Wednesday, March 28, 2012

Released Mods List V2 (Modder Updated)

[:1]I figured with FA and only so many mods which are actively being worked on and new people coming onto the Modding scene I figured it was a good time for a new list like this, rules are same as before.
HERE is the old one if people still wanna see it.
Rules:
-Only 1 Post per modder (Edit with new releases)
-Include all mods you are responsible
-Be VERY Clear on which game your Mod is For!!! (SupCom1, Forged Alliance or SupCom2)
-Mark Last release Date
-Mark Current Patch Compatability
-Very Brief Summary of each mod
-No Chit Chat Posts
Hop to it!
Mike|||BlackOps Team Projects
BlackOps:Unleashed
The Main mod, contains the Bulk of the new units.
BlackOps:Advanced Command Units
Completely revamps the ACUs to provide better scaling, more upgrades and some REAL weapon options.
BlackOps:Special Weapons
An extra unit Pack that pulls ideas from Team Meber's older mods but does it all much much better.
BlackOps:Naval Rebalance
A Revamp of Naval balance to provide better gameplay and balance.
BlackOps:Global Icon Support
Not a unit mod per-se, but required.
BlackOps:Alternate Reality
Kinda like the dumping ground for ideas that didn't make the cut to one of the main mods, or old versions of units or ideas/models that just aren't high quality enough for the main mods, units are NOT fully Balanced nor will they ever be.|||Heros Of Today

Insertion of modern military units into the game for their entertainment and diversity!

**see thread for latest release**

--------------

Heros Factions

Allows the AI in skirmish to build and use Heros Of Today units

**see thread for latest release**

--------------

batteryAcid Forged Alliance Units

Small unit pack for Forged Alliance with some interesting units

**see thread for latest release**

--------------

batteryAcid Rapid Fire Artillery Defense

Adds stationary and mobile rapid fire artillery with increased range

**NEW WORKING VERSION** REL 11/04/08

--------------

batteryAcid Animation Fixes for Forged Alliance

Fixes some annoying animation errors that were overlooked by FA developers

**NEW WORKING VERSION** REL 11/04/08

--------------

mangriff Game Colors

My color scheme setup for skirmish maps. UI-only (multiplayer safe) and you can mod the colors to your liking very easily

**NEW WORKING VERSION** REL 11/05/08

--------------



-=-Select the mod to view it's thread or download the mod

-=-All mods are compatible with the latest patch

-=-Frequent new releases|||Image


weblink:
http://4th-dimension.rockt.es/



forumlink: http://forums.gaspowered.com/viewtopic.php?t=30980



Summary:

    - Gameplay mod with completely new high quality units
    - new effects like explosions
    - bigger trees and tarmacs
    - more realistic feeling (higher muzzle velocities, slower movement speeds, ...)
    - well balanced
    - more unique race feeling
    - Sorian AI support
    - should be absolute bugfree
    - SC and FA versions are available
|||I am the sole staff member of the Deep Blue Naval Pack. This is a fairly large unit pack that aims to add diversity and useful units that fit in with each faction.



So far as I know, there are no incompatibilities except for raiden2. :x

Works with current patch V3599, will test if there is a new one.



Note: Does not have AI support yet...



Last release: 11/2/08 (two days ago)



http://forums.gaspowered.com/viewtopic.php?t=30994|||Image



(click image for link)



Summary:



    All faction's ACUs will only be able to build Land facs, Air facs, Pgens and mexes.
    All faction's Engineers can do the same but can also build Hydro's and Radars.
    Each faction's Land fac will be able to build Labs, scouts, AA and engineers.
    Each faction's Air fac will be able to build Inties and Transports.
    Added Transports with prebuild cargo
    Nerfed acu damage to 50 (100 for uef with gun upgrade)
    Nerfed aeon range upgrade
    Added mass storage
    Added in a torp bomber
    Nerfed acu nuke to 2k
    Next release will include Jetmarines, Shield labs, Stealthlabs and hoverlabs
    Tailored map available
    LabWars AI available




Then there's a bunch of other mods that aren't really worth mentioning|||Image



This mod introduces 4 new AIs complete with new features, new behaviors, and many bug fixes.



