Supreme Commander 2
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JBeckman
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PostPosted: Fri, 4th Jun 2010 09:01    Post subject:
Another update.
http://store.steampowered.com/news/3904/

Code:

Improvements

    * Skirmish Save/Load. Skirmishes can now be saved in game using the Menu > Save Game Function. Skirmish saves can be loaded while in a skirmish game or from the main menu under Skirmish > Load Saved Game.
    * Players who have been eliminated in a skirmish or multiplayer game, but have remaining allies that are all AI, will be set as an observer will full map view, and may exit normally at their discretion.
    * AI Engineers and Land Scout platoons will now execute optimized pathing (performance improvement).
    * A user friendly version number will now be shown at the top of replay files. Replays that do not have the matching version number of the build will generate a “failed to load” message.
    * The default folder for save games, replays, screenshots and log files has been updated to \My Documents\My Games\Square Enix\Supreme Commander 2\.
    * Added redundant checking on games returned by Steam in matchmaking. This check ensures that the game fits within the filters specified for Steam. Previously old data could be called when rapidly narrowing a search.
    * Illuminate Bodaboom aura range now displays as a weapon range.


Fixes:

    * Fixed condition where the first player leaving a multiplayer game would stop automated replay recording.
    * Further refinement of search filtering for ranked. It was possible that someone could join a ranked game because they met the criteria when they initiated the search, but then narrowed their search and no longer met that criteria. We now check for this case and reject the connection.
    * Fix for most common case of players getting in an unable to join state when closing a multiplayer game from a lobby.
    * Artillery Weapon Range boost will now correctly affect Long Range Artillery, increasing its range.
    * Fix for AI violation of Research build condition.
    * Fix for AI not building enough research stations.
    * Fix for AI not building enough factories late game.
    * Fix for Naval AI not building a Naval factory at all, and for secondary condition of not building them outside its starting base location.
    * Fix for uncommon case of units not doing anything when running away.
    * Fix for AI Land platoons not running away.
    * Fix for AI not properly utilizing the Noah Unit Cannon and Carriers for building.
    * Fix for Defensive builders going to the wrong task state when they fail to find a build position.


Balance and Tuning:

    * Engineers will no longer circumvent assist mitigation when ordered to assist open ground.
    * AI has improved seeking/hunting capability against hidden commanders.
    * AI will only build Artillery/TML in their base if they have enemy structures in range.
    * AI will build more generators after they have a Mass Converter (or the research for the Cybrans).
    * AI will normally only build shields in their bases when there are structures there to protect.
    * AI will not build excess mass extractors.
    * Illuminate ACU Energy Income Boost research decreased to +200%, was +300%. Decreasing Mass Income Boost to+250%, was +400.
    * Decreased Rate of Fire on Illuminate flares by 33%.
    * Added a 25 second rebuild time when the Proto-Brain is destroyed. Added a Cybran Proto-Brain crash damage of 2000.
    * Increased minimum radius on Long Range Artillery to 150, was 50.


Known Issues:

    * Replays cannot be created from a game that has been loaded from a Skirmish save, the UI does not currently reflect this. Although it appears to save, it does not, and the “Replay LastGame” feature will actually play the last valid replay.


EDIT: Might have some use.
http://www.multiupload.com/5Y05CRP2AG
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JBeckman
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Posts: 34970
Location: Sweden
PostPosted: Tue, 31st Aug 2010 22:49    Post subject:
Patched again, I might be able to upload the data but it's a large update.
Quote:

New Features

* Added AI Custom Options menu to allow fine control of each AI's Core Strategy, Build Speed, Resource Income, Veterancy, Intel, and Target preference.
* The pre-order maps Emerald Crater, Iskellian Coast, QAI Prototype Facility, Seraphim VII Site, and Weddell Isle are now available to play for all players.
* Added a Cybran Mass Convertor structure, unlocked via the research tree.
* Added “No Artillery Structures” to game exclusions list.
* Added "No Mass Conversion" to game exclusions list.
* Added shield range ring indicators both during placement and on mouse-over.
* Added factional shield coloring, and quicker impact effects to improve overall visibility and feedback.
* Added a keybind to turn the UI and all associated in-game clutter on and off for screenshots and movies: Ctrl-U.
* Updated the current ranked season to season 2


