


#SUPREME COMMANDER 2 REVAMP MOD INSTALL SERIES#
If you're looking for an excuse to return to SupCom after some time away, this is it.The Supreme Commander series is considered by many to be one of the most underrated RTS properties of all time. The maps still don't as big as the original, but it does allow for and demand larger battles than in the base game. SupCom 2 traded that in for a faster pace, which made it far easier to play during a lunch break but lost what was unique about the game. The distance between bases on some of the larger maps forced you to set up ferry points to move your units to the frontline, and to be constantly pushing out to set up new, forward bases. Supreme Commander 1's battles could feel epic like no other game. When you play, you do notice the scale and unit cap changes. Lastly, it makes dozens of small changes behind the scenes, tweaking balance and AI in ways which, to be honest, I haven't noticed in the few games I've played. It adds wholly new units too, like a Cybran Heavy Tank and something I haven't yet tried called a "Quad Anti-Air Defense System Skystalker." It also ports features and units from the previous games, such as allowing every faction to build a mass fabricator, or adding UEF's untouchable Novax Satellite from Forged Alliance. ( This smaller mod goes further, letting you set the unit count as high as 10,000. It then increases the unit cap, so that each team in a battle can have up to 3000 units, instead of the previous cap of 500. If you thought Seton's Clutch felt dinky in the sequel, this helps. Most significantly, it changes the speed and scale of the game's units so that they're smaller and so that maps feel consequently larger.

There's a good bet that, four years after release, your computer can run vanilla SupCom 2 without breaking a sweat. Some of the changes SupCom 2 made were designed to bring in new players - the introduction of a tech tree with routes through it unlocked via research points simplifies the game in a way that arguably makes it more fun, as the game's best units can be reached in 15-20 minutes instead of 45-minutes or not at all.īut other changes were made because the game had to run on consoles, and the consoles of the time weren't powerful enough to run Supreme Commander 1's absurdly vast maps or absurdly complex AI calculations. Its expansion, Forged Alliance, is my favourite strategy game. The original game had far larger maps, greater unit counts, and a more complicated economy system that was more flexible and less forgiving. SupCom 2 was my entry point to the series and I love it, but I graduated from there to Supreme Commander 1. Except that it was a child's game compared to the original. It requires quick decisions, if you're going to walk a path through its research trees as efficiently as possible and reach its game-ending, sun-blocking experimental units. It requires a lot of multi-tasking, if you're going to deal with battles at your base, on the frontlines, at sea, on land and in the air. It requires high actions-per-minute if you're to expand your base to match or beat the economic expansion of your opponent, be they human or AI.

Supreme Commander 2 is a frantic, mentally taxing game. Wish Gas Powered's robotic RTS sequel had been more in-line with its predecessor? This is the mod for you. What can I get running now which will be fun? Think, think, got it: the Supreme Commander 2 Revamp Expansion Mod. I'm telling you this now because it seems like a worthwhile lesson if you're going to attempt modding beyond the safe boundaries of the Steam Workshop sometimes it requires patience, sometimes it creates nothing but frustration. Then I couldn't get my key example to work, and spent four hours stumbling over error after error until I was forced to give up. I had great plans to write about "kitchen sink" mods, which abandon narrative coherency in favour of cramming borrowed ideas into a joyous, lunatic mess. This is not the mod I intended to write about when the day began.