Feature Highlights:
The AI will recognize and react to certain ally chat commands.
The AI will notify allies of who the AI's primary target is.
The AI will notify allies about when and where the AI is firing nukes through chat and a map ping.
The AI will respond to enemy T4 threats.
The AI will upgrade its commander.
Improved Sim speed over the retail Forged Alliance AI.
Many of the bugs and typos in the retail Forged Alliance AI have been fixed.
Improved econ and build orders.
The AI will refrain (as much as possible) from shooting into cliffs.
The AI will taunt enemies.
The AI will recognize and react to ally pings (F5, F6, and F7).
The AI will group its T4 units.
The AI will go nuts when it has a Paragon.
The AI now features a Strategy Manager.
There is now a support system for custom units.
The AI will now gather and react to Intel.



Forum Link: http://forums.gaspowered.com/viewtopic.php?t=22908



Code Site Link: http://code.google.com/p/sorian-ai-mod/|||My very first mod that's 100% of my own : [FA] Console Plus v2 (04-apr-2009)

Features:

- it can run a command batch

- it brings some new console commands

- it brings some new features (drag'n'drop and Commands Tooltips integrated in a dropdown box)

- it is a bit more convenient to use than the original Console|||[REL-FA] fixed unit restrictions V2 6/11/08 Download

Description: fixes unit restrictions to inculde T4 for GE and no nukes



[REL-FA] Owning Experimental Units 3.1 7-9-08 Download

Description: adds a T4 for seraphim and beefs up all the other T4 as well as adds T3pd for the rest of the races|||Supreme Commander: Total Annihilation



Current release: v0.58 ( 16/10/08 )

Compatability: SC and FA



Total Annihilation re-created in the Supreme Commander engine.



Thread:

http://forums.gaspowered.com/viewtopic.php?t=21520|||Experimentals Wars



Actual Release : 1.89b

Mod's topic : http://forums.gaspowered.com/viewtopic.php?t=32882|||Extended Restictions
Makes you able to select more types of units in the Unit Restrictions window.
Download
Forum Thread
Score Announcer (ui mod)
This UI mod announces it when someone takes and holds the score lead for an adjustable amount of seconds.
A slider is added in the options menu, allowing you to change the needed lead time.
Special thanks to Neruz for helping me figure it out.
Forum Thread
Download
Helper Tools (ui mod)
This ui mod helps you manage your economy. It contains:
- An autopauser, which pauses construction/upgrade of selected units at selected amounts of energy/mass. It also shows progress of the current unit it's upgrading and units in the list already upgrading by user command.
- A sequenced upgrader list, which upgrades units one after another.
- And a mass fab manager, which automatically enables/disables mass fabricators based on your energy income and prefers T2 mass fabricators over T3 ones.
Forum Thread
Download
Construction Window (ui mod)
It's a window which shows buildings you can build with the current idle engineers.
If you click a building in the list, it will select the closest engineer and let you select the build location.
Toggles with shift-rightbracket ( ] ) and you can select if you want it on the left of your screen or on the right of the screen.
Forum Thread
Download

Movable UI (ui mod)
This mod lets you move every part of the UI around
Forum Thread
Download

Big Map Preview (lobby mod)
(Is now included into Powerlobby by Moritz)
This mod gives you a big map preview in the lobby, which shows mass and hydrocarbon deposits.
Forum Thread
Download

ThaPear's Lobby mod (lobby mod)
(Fully "compatible" with LEM and Powerlobby)
This gives you the possibility to select your prebuilt units and restrictions (per unit) in the lobby.
This also gives you the big map preview mentioned above.
This will desync with people who don't have it.
Forum Thread
Download:
Normal Version
LEM 4.4 version
LEM 4.4 & Sorian AI
Sorian AI
PowerLobby 1.5 version

GreetZ, ThaPear|||Intelligence Wars - My Radar is Fight!|||Gilbot-X's Mod Pack 2

Last updated Jan 5th 2009 (version 2.4)



My Mod Pack for Forged Alliance, which features:



Resource Networks - an expansion of adjacency bonuses, so bonuses can be passed over short/medium/long distance links.



Auto Toggle system - a controller unit can monitor your economy and automatically switch things off that are consuming energy and also pause less important construction tasks, when resources are low. As your income improves, it switches things back on and resumes construction tasks. Less micro-management for you to be distracted with.



And lots more!!!|||The ACU Rebalance Mod v1.1!



It lowers ACU starting health, but not maximum health to counter Commander rushes, during the game you regen to vanilla levels(takes around 8-10 min, exatly the time a typical T1 phase takes).



For more info and download links:

http://forums.gaspowered.com/viewtopic.php?t=33832&postdays=0&postorder=asc&start=0
|||imbalance pack

Mod idea - balance fixes with some new features.

Video

first overview

improved nukes

Download

conKORD imbalance pack.rar

or GPGnet vault

Detailed description

http://forums.gaspowered.com/viewtopic.php?t=33949|||Veteran Producing Factories
v1.5 released 9/4/10
Patch compatibility to 3599
Topic thread: http://forums.gaspowered.com/viewtopic.php?p=522193
Adds enhancements to factories (including Q-Gates), engineers, and (S)ACUs that allow them to produce level 5 veteran units.
Blueprint to Spreadsheet
WIP v0.1 released 2/25/10
Patch compatibility to 3599 (untested with 3603, but should work)
Topic thread: http://forums.gaspowered.com/viewtopic.php?p=738464
This is a stand alone Lua script file that pulls data from unit.bp files and puts them to .txt files for easier comparison via spreadsheets.
Reduced Tech Scaling
WIP v0.2 released 3/12/10
Patch compatibility to 3599
Topic thread: http://forums.gaspowered.com/viewtopic.php?t=43872
Reduces the exponential scaling between the tech tiers.
Buff System Fix
v1.2.1 released 9/4/10
Patch compatibility to 3599
Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=44963
Exactly as the title says... fixes the buff system (not a balance mod)
Also has a plug-in mod for the added feature of being able to switch on/off properly multiple maintenance sources for both energy and mass.
Bug Fix
WIP, Beta release 9/4/10
Patch compatibility to 3599
Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=45964
My continuation of Brute's CBFP project.
Mod Order Load Fix
Released 8/14/10
Patch compatibility to 3599 (should work for 3603 too)
Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=46195
Fixes the mods.lua file so that the before{}/after{} load fields in mod_info.lua for mods will work consistently.
Enhancement Passing
v1.0 Released 9/4/10
Patch compatibility to 3599 (should work for 3603 too)
Topic thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=48059
Allows units to pass enhancement, veteran, and kill info to their upgraded unit (ie, T1 Factory to T2 Factory).
Improved Core Veterancy
WIP 9/8/10
Patch compatibility to 3599
Topic Thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=48060
Improves upon the core veterancy system following upon Eni's original TV 1.17
Wreckage Reduction
V0.2 11/12/10
Patch compatibility to 3599 (should work with 3603, too)
Topic Thread: http://forums.gaspowered.com/viewtopic.php?f=7&t=49168
Reduces the reclaim %age from wreckage by half. (so ~40% instead of 81%)|||Both FA and SC mods:



Improved Close-up camera

Increases the default camera zoom so you can get much closer to the units to enjoy the detailed models. Also has a first person style unit tracker mode.





Original SupCom mods:



Duel AI

This AI is focused on small maps and 1v1 play. It is good practice for ranked matches for players ranked below the top 1000. It also includes the chance of an early "Ghetto Gunship" attack.



Alternative Music Order

By default the Supcom music plays in the same order each game. This mod randomises the order. You will hear tracks you have never heard before!



Forged Alliance Mods:



FA AI Patch

The AI's are okay in FA, but just need a few improvements to make them worthwhile. This is my attempt at fixing the issues.



FA Extra AIs: Air / Land / Naval

The stock AI's in FA include sub AIs for focusing on Air, Land and Navy attacks. This mod allows the sub AIs to be selected directly in MP and Skirmish.

NOTE: This mod is now included with the AI patch.



Swarm AI

An AI that focuses on LOTS of T1 units and wont tech up till it reaches near the unit cap. Also the thread includes a NoTechAI that never techs past tech 1.



Null AI

An AI that does nothing. Doesnt sound useful but people use it to play themselves.