Balance

* Increased Mass Convert cost to 2500e and income to 250m.
* Increased Mass Convert cooldown to 10 seconds.
* Killing enemy units will now generate 25% less Research.
* Illuminate Rogue Nanites heal decreased to 5,000. Was 10,000.
* Illuminate ACU Shield health decreased to 12,000. Was 15,000.
* Illuminate ACU Teleport, Damage, Rogue Nanites and Personal Shield upgrades each increased by 1 RP.
* Illuminate Rogue Nanite's range increased from 10 to 15.
* Cybran Battleship range decreased to 90. Was 115.
* Cybran Kraken health and damage increased by 50%. Weapons no longer prefer unique targets.
* AI veterancy cheat buff is now an increased vet rate, rather than free levels.
* Illuminate Point Defense cost increased to 200m/440e. Was 190m/420e.
* UEF P-Shield health increased to 600. Was 400.
* Nuke cost increased to 1000m/4000e for each projectile. Was 750m/3000e.
* Mobile units that are hunkered will no longer be affected by the magnetron.


Fixes

* Fix for being able to assist an engineer assisting a factory and bypassing the build speed reduction.
* Fix for being able to have UEF Pgens assist an engineer assisting a factory and bypassing the build speed reduction.
* Fix for being able to have UEF Pgens assist an engineer assisting a factory and bypassing the range check.
* Fix for AI not sending early attacks.
* Fix for Air units not accepting multiple destruction part meshes in their blueprints.
* Fix for AI ACU going back and forth when there are enemies nearby.
* Fix for AI not using the Noah Unit Cannon.
* Fix for units getting strung out along cliffs.
* Fix for units that have queued move orders pathing weird after using an ability.
* Fix for beam weapons not turning off when units were loaded onto transports.
* Fix for Hover units not triggering properly when killed.
* Fix for UEF Long Range Artillery not being able to fire at their upgraded max range.
* Fixed Sonar Radius buffs to work like Intel Radius buffs.
* Units that are dropped from a transport will no longer infinitely loop their move ambient sound.
* Fix for AI units trying to climb hills.
* Fix for UI-based ACU duplication exploits.
* Fix for replay files not closing properly under rare circumstances.
* Fix for Platoon position being on unpathable terrain and screwing everything up for the AI.
* Fix for units being teleported when dropped from a transport over invalid terrain.
* Fix for the wrong leader being selected for Air units.
* Fix for GPNav group leader selection. Agents are eligible to be the group leader only if they are close enough.
* Fix for units that have queued move orders pathing weird after using an ability.
* Fixed resources getting refunded for units that have completed building and are cancelled with the stop command.
* Fix for units getting stuck against walls if they started out moving via steering only (no flow field).
* Fix for naval units not receiving commands outside the playable rectangle.
* Fix for some air units in a group slowing way down.
* Fix for crash when issuing guard on the ground.
* Fixed a version number crash when loading a saved skirmish game.
* Fix for crash when loading a save game while a unit is jumping.
* You can no longer send air units through an enemy Space temple beacon.


