Supreme Commander - Forged alliance - Deep strategy addon 1.00 | ||||||
This compilation involves few smaller mods for Supreme Commander - Forged Alliance that are made with intent to make battles more about strategy, map proportions, conquering, base layouts thank to new adjacency bonuses and all stages of management. There are many modifications that are targeted for developing new stronger and stronger experimentals, weapons and resource generators. This compilation is totally different. No more "Game for Heroes", "Tech rush" or "Camping"... New adjacency bonuses: - Radar increases weapon ranges ---> Only one radar building at time gives this effect. Good for artillery and silo structures. - Power generators increases rate of fire and shield regeneration ---> Higher tech pgens gives much better bonuses, but they're volatile. - Power storage increases shield HP ---> Good for early colonies but again, they're volatile. - Mass extractor greatly increases buildrates of factories, silos... ---> Forcing to expanding. It is huge advantage but use it wisely. Mass spots are limited. - Mass fabricators increases extractors outpusts more than mass storages. ---> Again, this is very volatile way, but very prosperity too. ------------------------- - All bots except T4 have increased top speed, acceleration and turning faster, but have decreased HP and costs more energy to build. When bots move their firing is less accurate. ------------------------- Underlining roles of bots. They're more real infantry-like with all it's advantages (maneuverable, faster) and disadvantages (weaker, less accurate while moving). - All tanks except T4 have decreased top speed, acceleration, turning and steering is much more slower, they are less maneuverable but are tougher. ------------------------- Underlining roles of tanks. They're more real vehicle-like with all it's advantages (tough) and disadvantages (less maneuverable, slower). - Mass fabrication is much less efective. ------------------------- No more camping. You have to expanding and capturing mass-rich areas. Fabricators are great for decreasing mass consumption of adjacent factories. - AntiAir, artillery and TML units and structures have better target priorities. ------------------------- No more stupid behavior of anti-air guns such as searching new T3 bomber every time it fly around and let gunships shot at them. No more friendly fire to own attack battalion. Mobile artillery prefers important base structures, defense and dangerous artillery pieces. Mobile TML prefers shields, tactical defenses and another MTML. - All mobile artillery have increased range and decreased rate fo fire and accuracy. ------------------------- Artillery is more artillery-like. Besieged base defenders and other units won't be hit directly to the eye from attacker many kilometers away. Siegeing takes some time so you have to protect your artillery. This even gives to defender some time and potential for response. - Nuke damage decreased. ------------------------- No more one nuke flat whole nice base. It is good to play with nuke/shields collide mod. - T3 static artillery inculde Salvation has decreased range, damage, accuracy, cost and buildtime and increased damage radius. ------------------------- No more camping and building hundreds of this buildings and hitting foe from the far with no real assault. You have to get closer. Its main role is defense against heavy units and large battalions now. - Scathis has not unlimited range, now it can hit target approximately 5km far. Has increased HP and its costs and build speed is close to its vanilla version. ------------------------- No game-enders, who wants them. - All T3 units has decreased damage so eartly tiers are still usable. - All T4 units has decreased damage, acceleration, buildtime, cost and top speed so eartly tiers are still usable. - All armed structures energy consumption doubled. - Mass extractors energy consumption increased. |
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Download: (6 MB) |