AI Ally Control

Allows a player to take control of an allied AI player to give orders or to take units. Also allows a player to give units to an AI ally.



Base Assault

New skirmish/mp game mode. The idea is that the human or AI players in team 1 or team 3 starts with a full pre-defined base and the other players, who start with nothing but an ACU have to assault this base.



Duncane Balance Patch

My FA balance changes including the return of fab farms, fire beetles as mine fields and the end to restorer spam.|||Bulwark Mod

Adds a direct-fire range ring to the UEF T2 Shield Boat (Bulwark) that corresponds to where the shield hits the water’s surface. This helps keep your forces beneath the shield without having to eye the boundary yourself. It is available on the vault (author: The_Mak) as well as here.



Rang Ring Fixes

Adds countermeasure rings to the UEF ACU and SCU to show where the boundary of the field shield upgrade is. In addition, countermeasure rings are added to show where the boundaries of the regeneration field upgrades (both level I & II) are for the Seraphim ACU. It is available on the vault (author: The_Mak) as well as here.



Enjoy.|||Faction Diversity Mod



Presently in version 1 (v1).



Adjusts factions to be different and to play differently. Changes many unit roles, makes FA what it should have been.|||[REL-FA] TVg V4.5 - Total Veterancy g V4.5

Download

My build of Total Veterancy by Eni.



Summary:

Veterancy that works! Commanders are Heroes, Support Commanders useful again. Veterans can be directly built. Loads of UI improvements.

Many additional features, NN NGE restrictions work for custom units, Unit cap increases if an ally is defeated, fix for overeager map scripts, some 3603 balance changes, fixes, etc.



I've received Eni's permission and this build appears to be working as intended.



[REL-FA] GUI by Ghaleon (GUIbg) [UI-mod]

currently at v9, now fully integrated into GAZ UI v6



Contains a ugly window which displays what you have reclaimed.

when enabled will also expand the maximum amount of mass/energy displayed to 8 digits from the former 6 digit limit.



All build templates get a name displayed below them.



Custom names can be permanently and within the running game toggled on or off.



Auto replay saver, saves current replay on exiting to the score screen and renames it by date/map.



Detailed unit view, basically what total veterancys ui mod implemented, displaying shield hp regen, build rates etc. (v7, this option is fully compatible with TV UI)



Improved Unit deselection:

Reduce the number of selected units by shift(-1) or ctrl(-5) or ctrl+shift(-10) right-click in group selection.



All options are toggleable in the options dialog.

some more features, coexists with GAZ UIv5.

Integrated into v6.



fastbuild

http://ghaleons-mod-collection.googleco ... uildv3.zip

Increases Build Power and Range by 10 for all units, engineers can now build at ludicrous ranges.



Unit Cap x4

http://ghaleons-mod-collection.googleco ... p%20x4.zip

Unit Cap quadrupled, intended for single player use.



Debughelper

http://ghaleons-mod-collection.googleco ... lperv1.zip

Spawns a Paragon and Support Commanders of all factions when prebuild is enabled



T3 Engineering Stations

http://ghaleons-mod-collection.googleco ... ionsv2.zip

My take on Engineeringstations for all Factions, balanced for latest patch FA(aka lesser buildpower)



Turtle Power

http://ghaleons-mod-collection.googleco ... owerv2.zip

Ridiculously overpowered Ravager recolor which also shoots at Air, has a Shield and huge Splash. Experimental imba base defence good for insane Survival.



+ a few more at my googlecodepage:

http://code.google.com/p/ghaleons-mod-c ... loads/list|||Suicide Confirmation



Fórum Link: http://forums.gaspowered.com/viewtopic.php?t=29543

Current Version: 2 (2008/07)

Description: Ask for a confirmation before self-destructing units.

Download Link



New Interface Layouts



Fórum Link: http://forums.gaspowered.com/viewtopic.php?t=31368

Current Version: 1 (2008/08/26)

Description: Change the left and right layouts so that you can build anythink withouth scrooling in 1024 x 768.

Download Link



Random Map and Teams



Fórum Link: http://forums.gaspowered.com/viewtopic.php?t=29542

Current Version: 1.6 (2009/02/14)

Description: Add random map and automatic random teams feature on the game options, fixes a few lobby bugs and more...

Download Link



Moritz|||Mod Support
Link viewtopic.php?f=7&t=46958
Mod support for all mods see the above link for more details|||Image

Large unit pack and balance/diversity mod. Mod still in development. Includes:

-Around 40 new units.

-2-3 New Experimentals Per faction.

-Bonus Mappack.

-Balance tweaks.



Please see: http://forums.gaspowered.com/viewtopic.php?t=35433|||If you have any questions about my mods, feel free to PM me.
All my mods work on all flavours of FA, and should also work in vanilla SupCom without any concerns too.
ULTIMATE Over-Kill Control:
WIP 19
    Tired of having a handful of Percies, and seeing them all blast away at that one T2 Engineer?
    /BulletMagnet sure is.
    So i made a small mod that cleverly told weapons to pick a new target if their existing target was sure to die from the damage that already has their name on it.
    The mod, fueled by my crazy mind, quickly evolved to include improvements for all homing weapons (SAMs and torpedoes alike), and a limited terrain checking system so your tanks don't simply sit next to a cliff and blast away at the cliff-face.
    Further to the above, if you issue an attack order on something, then a move order shortly afterward; your selected units will prefer to target the recent attack targets over things nearby. If you want to tell a tank blob to "Shoot that ACU, while running the **** away" and not have them lay into the other, unimportant, units nearby straight after the move order - well now you can!
    /BulletMagnet has more ideas and plans to include, but is a bit busy with RL to put them all in in one go.

MoarBuildy:
Release 01
    Reduces;
      cost,
      build time,
      health,
      damage
    of all T3 and T4 units by 33%.
    This makes them much less effective, but also much more attainable. It adds an interesting dynamic to late-game play as T1 and T2 units can face-off T3 forces of similar numbers.

NoCrash:
Release 1.02
    Sick of that muppet who builds CZARs and drives them into your base?
    Well, be annoyed no more as NoCrash removes crash damage from all non-T4 aircraft, and leaves T4 crash damage at 1,000.
    You may find a FileFront mirror here.

Diegobah Engineering Mod Pack:
Release 01
    This mod pack does two things;
      1. takes the UEF T1 Engineer, changes a few lines of the descriptions and passes it off as a new unit, and
      2. bundles the Rich Mod; without asking GPG for permission to do so.
    You may also want to see this thread for a proper explanation.

Vet. Sans:
Release 01
    Supreme Commander; a game about armies of robots shooting, blasting, and generally belting the living snot out of one-another. Robots make great war-machines; they obey orders until they cease to be. They never lose moral, nor refuse orders.
    But why do they have veterancy?
    They're fricken' robots for Pete's sake! Doesn't GPG think that's just a little... um... stupid?
    /BulletMagnet thinks it's stupid.
    This is where the Vet. Sans Mod comes in. it removes veterancy, and it's associated buffs from all units. Now, you can spam LAB's and T1 at your opponents Monkey Lord and not have to witness the incredible veterancy-monster in action.
    [PROTIP:] There's also a version that keeps veterancy for ACU's and SCU's. you can find that one here.

HalfPower:
Release 1
    Functionally like the ResourceRich mod, except that it halves resource output, and only works on energy. The effect of this is that everything costs twice as much energy as before; shields, intel, units, structures, overcharge, etc.


I like Supreme Commander 2's clever UI features involving squad-like behaviour for units that are given the same command, so I though I'd port it back to FA.
Hence the [running title] Backport UI mod was born.
Having discovered that my original goal wasn't very hard, I thought I'd experiment a bit and see if I can issue complete orders from the UI. My attempts to do that failed - hard. But it did give me some new ideas that turned out to be [far] more popular than the squad selection. Since the forum is a bunch of whiny twats (I still love you) and want the later parts of the mod on their own. Without a witty name for this, I couldn't release it. One short "n-th reply is the name of" I have my witty mod name; One Click Wonder, care of OrangeMike.
So without further adieu, here's my two UI mods;
Backport UI:
Release 4
    1. Automatic group selection.
      A single click of any unit if a control-group will select every other unit said group. Handy for managing intermingled groups of units. Goom made something similar to this, but I've gone and done it better. XP

    2. Automatic group creation based on issued order.
      When you issue an order, the selected units are automagically (sic) assigned to new group. Automatic groups are denoted with an A# instead of a regular number. Regular control-groups remain, and function as one would expect. Feel free to test the upper limit of how many groups are possible - just don't hold your breath.

One Click Wonder:
Release 1
    1. Single click mex construction.
      **** clicking the UI, **** build mode, and **** other UI mods (you know who I'm talking about) that help making building easier. You can't get any easier than clicking on a damn mass deposit. I'll be adding Hydrocarbons in the next release, so don't tell me to put them in.

    2. One-click (and a key) rebuilding of destroyed structures.
      My abuse of WorldView may not end with constructing mexes. Grab some engineers, find something of yours that is blown up, hold Alt. and rebuild!

    4. Manual Repair/Construction of something that would otherwise be Guard/Assist.
      Ever wanted to power-build a factory, or repair one but not want your engineers assist afterwards? Again, use Alt. for much win; mousing over an incomplete and/or damaged structure with engineers will set the current UI order to repair. Drop a left-click on the object and you're golden.

FlyingHigh:
Release 2
    Simple premise; aircraft fly and attack at double (2x) normal altitudes.
    Might be a small but concerning gunships, will fix at some point.

Mini-Commander:
Release 9
    Oh crap! Everything has been shot by Brackman's 'shrink-o-ray'.
    Commanders, buildings, and units are now tiny... half their previous sizes. Speeds and ranges have been reduced by the same amount, an 80km map now feels like a 160km map.

Paratroopers:
WIP 07
    Features;
    • units get on, and off, transports much faster now. no more transports wondering what to do while under fire.
    • when a transport dies, units survive, take some damage when hitting the ground, and possibly hurt the poor SOB that he landed on.
    • transports generally work better as transports.
    • damage is moddable, and be tweaked/added for custom units too.
    • an extra UI button for transports to tell attached units TO GET THE HELL OUT!

[SupCom 2] List of Mods

[:1]The purpose of this thread is to provide one convenient location for a list of SupCom 2 mods. However, this thread is not meant to replace the homepages of any mods. 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. I invite all mod authors to contribute their mods to the list.
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. Please don't post more than once.
I will take down mods from the list in this OP as each modder takes care of their own mods in their respective comments. Until then, I will keep the list here for the benefit of everyone.
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.
PLEASE REFRAIN FROM COMMENTING IF YOU ARE NOT PROMOTING YOUR MOD.
  • Scale + FA Economy
    Author(s): Shadowlord01 AKA Theshadowlord
    Homepage: http://www.moddb.com/mods/scale-mod-fa-economy

  • Community Balance Project
    Author(s): Nephylim
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=50&t=48643

  • Greatheart's Mods
    Author(s): Greatheart
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=47666

  • Illuminate Very long range point defense
    Author(s): Stew2000
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=49543

  • Replay research log & launcher
    Author(s): duncane
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=45736

  • Duncane Mass Extractor Balance
    Author(s): duncane
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=48737

  • Supreme Commander Unit
    Author(s): imuh3
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=47925

  • Campaign Cheating
    Author(s): seiya
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=43451

  • Experimental Defense Towers
    Author(s): shinytoaster
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=45111

  • Remove Campaign Research Restriction
    Author(s): shinytoaster
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=45110

  • Artillery
    Author(s): Winter-Dragon
    Homepage: http://forums.gaspowered.com/viewtopic.php?f=7&t=46110
|||Image
ALL MODS CAN BE USED ONLINE
Join our steam group to find other players using the following mods
Revamp Expansion Mod Steam Group
Highlights of the following mods for full details please visit the moddb page.
Revamp Expansion mod

Mod Support Information
• Supreme Commander 2 Version 1.240
• The Infinite War Battle Pack DLC is supported
• Campaign, Skirmish and Multiplayer support
• Ported Units Skirmish and Multiplayer Only
• To be used with SC2 Mod Manager
• Revamp Balance Mod (Optional)
Feature Highlights
• All units and structures scaled down Experimentals units left at there original scale
• Over 130+ ported units from its predecessor- Forged Alliance
• A unit cap of 2000
• Allows game speed change during campaign.
• Offers a slower game play compared to the original game
• New team colors for Cybran and UEF
• Unit rename dialogue (With updated UI textures for SC2)
• Illuminate naval research tree buffs and unlocks (Build Time, Cost, Teleport, Tactile Missile Zapper, Training and So on)
• Upgradeable factory's
• Tech Toggle for switching from SC2 Tech to Classic Tech
• Improved AI over vanilla SC2
AI Features
• AI support up to 1500 units
• AI will Spam units like theres no tomorrow :lol:
• AI support for all ported land, air units and a range of structures
• AI naval support for uef and cybran
• AI will now build a well defended base
• AI support for different balance mods

Revamp Balance Mod
Aims to bring back that OMG feeling from SC1,FA
Mod Support Information
• The Infinite War Battle Pack DLC is supported
• Revamp Expansion Mod
Short Brief
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.

Eco Mod
(Rate-Based Economy System)
Play with a drain based economy like in SC1, FA manage a real economy with no building limits
Mod Support Information
• DLC Support only
• Supports both Vanilla SC2 + Mods
• AI Support for new eco system

Economy Panel R-M-E UI MOD
Research-Mass-Energy
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 - drain
Mod Support Information
• Designed for the Eco Mod
• DLC SUPPORT ONLY
UI Created By LiveOrDie | OverRated
All mods are configured for use with CerusVI SC2 Mod Manager
Place the mods scd's within Steam\steamapps\common\supremecommander2\gamedata to enable them without the mod manager.
ALL MODS ARE AVAILABLE FOR DOWNLOAD ON MY MODDB PAGE
Forum Link: http://forums.gaspowered.com/viewtopic.php?f=7&t=47684
Moddb Link: http://www.moddb.com/mods/revamp-mod
Steam Group Page: http://steamcommunity.com/groups/RevampModForSupCom2|||Supreme Destruction V0.95

Supports DLC + normal game
Full version will be released March 23rd.
Demo version availible on Moddb.
Main Features:
-Balance changes, normal and experimental units, even structures
-Improved AI, uses mod units.
-30 units copied from FA (and more to come, the mod is only a month and a half old)
-Slower pace of game, halved research rate
-Features Extreme Experimentals for each faction, pretty tough units
-Unit cap of 2000, could be more in the full version
-Research tree unlocks for new units
-Orbital weapons (maybe)
-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.
-Illuminate navy
Moddb - http://www.moddb.com/mods/supreme-destruction
Steam Group - http://steamcommunity.com/groups/suprem ... mod_group/|||ESCHmod 1.52
The original aim of the mod was keeping the enhancements of the new supcom2 experience while returning to the original FA feeling. This mod is just a mix of corrections in order to improve the general balance of the game. 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).
Most important things to note:
- Experimentals are really tough to produce but now they're real game enders;
- 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. This means more strategy and less pgen spam;
- All units received a minor\major tweak so they're kicking one another without ultimate superiority;
- All predictable and lame strategies are far more difficult to achieve, since all unbalanced things have been corrected;
- There's no way to nuke\artillery spam, due to enhanced cost of those structures. Spammers beware.
So, if you're bored about acu rushes, pgen farming, masscon abuse and the like, give a try.
viewtopic.php?f=7&t=44560
N.B.: In the last page you'll find the 1.52 version.|||Bast mods proudly presents:
SC2 Balance and Playability Mod: This started out as a long list of change requests in the Sup Com2 suggestions forum. A lot of those change requests evolved as the game did, and my understanding of competitive play grew. The chief goal of this mod is playability. I want new and long time players who play this mod to feel like things fit together slightly easier and more smoothly. SupCom2 has a pretty good balance right now, but playability has areas that could be improved. Also, the top players would agree that there may be some imbalances left particularly with the Navy and Air combats.
Mod Includes Improve Elements of Playability, Balance Improvements, Bigger Formation Spread, Tech Adjustments, Buff Adjustments and some small Unit Functionality changes.

Balance & Playability Mod

Smaller Modular Mods
More Reclaim Mod Adjustable mod which increases the fraction of mass reclaimed from wreckakge.|||Explosive Wreckage V1
To quote my topic:
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