Login  Register
 



Post new topicReply to topic
 
Author Message
 PostPosted: 14 Feb, 2011 
 

Joined: 01 Jan, 2011
Posts: 1025
Offline
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.












_________________
Image


Last edited by madface on 26 Feb, 2011, edited 7 times in total.

Top
 Profile  
 PostPosted: 14 Feb, 2011 
 

Joined: 02 Jul, 2010
Posts: 1261
Offline
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

_________________
Creator of SupCom2
Revamp Expansion Mod
Image
Image
Image


Last edited by liveordie on 08 Apr, 2011, edited 12 times in total.

Top
 Profile  
 PostPosted: 15 Feb, 2011 
 

Joined: 15 Feb, 2011
Posts: 52
Location: Slovenia
Offline
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/

_________________
Supreme Destruction V0.2(Beta)
Supreme Destruction Forum Topic


Last edited by RK4000 on 01 Mar, 2011, edited 1 time in total.

Top
 Profile  
 PostPosted: 25 Feb, 2011 
 

Joined: 23 Aug, 2009
Posts: 160
Offline
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.


Top
 Profile  
 PostPosted: 26 Feb, 2011 
 
User avatar

Joined: 25 Mar, 2010
Posts: 1495
Offline
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.

_________________
Yeah Toast!


Top
 Profile  
 PostPosted: 31 Aug, 2011 
 
User avatar

Joined: 15 Feb, 2011
Posts: 115
Location: Atomized by my last ACU death
Offline
Explosive Wreckage V1
To quote my topic:
Quote:
This mod makes SC2 wreckage a little more believable. Instead of battlefields full of wreckage mysteriously disappearing, a dead tank will tell you when it evaporates.
Every time a wreck completely decays, it deals 100 damage in a radius of 5, and shows the default UEF and Cybran explosion effects.
If it is reclaimed, it shows the default Cybran explode effect only, and deals 10 damage in a radius of 1.

Topic link:
http://forums.gaspowered.com/viewtopic.php?f=7&t=52729
Download:
http://www.mediafire.com/?925omc78k16zgsz
Requires Mithy's Mod Support Minimod V7 and possibly older versions, but I have not tested for compatibility.

_________________
http://www.theblaze.com/advertorial/tell-president-obama-workers-arent-your-pawns/

http://www.theblaze.com/stories/its-not-true-kansas-rep-shoots-down-al-sharptons-is-it-fair-tax-mantra-in-fiery-debate/


Top
 Profile  
 PostPosted: 27 Jan, 2012 
 
User avatar

Joined: 09 Dec, 2010
Posts: 194
Offline
Are all these mods compatible with one another ?


Top
 Profile  
 PostPosted: 11 Jun, 2012 
 

Joined: 07 May, 2010
Posts: 261
Offline
Supreme Commander 2 0 1 3

Steam Group:
http://steamcommunity.com/groups/supcom2013

ModDB:
http://www.moddb.com/mods/supreme-commander-2-0-1-3

SkyDrive Download:
http://sdrv.ms/KtIUF2

GPG Forum Thread:
viewtopic.php?f=7&t=57899

***Alpha 8***
Finally Fixed Buhbledow I think
Added a few more structures to be built on water with quantum floating (but sorry no wrecks for them yet)
Changed illuminator default radar and vision to be bigger, but debuffed overdrive to make it end up the same when overdriven
Hopefully Wedoboth bombs will hit more against tiny buildinds such as radar, aa, pd
Fixed Crash Bug due to using DLC abilities (thanks Luna!)
Fixed Aeon land Build cost/time upgrades not working (thanks Polarbear!)


***Alpha 7***
Cybran Giant Transport can target (and hopefully kill, still needs testing) subs
Added Provocatuer Cybran Stealth Bomber
Added Skaiismine Aeon Fighter
Added UEF Lynx Anti-Air Light Bomber (not a true fighter-bomber until I get a model that forces it to fire while only forward...for now this little baby has lower range, but is capable of 'kiting' in that it can fire its missles and they will track targets behind them...I had to do this because I do not have replacement models and had to shrink the existing bomber model which does not have a proper AA missle turret so this can fire 360 degrees)
All new air use replacement models (for now hopefully) of existing units, but are sized differently, and have different icons
Changed behaviour of bombs; they no longer track targets
-what his means is they are best used against LARGE land blobs and large areas of tightly packed bases, if you want to take out individual units, use gunships or experimentals which are both really good at it, bombs can be dodged with smaller land blobs and during snipe attempts now, keep this in mind
-Eagle eye now drops 5 bombs for default, 7 with clusterbomb, clusterbomb splash radius and damage over time increased
-changed behavior of damage over time for weapons to be more accurate to what is seen on screen
-Provocatuer drops clusters of 3 bombs tightly packed, that do 4.5 radius splash damage
Various research tree tweaks to make wilfindja easier to get, and make mexguns and major navy units harder to get
Added Rate of Fire upgrade for UEF bombers
Added better visual Effect to Aeon Scorch Bomb Upgrade (thanks to Bastilean, I got the idea while poking thru some of his code and found a variable I never knew existed, it also helped me create a different looking bomb projectile for the Provocatuer)
Increased Built time on battlecruiser and battleship
Decreased cost of Cybran ACU Power Shunt to be in line with vanilla after upping upgrade costs so many patches ago

***Alpha 6 (plus some stuff I forgot from previous builds)***
UEF Light Artillery can now also target air, but only while in harden mode.
Overcharge extends maximum range (UEF range ring does not reflect this, he can outshoot his range ring when overcharged)
UEF Bomb Camera Duration 0:20 to 0:30 (when upgrades was 0:40, now 1:00), I actually find this a tiny bit useful now because of bomber's hit and run nature
Buhbledow can now target properly when built on water, EMP functions normally again
Added Damage II to UEF land tree, slight rearrangements to accomidate
Adjusted Bomber part of the UEF Air tree to accomidate Bomber Rate of Fire upgrade and more useful bomb camera
Swapped Aegis and Nuke on UEF Structure tree, adjusted RP accodingly
Added a second radar enhancement for UEF
Added a Radar Installation Vision Enhancement for UEF Structure
Added Rate of Fire 2 upgrade between unit detonate and crex
Added Damage upgrade to UEF Structures
Added more routes to Quantum Arty, Duke, Damage upgrade
Decreased cost of ACU build cost (3rp->1rp) to be in line with vanilla after other ACU increases
Cybran Land hunker can now be acessed thru health upgrade
Cybran Land added Regeneration 2 upgrade, adds more routes to a now slightly more expensive (RP wise) cicada
Cybran Land Engy gun upgrade is now prereq'ed by the cobra and speed upgrades as well as existing adaptor
Added Cybran Air Speed 2 upgrade after rate of fire
Cybran Navy Legs upgrade 4rp -> 6rp
Aeon Land swapped Damage 2 with torpedoes
Aeon Land added Build Cost 2, minor adjustments to top of tree to fit it
Aeon Air, added radar/sonar as prereq to sooprizor
Aeon Structure can now research Regeneration, after PD/AA shields
Added Aeon ACU Research Income Upgrade
Added Aeon ACU Mass Income 2 Upgrade
Pulinsmash can now suck in transports, but no longer SCUs (I hope)

***Alpha 3 thru Alpha 5***
SCUs added
-Benefit from most Land Research upgrades including jump jets, teleport, radar range, speed, rate of fire, damage, etc
-built by land or air factoryes (or sea facs built on land)
-death nukes
-cybran "Ivan" comes with AA, EMP with death nuke, radar stealth
-UEF "Junior" Come with jump jets, hunker, torpedo (will probably add AA upgrade in the future), increased healing
-Aeon "Minnemee" comes with nanites
Cybran Sea Factory can now be built on land when LEGS is purchased
A slew of Research Tree Changes aimed at pushing the mid game back a little, and getting more upgrades to T1 and T2 units before going for the big guns
A few other research tree changes to put the costs and heirarchy of some upgrades back to non-DLC timing
Some research tree rearrangements to allow more access to more experimentals from more parts of the trees
Research Station cost raised to vanilla v1.0 levels (400 mass)
Economy:
-Cybran Energy Generator now defaults to have mass convo from the start, but are more volatile, 70mass -> 80 mass
-Cybran Mass convo building changed to mass fabricator, 10% more expensive than mass extractors
-Aeon Quantum sponge upgrade 3 rp->1rp, energy income 5rp->3rp, mass income 7rp->5rp
-Aeon Quantum sponge now absorbs 5% instead of 1.25%
-Aeon ACU economic upgrade part of the tree put back to vanilla rp posts
-UEF energy income 4rp->2rp, mass income 7rp->5rp, research conversion now converts research to mass instead of vica-versa
-All Mass conversion now turns 3000 energy into 200 mass
Many bugs fixed/features refined
Air costs refined (costs the same for all air but small unit build times doubles meaning more factories needed)
Some AA damage doubled (AA towers, factory AA, T1 mobile AA)
Bomb Bouncer Charge, Magnetron Ability costs to 1000 energy
Overcharge now costs 5000

***Changed so far...Up to Alpha 3***
Most projectiles now travel faster
Most units can now shoot farther
Most T1 land units move slower
Most T1 land now produces much faster, and at a fraction of the cost
All Gunship Speeds 6 -> 8 (vanilla 1.0 speed)
All Nuke TML now shoot twice as far as aeon TML
All Nuke Silos now less expensive, nuke warheads more expensive (to encourage use of silos as TML), all nuke warheads more effective
All TML and Atrillery (both mobile and stationary) now have smarter targeting priorities
All factions engineer build time from 0:20 - > 0:40
Added splash damage to most Anti-air (not T1 mobile AA, some other exclusions like cruisers and battleships, not on air-to-air)
Bombers now have a ~60 second reload time (but now include a bomb timer bar under their health and shield)
All torpedoes in the game now do 750 base damage (FYI tigersharks have 700 health by default so one health upgrade doubles their resiliance at the start, and micro is needed for your torpedoe shots with your navy), with DPS accounted for by rate of fire
All torpedoes shoot much farther (except yenzoo's); subs/destroyers/battleships are 192, atlantis/kraken/factories are 256
All AA now shoots farther: mobile 128, fighter bombers 192, fighter 200, dedicated experimental air-to-air 256, factories 256, with the exception of units that damage both land and air, in which case the AA distance is the same as the ground firing distance
All large naval units (except experimentals) now take longer to build, subs are cheaper and faster to build
All Artillery shells and many large cannons (megalith, urchinow, colossus, monkeylord, etc) have a minimum firing distance, if your mobile artillry or superweapons are not firing they are probably too close, unfortunately there is no way I know of to add an inner ring, but if i figure it out I will implement it
All air will now setdown when idle over valid terrain (transports have a longer hover time to allow them to be loaded, if you are having trouble with transports setting down, put them on partol instead of leaving them idle)
Most Air units now travel at seperate heights
Pretty much the only air vulnerable to structure detonate now is gunships and basic transports due to flight height

--

Cybran
Renegade gunship can now carry one basic T1 land unit
Intellitron uses more flares + bubble shield on upgrade
Transport now gets bubble shield on upgrade, and is more deadly as an anti-air and air-to-ground gunship
Economy, and frontloading of DPS changed for Cybran Long Range Artillery (now called Trebuchet)
Power Plants now have a small shield
Research Stations now produce a Radar Stealth field
ACU Overcharge now accounts for most of its bonus damage thru Rate of Fire increase
ACU TML its now designed to overwhelm TMD thru mass numbers
Engineer now functions as Cybran's T2 unit:
-Bubble Shield when upgraded
-Cannon does more damage, and splash damage
Loyalist can now repair friendly units
Swapped Cybran Command Class aircraft Carrier projectile with Salem Class Destroyers (it fits better this way)
Command Class aircraft carrier can now target air, storage capacity doubled, adjustment to build bonuses (made better)
Megalith:
-Large cannon shoots farther, frontloads it's DPS more, added timerbar
-Small lasers will not kick in until closer in range
-Radar Stealthed
Giant Transport can now target submarines, air-to-air damage increased, radar stealthed
Bomb Bouncer now moves much faster (to accomidate larger attack radii of basic units)
C-Rex
-TML is now longer range, and more deadly
-Flame breath longer range
-Bombs do splash damage, and damage over time now
Kraken
-Now has a bubble shield
-speed increased, and range increased on both torpedoes and lasers
Protobrain lasers can now target air

--

Illuminate
Decreased effectiveness of flares (due to new unit production capacities) on gunships and fighters
Aeon Basic Transport now has a bubble shield when upgraded, can now target submarines, now has sonar, and does more DPS
Electroshock can now target air
Structure TML cost 350 -> 400, range 225 -> 200
Research Station is also a small shield generator
Engineers get a small bubble shield upon upgrade
Shotja is now Aeon T2:
-Bubble sheild on upgrade
-Splash damage
-Now a glass cannon, and slow to boot, but properly supported can rip apart a lot of things on the battlefield
BodaBoom:
-increased health of actual unit
-increased build time
-added bubble sheild upon upgrade
Factory intel now has a larger sonar range
Urchinow:
-main cannon fires further, frontloads damage more, has countdown timer
-artillery shoots farther
-small cannons do not engage until closer in
Wilfindja now has a bubble shield
Airnomo given splash damage, and damage over time
Buhbledow is now a Extra Range Tactical Missle Barrage Launcher (think Aeon artillery but trades being able to be shot down for it's accuracy), EMP disabled until future versions
Sooprizor has radar stealth, can now teleport
Colossus can now suck in air units and subs
Darkenoid:
-main cannon can now target subs, auxillary lasers can now target air, bombs do splash damage
-Increased Health, decreased speed, decreased build time (190 -> 120)
Pulinsmash now builds faster (190 -> 120), has 10% more rage and 10% faster suckage, moves faster, can move into shallow water

--

UEF
Wasps now turn faster than their fighter-bomber counterparts in combat (not sure if working ?)
UEF Basic transport now has a bubble sheild upgrade, and is more deadly air-to-air
Land, Sea and Air Factories now start with shields, which can be recharged at a cost of 5000 energy (shield upgrade now costs 0e 0m 0:00 because I can not disable it yet, will probably go back to having to pay for shield in future versions once I can edit the OnBuild to activate the ability)
Economy, and frontloading of DPS changed for UEF Long Range Artillery (now called Duke), and disruptor station
Standard shield generators can now recharge (cost 5000 for now but may be changed once I start editing abilities)
UEF ACU:
-Overcharge now slows rate of fire, but increases damage dramatically
-Arty now has more range, fires in volleys of 3
-TML is now instead a small Tactical Nuclear Missle (sorry but the countdown time for this superceed's his build timerbar)
Engineer can now use afterburner, has small bubble shield upon upgrade
Field Engineer is now UEF T2:
-Bubble shield upon upgrade
-increased splash damage
-increased healing by 20% over vanilla
-can also be built by Air Factory
Titan now has a short range jump jet
Cruiser radar range decreased, cruise missles 6 per volley -> 4 per volley (with associated DPS loss)
Tigershark Sub can now target air when surfaced
Changed posiedon projectile to match fatboys battleship cannon
Fatboy's large cannon now shoots farther, small cannons kick in at lower range
AC1k now moves faster and higher when travelling, will slow and lower to circle and fire
UEF giant transport now has a bubble shield
Atlantix II storage capacity tripled
Super Triton range increased, added damage over time to main cannons, added shield
Kriptor weapons platforms totally changed, this thing is deadly now at medium to medium-close range
Megafort can now hold 100 planes
Jackhammer now fires multiple rounds in volleys, at longer range (it now sounds like a jackhammer)

--

Known Issues
Sometimes T1 direct fire units will shoot at and miss units repeatedly if they are on another plane. Either get on the same plane, use arc fire weapons, or use higher tier units or ACU, which do not miss as much for some reason.
Some units do not engage right away and must be given several orders to attack, or given attack move order (alt+right click)
TMD might still be broken, as per vanilla SupCom2, though I slowed the velocity and lowered the randomness of most missles in an attempt to improve it, as well as extending the max beam length.
UEF ACU with Tactical Nuclear Missle upgrade (for now right a replacement for TML) loses his building/assist progress bar once fired.
Buhbledow sometimes stops firing (I am pretty sure this has to do with the scripting and which weapon type I am using, it was the only way I could get it to fire at all) for unknown reasons...maybe after it gets a kill?

--

Some Ambitions for version 1.0
Make all non-missle Anti-Air can only shoot X degrees above the horizon
Make subs surface upon exit of factory
Fix known issues
Add replacement models for all 3 SCUs plus the new air units
Add some new abilities:
-Harden for UEF long range artillery
-bodaboom type upgrade boost for aeon ACU
-Cybran T1 unlockable submersable (as in seabed type of anphibious) tank
-Add a dive ability to Salem Destroyers
-Seperate dive and submerge 'abilities'
Give Cybran air some type of torpedo/anti-navy weapon (torps drop from transports/gunships/stealth bomber?)
make units come out of teleport/jump jet spread out
some type of overkill control/prevention would be great

_________________
Image
Image Image Image


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy