RCIX
03-20-2010, 07:49 PM
Edit: somehow i screwed up the naming, it's supposed to be Supreme Commander 2: The Experimentals. If GPG copyrighted that, then i'll use Supreme Experimental 2 :D
Edit2: the mod is now online, you're welcome to give it a (skirmish) whirl if you want. Scroll down to install instructions to get the link. Hopefully, if i can get anyone to agree to play tomorrow (hint hint), we can do an online playtest.
Note: many thanks to fud (for pointing me in the right direction for Research) and Machater (for helping me get mods to work with his instructions) on the GPG forums!
Ok, i'm going to have the minor and major land assault experimentals rebalanced (prototype balancing of course) and ready for tomorrow, and i want to make sure people think i'm going in the right direction. Thus, if you're interested in playtesting my mod, please post at what times you'll be available tomorrow (i'll be ready starting at around 2 west coast time), and i'll pick a time to host which will let as many people play tomorrow as is possible.
Before opening SC2, download the mod from this url (http://www.mediafire.com/download.php?tndtzlnl3jw), unzip to a directory you can find later, then go to:
[Main drive letter]:\Program Files (x86 if you have 64 bit)\Steam\steamapps\common\supreme commander 2\gamedata\
and rename lua.scd and bp.scd to lua.old and bp.old . Now, copy my lua/bp.scd replacements into this directory. This will mean you canot join any non-playtesting-for-this-mod games again until you move my lua/bp.scd files out and rename those other ones back to scd files.
At the prescribed time, open supreme commander 2 and search for passworded games. Enter sc2expmod as the password (if you don't intend to install the mod, DO NOT JOIN! it will just cause headaches for me). The game name will be "XvsY no air exp mod test" (slightly shortened if that doesn't fit, but it should)
In the mean time, here are the changes i've made to the minor assault experimentals (see http://supcomdb.com/sc2/unitlist for a list of units stock stats to compare to)(still working on the stats for the major ones):
Megalith II new stats
purpouse blurb: Fast and reasonably armed, designed as an all-around army unit on a large scale.
10 RP cost
900 mass
3960 energy
180 second build time
main weapons DPS: 450 (inaccurate + splash, 1 900 damage shot every 2 seconds)
secondary ones DPS: 150 apiece
AA weapons: 25 apiece (12.5 damage 2 shots a second, left range at 32 for now)
direct fire weapons range: 48
new speed: 3.5
health: 15000
vision: 48
regeneration: 35
Fatboy II new stats:
Purpose blurb: Focused long range firepower. Slow but capable of cracking defenses.
10 RP cost
800 mass
3130 energy
180 second build time
main weapon DPS: 400 (3 266.667 damage shells every 2 seconds)
secondary weapon DPS: 75 apiece (3 16.667 damage shells every 0.667 seconds)
health: 15000
vision: 64
range: 64
radar: 100 (added radar)
regeneration: 25
new urchinow stats:
Purpose blurb: Designed to get in and hammer an army in close combat, but some of it's weapons are wasted on single targets.
10 RP cost
1000 mass cost
4200 energy cost
180 second build time
new speed: 3
health: 18000
weapons range = 32
main weapon DPS: 400 (1 400 damage shot each second, inaccurate and a bunch of AoE)
secondary weapons DPS: 100 apiece (4 25 damage projectiles each second, accurate)
artillery weapon DPS: 200 apiece (fires 2 600 damage shots every 6 seconds, medium inaccuracy)
vision: 32
regeneration: 30
Edit: i've completed prototype balancing for the King Kriptor, C. Rex, and Universal Colossus, here are the changes i've made:
King Kriptor new stats:
purpose blurb: heavy weaponry for blasting through bases and armies alike.
30 RP cost
6000 mass
24000 energy
780 seconds build (that would be 13 minutes unassisted)
102000 health
3 speed
hand cannons DPS: 300 DPS apiece (1500 damage every 5 seconds with an AoE of 4)
gauss cannons DPS: 100 DPS (1 100 damage shot every second)
artillery DPS: 100 (400 damage every 4 seconds)
missiles DPS: 150 (8 112.5 damage missiles every 6 seconds)
death damage: 15000
regen: 100 (down from 143) (to make it less able to ingore weapons)
missiles get 64 range, everything else 32
64 vision
C. Rex stats:
purpose blurb: fast and armored enough for getting into and stomping around an enemy base but sort of lacking in weapons compared to others
25 RP cost
2500 mass
13000 energy
50000 health
5 speed
main weapon: 1250 DPS (250 per fireball)
plasma grenades: 780 DPS (just double damage)
replaced missiles with:
Golem Tactical Anti-Air Missile Launcher
fires 3 200 damage ground-to-air missiles (retooled versions of the regular c-rex missile) every 4 seconds. 48 range.
Flamethrower range boosted to 32.
regen: 150
vision: 48
Universal Colossus stats:
purpose blurb: capable of hitting single targets with frightening firepower, but very expensive. Tractor claws assist in attriting army units.
35 RP cost
7550 mass
32000 energy
11:30 buildtime
165000 health
2 speed
laser weapon: 2000 DPS
hand weapons: not touched (i haven't the faintest how it determines how long to wait between grabbing units)
regen: 90
64 vision radius (48 when in water)
48 range
I think that's major enough don't you?
Edit2: the mod is now online, you're welcome to give it a (skirmish) whirl if you want. Scroll down to install instructions to get the link. Hopefully, if i can get anyone to agree to play tomorrow (hint hint), we can do an online playtest.
Note: many thanks to fud (for pointing me in the right direction for Research) and Machater (for helping me get mods to work with his instructions) on the GPG forums!
Ok, i'm going to have the minor and major land assault experimentals rebalanced (prototype balancing of course) and ready for tomorrow, and i want to make sure people think i'm going in the right direction. Thus, if you're interested in playtesting my mod, please post at what times you'll be available tomorrow (i'll be ready starting at around 2 west coast time), and i'll pick a time to host which will let as many people play tomorrow as is possible.
Before opening SC2, download the mod from this url (http://www.mediafire.com/download.php?tndtzlnl3jw), unzip to a directory you can find later, then go to:
[Main drive letter]:\Program Files (x86 if you have 64 bit)\Steam\steamapps\common\supreme commander 2\gamedata\
and rename lua.scd and bp.scd to lua.old and bp.old . Now, copy my lua/bp.scd replacements into this directory. This will mean you canot join any non-playtesting-for-this-mod games again until you move my lua/bp.scd files out and rename those other ones back to scd files.
At the prescribed time, open supreme commander 2 and search for passworded games. Enter sc2expmod as the password (if you don't intend to install the mod, DO NOT JOIN! it will just cause headaches for me). The game name will be "XvsY no air exp mod test" (slightly shortened if that doesn't fit, but it should)
In the mean time, here are the changes i've made to the minor assault experimentals (see http://supcomdb.com/sc2/unitlist for a list of units stock stats to compare to)(still working on the stats for the major ones):
Megalith II new stats
purpouse blurb: Fast and reasonably armed, designed as an all-around army unit on a large scale.
10 RP cost
900 mass
3960 energy
180 second build time
main weapons DPS: 450 (inaccurate + splash, 1 900 damage shot every 2 seconds)
secondary ones DPS: 150 apiece
AA weapons: 25 apiece (12.5 damage 2 shots a second, left range at 32 for now)
direct fire weapons range: 48
new speed: 3.5
health: 15000
vision: 48
regeneration: 35
Fatboy II new stats:
Purpose blurb: Focused long range firepower. Slow but capable of cracking defenses.
10 RP cost
800 mass
3130 energy
180 second build time
main weapon DPS: 400 (3 266.667 damage shells every 2 seconds)
secondary weapon DPS: 75 apiece (3 16.667 damage shells every 0.667 seconds)
health: 15000
vision: 64
range: 64
radar: 100 (added radar)
regeneration: 25
new urchinow stats:
Purpose blurb: Designed to get in and hammer an army in close combat, but some of it's weapons are wasted on single targets.
10 RP cost
1000 mass cost
4200 energy cost
180 second build time
new speed: 3
health: 18000
weapons range = 32
main weapon DPS: 400 (1 400 damage shot each second, inaccurate and a bunch of AoE)
secondary weapons DPS: 100 apiece (4 25 damage projectiles each second, accurate)
artillery weapon DPS: 200 apiece (fires 2 600 damage shots every 6 seconds, medium inaccuracy)
vision: 32
regeneration: 30
Edit: i've completed prototype balancing for the King Kriptor, C. Rex, and Universal Colossus, here are the changes i've made:
King Kriptor new stats:
purpose blurb: heavy weaponry for blasting through bases and armies alike.
30 RP cost
6000 mass
24000 energy
780 seconds build (that would be 13 minutes unassisted)
102000 health
3 speed
hand cannons DPS: 300 DPS apiece (1500 damage every 5 seconds with an AoE of 4)
gauss cannons DPS: 100 DPS (1 100 damage shot every second)
artillery DPS: 100 (400 damage every 4 seconds)
missiles DPS: 150 (8 112.5 damage missiles every 6 seconds)
death damage: 15000
regen: 100 (down from 143) (to make it less able to ingore weapons)
missiles get 64 range, everything else 32
64 vision
C. Rex stats:
purpose blurb: fast and armored enough for getting into and stomping around an enemy base but sort of lacking in weapons compared to others
25 RP cost
2500 mass
13000 energy
50000 health
5 speed
main weapon: 1250 DPS (250 per fireball)
plasma grenades: 780 DPS (just double damage)
replaced missiles with:
Golem Tactical Anti-Air Missile Launcher
fires 3 200 damage ground-to-air missiles (retooled versions of the regular c-rex missile) every 4 seconds. 48 range.
Flamethrower range boosted to 32.
regen: 150
vision: 48
Universal Colossus stats:
purpose blurb: capable of hitting single targets with frightening firepower, but very expensive. Tractor claws assist in attriting army units.
35 RP cost
7550 mass
32000 energy
11:30 buildtime
165000 health
2 speed
laser weapon: 2000 DPS
hand weapons: not touched (i haven't the faintest how it determines how long to wait between grabbing units)
regen: 90
64 vision radius (48 when in water)
48 range
I think that's major enough don't you?