Improvements

* When we buff a unit's max health we now set the units health percentage to the same as it was before the buff was applied.
* Removed the visual effect on other units from the Bodaboom and Universal Colossus to improve performance.
* Increased Bodaboom buff check time to 8 seconds and Universal Colossus to 6 seconds to improve performance.
* Changed the Bodaboom range circle to match the Bodaboom's buff range.
* Attempting to join a game when you have modified files and the host does not (or vice-versa) will fail with a warning message. This is true for joining through the game browser or by receiving an invite.
* We now disable collisions on units while they are in a transport.
* All Air to Ground and Ground to Air projectiles will no longer collide with each other.
* Units that die while jump jetting will fall like air units.
* Anti-Nukes will now show the proper Available/Max numbers when you hover over the build AntiNuke button.
* Made path requests NOT immediately reset from cost stamp collisions.
* If you lose and have a human ally that is still alive, you can no longer hear sounds from enemies under the Fog of War and can no longer see decals created under the Fog of War.
* We no longer remove units from their group when issuing ability commands (except in special cases).
* GPNav now allocates all the memory it will require for Integration Fields at the start of the game to improve performance.
* Jump jetting units will now adjust their flying height to avoid colliding with terrain.
* Reduced the effect ambient sounds have on the game's framerate.
* Improved 'should dodge' logic so if your push class is less than, then you should dodge.
* Improved 'pass through walls' handling so battleships don't get pushed onto the shore.
* If a unit cannot move as fast as the group, then the unit's speed bonus max is 15% instead of 50%.
* Fixed air units group speed calc, so its not just the leader speed.. its the speed vote, just like land units.
* Illuminate Flare effect updated. Now less expensive, added an on ground impact effect.
* UEF Disruptor Station Activation Effects. Bigger for better player feedback.
* Illuminate Electroshock beam and impact adjustments.
* Illuminate Radar Overdrive, added activation effect.
* All faction scaffolding effect LOD adjustments. Better player feedback at further LOD range.
* Tri-armor buff effect. Now better looking and less expensive.
* Reclaim, Capture, Repair, Build effect LOD adjustment. Better player feedback at further LOD range.
* All Faction Unit destroy LOD adjustments. Better player feedback at further LOD range.
* Experimental Unit weapon effect LOD adjustments. Better player feedback at further LOD range.
* LOD update on unit upgrade, build bonus, overcharge, mass convert and hunker. Better player feedback at further LOD range.
* Changed text for shield restrictions to imply structures only.


AI

* AI will now use path markers for attack and scouting.
* AI will build additional radar away from its base.
* Magnetron will now look for targets in a radius around itself, rather than the base it is assigned to.
* AI will now build the Cybran Mass Convertor.
* AI will build more than 1 mass convertor, if needed.
* AI will now prioritize getting the Mass Convertor research if it has a high amount of energy stored.
* AI will no longer mass convert when it has enough mass already.
* AI will now build more Pgens when Mass Convertor is researched, rather than waiting for it to be built.
* AI will use the buffer size to check for blocking terrain (via GPNav) before building a structure.
* AI will try not to nuke its own units.
* Improved AI research paths.
* Removed Radar and Vision cheat buffs from the AI.
* Added Naval Neural Net.
* Updated the Neural Net data based on several hundred new simulation sets.
* AI will wait until it has a mass convertor before going nuts with Pgens.
* Land, Balanced, and Rush AIs will put a higher priority on getting an Air factory if they can't reach an enemy by land.
* AI ACUs will no longer build Naval factories. This will be handled by Engineers.
* The AI will once again use the Illuminate Space Temple.
* Adjusted AI platoons to prevent the AI from stalling when hitting unit cap.
* AI can now use Naval units to guard its base.
* Guard base platoons will now guard a wider range.
* AI will build more engineers per expansion base.
* AI will only build up to 10 research facilities.
* AI will take mass fabricators into account when looking at income/spending ratio.
* AI will build Gantries in expansion bases more.
* Improved AI Nuke/Anti-Nuke behavior.
* AI platoons will no longer Jump Jet or Teleport unless at least 75% of the platoon can make the move.
* Platoons that the AI wants to run away will now clear previous commands.
* AI Neural Nets will now check to see if an enemy unit's shield is active when performing threat evaluation.
* AI units will no longer run to deactivated bases.
* AI will now use carriers appropriately again.
* Added a new function to the Platoon class to get a platoons shortest attack range.
* Micro distance is now based on the Platoon's shortest attack range.
* AI will now do a quick pathable check when looking for places to build.
* Engineers will no longer look for things to reclaim or units to repair while attached to another unit.


Known Issues

* Replays from previous versions will not function with this version.
* Skirmish Save games from previous versions will not function with this version.
* Campaign Save games from previous versions will not function with this version. Campaign progress (unlocks) will still be preserved, however.
* When exiting a multiplayer game or skirmish before victory conditions have been met, there is a 10-second window during which replays will not save. The temporary workaround is to wait 10 seconds before pressing the "save replay" button.
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Warmonger




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PostPosted: Tue, 31st Aug 2010 23:02    Post subject:
Can come in handy Smile
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BLuNT318




Posts: 1642
Location: Earth
PostPosted: Tue, 31st Aug 2010 23:07    Post subject:
I stopped playin cause it needs more work, aside from other things, but I"d try it again if you were to upload the files. There should be a Skidrowrepackshit too no?> OR they gave up on the game too lol


2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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JBeckman
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PostPosted: Tue, 31st Aug 2010 23:13    Post subject:
I hope they'll keep releasing updates, seems the files were barely 40 MB when packed together so it wasn't as problematic as I thought it would be, it might not be very usable without a real crack though unless a loader solution is working with the game but I try to update when possible as to at least have the files and for those who want the NCF data via Steam emulators or similar as well.

EDIT: And that's done.
http://www.multiupload.com/4T106SF95G


Last edited by JBeckman on Tue, 31st Aug 2010 23:21; edited 1 time in total
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DXWarlock
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PostPosted: Tue, 31st Aug 2010 23:16    Post subject:
dunno they would have to make a HUGE patch to make it a lot more like SC1 for me to go back.

I try it from time to time...but always go back to SC1.

play SC:FA then trying SC2, is like going from a full RTS to the "bare minimum tutorial" of that same RTS for me.
but I keep my hopes up they will fix it over time, I like the look of it over SC:FA, but its got 1/10th the depth of the original that drew its fanbase to it.


-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf

Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
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JBeckman
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PostPosted: Tue, 31st Aug 2010 23:27    Post subject:
True, in short I guess one can call SupCom2 much more streamlined and easier than SupCom1 when comparing one against the other.

It's an OK RTS and the continued support and updates are nice but the game is not as deep or involving or what to call it as the previous title and much streamlined as to provide a faster game, wonder what he (Chris Taylor) and the rest at Gaspowered will do next. (Dungeon Siege 3 being handled by Obsidian as it's Microsoft and now they're - Gaspowered that is -are with with Square Enix.)
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scaramonga




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PostPosted: Wed, 1st Sep 2010 02:39    Post subject:
Neat. Updating via Steam now Smile
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Warmonger




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PostPosted: Wed, 1st Sep 2010 10:30    Post subject:
JBeckman, is the fonts dir supposed to be empty?
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JBeckman
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PostPosted: Wed, 1st Sep 2010 11:52    Post subject:
Yes, it was added with this update but there was nothing inside it.
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JBeckman
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PostPosted: Tue, 7th Sep 2010 21:22    Post subject:
I thought the DLC would be a map pack or something but those were released for free in the previous update, instead the DLC is sort of a mini-expansion.

http://worthplaying.com/article/2010/9/7/news/76747/
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JBeckman
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PostPosted: Thu, 16th Sep 2010 13:38    Post subject:
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Warmonger




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PostPosted: Fri, 24th Sep 2010 17:53    Post subject:
JBeckman: while i wait for a crack, can you do your magic again?
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JBeckman
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PostPosted: Fri, 24th Sep 2010 18:00    Post subject:
I don't think there's much I can do for this game that would allow it to run if the other ways don't work with these updated files, implementation differs a bit from title to title but these newer games are apparently much more secure though that's based mostly on what I've read, CEG is problematic and one of the main issues it would seem though.
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Warmonger




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PostPosted: Fri, 24th Sep 2010 19:01    Post subject:
Well i got the previous updated files to work just fine until crack was released Wink
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JBeckman
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PostPosted: Fri, 24th Sep 2010 19:31    Post subject:
Is there a new patch out? I didn't know, I'll check.
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Warmonger




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PostPosted: Sun, 26th Sep 2010 09:20    Post subject:
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JBeckman
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PostPosted: Sun, 26th Sep 2010 09:34    Post subject:
I'll get on it, sort of forgot to check with all the other titles and stuff now released but I should have it uploaded in a few minutes.

EDIT:
http://www.multiupload.com/VENZZS5XJC
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Warmonger




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PostPosted: Sun, 26th Sep 2010 17:49    Post subject:
nice Smile

Thanks, will check it out later!
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Vikerness




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PostPosted: Sun, 26th Sep 2010 18:30    Post subject:
Supreme Commander 2 Update 14-SKIDROW


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chiv




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PostPosted: Sun, 26th Sep 2010 18:59    Post subject:
14 updates... you just gotta admire that... dont care who you are...


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LeoNatan
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PostPosted: Sun, 26th Sep 2010 20:00    Post subject:
chiv wrote:
14 updates... you just gotta admire that... dont care who you are...

Yeah, yeah, yeah ... Not much respect for a strategy developer that will not release modding tools or even a map editor. Rolling Eyes Check out the official forums to see how dead this game is.
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chiv




Posts: 27530
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PostPosted: Sun, 26th Sep 2010 20:04    Post subject:
*shrugz* not talking about respekt, yo, just saying... 14 updates... some games are lucky to even get one.


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JBeckman
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PostPosted: Sun, 26th Sep 2010 20:23    Post subject:
It's in preparation for that war pack expansion / DLC thing I would imagine, unsure when it'll be released though.
(Mentioned earlier in the thread I think, new units and maps.)
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JBeckman
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PostPosted: Tue, 28th Sep 2010 15:19    Post subject:
The DLC patch is out, I don't have it but Steam popped up one of those message screens about it and so I checked their website.

http://store.steampowered.com/app/40135/

Doesn't say much at all about it, Skidrow have been pretty active with the other updates so they might perhaps cover this as well, would be a good way to check it out first.
(Hopefully the same also goes for the Borderlands addon that'll launch towards the end of the month around the 30th or so apparently, other DLC have been provided though so it's probably going to happen for this one as well.)
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JBeckman
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PostPosted: Fri, 1st Oct 2010 06:18    Post subject:
Patch 15 is being uploaded, unsure what was patched, 581 MB.
http://www.megaupload.com/?d=3LQOL44P

EDIT: NCF's, also includes the ones for Front Mission 1.0.1 update and Civ 5 1.20+hotfix released yesterday.
http://www.multiupload.com/VEMMYLJYS2
(Fixes a crash with the Spanish localization or some such.)
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Warmonger




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PostPosted: Sun, 10th Oct 2010 08:53    Post subject:
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JBeckman
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PostPosted: Sat, 16th Oct 2010 23:53    Post subject:
Nearly forgot about it, incorrect description it seems now that I check (patch 14 whereas it should be 16.) but has all data, even including the extra data so it's again about 600 MB in size.

http://www.megaupload.com/?d=7S3DLRY4

Currently the server is under maintenance but it should hopefully be up again shortly, sorry that it took such a large amount of time, I had hoped a official scene release update would have followed shortly afterwards but it didn't happen it seems.
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moonhead99




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PostPosted: Sun, 17th Oct 2010 19:42    Post subject:
JBeckman, how do you use these patches? I unzipped into my install directory and now the game wont load. Do you need to use some kind of steam loader or something like that?
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JBeckman
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PostPosted: Sun, 17th Oct 2010 21:27    Post subject:
Yes they're for use via loader or emulator, main use would be to get the "Infinite War" content and use with the latest cracked patch or be further updated via the use of loaders or similar utilities. Smile
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