods.