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 PostPosted: 24 May, 2010 
 

Joined: 17 Nov, 2007
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Updated to work with Supreme Commander v1.240 and DLC

http://ai-machater.googlecode.com/files ... er1240.zip

Unzip the file. Replace your lua.scd with this one.


This mod also includes the debug console and new unit cap settings.
Hit Z in game to open up the debug console.
Allows game speed change during campaign.

----------------------------------------------------------------------
The unit cap options are 500, 1000, 1500, and if you are really brave 2000.
You do however have to edit your game.prefs to use this, because the UI can't be modded to add the option in game :_(

For windows 7 the game.prefs file can be found in... C:\users\yourusername\AppData\Local\Gas Powered Games\Supreme Commander 2\

Open that up with notepad and find the option for unitcap and change it to either 500, 1000, 1500 or 2000. no other numbers will work.

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

This mod should improve the layout of the formations a good bit. Shield units should mix in with the other units to cover the entire formation.

Might need further tweaking, let me know how it works out!

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Last edited by Machater on 19 Nov, 2010, edited 6 times in total.

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 PostPosted: 24 May, 2010 
 
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Brilliant!

...so the replacement of lua.scd disallow it in MP?

and I thought the artillery range upgrade is for light artillery only...

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 PostPosted: 24 May, 2010 
 

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you can play online only with other people who have the mod installed.

the uef artillery range upgrade is supposed to work for both the fortified(light) artillery as well as the UEF Long Range Artillery, but NOT the disruptor artillery.

The research does increase the range of the uef long range artillery, but it can't actually shoot beyond its original range. It gets stuck trying to auto target things beyond this range, aiming at them, but unable to fire.

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 PostPosted: 26 May, 2010 
 

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so has anyone tried this and have an opinion on how it works? :)

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 PostPosted: 27 May, 2010 
 
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I shall give it a whirl when I can and leave feedback asap. Love your stuff ;)


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 PostPosted: 28 May, 2010 
 
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I like the formation mod it works great. But editing the game.prefs file doesn't work for unit cap.

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 PostPosted: 03 Sep, 2010 
 

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I've updated this mod to work with the latest version of Supreme Commander, 1.20.

http://ai-machater.googlecode.com/files ... ons1.2.zip

I removed everything other than the debug console stuff and the actual formation fix part.

Let me know how it works.

If any other modders out there are interested in using my formation fix in their mod, contact me.

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 PostPosted: 05 Sep, 2010 
 

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Heres a before and after screenshot of the fix.

Before
Image

After
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 PostPosted: 06 Sep, 2010 
 
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Hi Machater,

I really like the idea of this mod. However having run a couple of quick tests with it, it appears that pressing Tab doesn't bring up the Research window anymore. The key binding seems to have been altered. Was this intentional? I ask because having to click on the Research button to open/close the window every time feels a bit clunky.


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 PostPosted: 06 Sep, 2010 
 

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Umm it really depends man some times they Aline like this some times there at the back you would have to give my mod ago and tell me what you think.
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 PostPosted: 06 Sep, 2010 
 

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not sure what I broke to mess up the research window :) guess something with the debug console, ill look at it when i get home today.

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 PostPosted: 15 Sep, 2010 
 

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updated to work with the latest patch, 1.21.

Also fixed the issue with tab not opening research menu. everything should work now, if it doesn't let me know.

Z opens the console, alt-f2 is the unit spawner

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 PostPosted: 16 Sep, 2010 
 
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Hey Machater. :)

Thanks for fixing the Tab issue. I'll try this out more thoroughly when I've got a bit more time.


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 PostPosted: 18 Sep, 2010 
 

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Thanks very much machater. I wish GPG would merge this sort of change into a patch because I have trouble finding anyone who uses this online. That confuses me because I don't know a reason why people wouldn't want to use this mod. ?? Without it you need to do a lot of managing of mobile shield units.


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 PostPosted: 18 Sep, 2010 
 

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I don't know if it will work online actually. I really don't play online and haven't been able to test it, but I have a feeling it would not work online because of the way the formations are changed.

I have a feeling the game would run but the formations would be the normal ones, not this modded version.

Maybe someone could test this and let me know, not really sure how it would turn out. :)

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 PostPosted: 18 Sep, 2010 
 

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I played it without any trouble online with 1 other human player, and there weren't any crashes or other strange things that I noticed. But I played as Illuminate so I didn't have any mobile shield units and didn't pay much attention to my ally. I'll try to ask to get together again to test the formations. If this were in a patch though I would guess it would be more compatible, though maybe there are good ways to merge mods like in Supcom/FA. hooking, shadowing? I didn't learn much about modding.


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 PostPosted: 18 Sep, 2010 
 

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GPG could easily put this into the game. Formations are now in the C++ engine code and can't really be changed by a mod. The system itself can be accessed though, and there are various settings as part of the navigation system. My mod simply passes settings to the system to change it.

This might not work online because I'm using the console to do this, which might be stopped as preventing the use of cheat codes online would be.

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 PostPosted: 30 Sep, 2010 
 

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Updated this mod for the new 1.222 patch and DLC.

Also added a new unit cap tweak so you can play with more units. I found the new large maps to be a great treat, but 500 units just doesn't cut it against the AI!

Please see the first post for instructions on using the mod and new unit cap settings(they aren't user friendly thanks to GPG's broken UI)

http://ai-machater.googlecode.com/files ... er1222.zip

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 PostPosted: 03 Oct, 2010 
 
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the game crashes with this mod, I played a game with 5 Ai's on one of the new DLC maps.
It just closed Supcom2 and said that the program wasn't responding.

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 PostPosted: 03 Oct, 2010 
 

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strange, it works fine on my computer. have played several games with it.
When does it crash? Right when the game starts, after a while? What unit cap are you using?

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 PostPosted: 06 Oct, 2010 
 
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Using Console is it possible to increase gamespeed in campaign?

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 PostPosted: 06 Oct, 2010 
 

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I don't think so, if i remember correctly there was something special you had to mod in/out to get that to work.

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 PostPosted: 10 Oct, 2010 
 

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Updated for the most recent patch, v1.230

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 PostPosted: 14 Oct, 2010 
 

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There's one minor fix that I would recommend you implement and that is to allow simspeed changes in the campaign.

lua/ui/uimain.lua
Code:
function IncreaseGameSpeed()
    if not WorldIsLoading() and (import('/lua/ui/game/gamemain.lua').supressExitDialog != true) and (not SessionIsCampaign() or DebugFacilitiesEnabled()) then
        ConExecute('WLD_IncreaseSimRate')
    end
end

function DecreaseGameSpeed()
    if not WorldIsLoading() and (import('/lua/ui/game/gamemain.lua').supressExitDialog != true) and (not SessionIsCampaign() or DebugFacilitiesEnabled()) then
        ConExecute('WLD_DecreaseSimRate')
    end
end


change it to
Code:
function IncreaseGameSpeed()
    if not WorldIsLoading() and (import('/lua/ui/game/gamemain.lua').supressExitDialog != true) then
        ConExecute('WLD_IncreaseSimRate')
    end
end

function DecreaseGameSpeed()
    if not WorldIsLoading() and (import('/lua/ui/game/gamemain.lua').supressExitDialog != true) then
        ConExecute('WLD_DecreaseSimRate')
    end
end

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 PostPosted: 14 Oct, 2010 
 

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ah thats where that is.
I had that in one of my previous mods, but was to lazy to find out where it was again :)

Ill throw it in next update

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