Next to the Unit Cap is the Unit Count. Every building and land/air/naval/experimental unit in your army apart from your ACU and the Illuminate ACU's Rogue Nanites contributes towards this count. When you reach the cap, you will hear an alert "Unit Cap reached" and the count/cap text will become red to let you know that all construction has been paused for new units and buildings.
Supreme Commander 2 Unit Cap
I have set the Unit cap at 2000 WOW that is a lot of units HAHA What a Battle although I only got it up to around 1400 and Who knows what my Cheating AI buddy had. When I play with my friends I lower the cap though due to the fact there PC's can't handle it. Works great :P
The higher unit cap is great however I'm experiencing A problem with the ai usually not utilizing the higher cap and sitting at 500 stuck, not building anything. Occasionally it will power past the cap but usually it doesn't. This seems to happen for all ai types. (easy, medium, hard, cheat, various custom ai) Is there a fix for this?
Is this mod still work? i tried it with the new 2.0 rev and it just crashed my game as soon as i tried to load or creat a skirmish, even setting the unitcap back to 1000 wont stop the chrashing any help?
The biggest problem we've found with the game is that for every step forward the game has taken, it's taken another two steps back, when you compare it to how unique and original its predecessor was. If you're coming into this game thinking it is going to be a true sequel to Supreme Commander/Forged Alliance, you are going to be disappointed as the only similarities between the games are the name and a few units.
We'll be straight with you: if you come into playing Supreme Commander 2 thinking that it is anything like the fantastic original, you're going to be severely disappointed. Entire elements which people adored (things which brought people to the game and the genre) in the first iteration have been completely removed, for example the in-depth economy system where you had to balance the power and mass income/outgoing. Plus the insane 1000 unit population cap per army has been dropped to a measly 500 on the large maps and even less on smaller maps.
Supreme Commander 2's single player campaign closely follows the story of three individual commanders within three factions of the future, after the alliance between them breaks down when the recently-appointed president is assassinated; Dominic Maddox of the UEF (human), Thalia Kael of the Aeon Illuminate (aliens) and Ivan Brackman & Elite Commander Dostya of Cybran (robots). There are three campaigns within the game, one for each army.
The most complex part of any real time strategy game is the tech trees which you progress through while playing. Instead of what we're used to - upgrading the buildings which create the units - Supreme Commander 2 has taken the game down a slightly different route. Everything you do in the game will earn you research points which you then spend in the research tree, from here, you upgrade everything from unlocking new units and structures to upgrading the damage, etc, of a class of vehicles (air, land and sea).
We love the level of creativity Gas Powered Games has put into creating the units within the game. They come in all sorts of shapes and sizes, hitting every extreme imaginable, some the size of ants, others the size of skyscrapers. Every one of them being perfectly detailed, showing nuclear warning stickers on the side of tactical nuclear missiles while in-flight, to the glowing shields of assault bots.
One of the unique factors of Supreme Commander is what is known as the "experimental units". The experimental units vary from robots which make Megatron look like an insect to aircraft carrier-submarines which have the firepower to sink continents.
In some of the later campaign levels, it is very easy to reach the unit limit and hear that "unit limit reached" announcement. I've noticed that it's much harder to hit that limit if I try to build as much higher-tier stuff as I can.
All structures and units count as one towards the unit limit (apart from walls which are 1/10 of a unit), so later on it is quite easy to hit the limit as you probably have extensive defenses and resource farms at that point.
Supreme Commander 2 is a frantic, mentally taxing game. 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. 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 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.
SupCom 2 was my entry point to the series and I love it, but I graduated from there to Supreme Commander 1. The original game had far larger maps, greater unit counts, and a more complicated economy system that was more flexible and less forgiving. Its expansion, Forged Alliance, is my favourite strategy game.
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.
The RVE mod aims to change that. 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. If you thought Seton's Clutch felt dinky in the sequel, this helps. 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. (This smaller mod goes further, letting you set the unit count as high as 10,000. I haven't tested it.)
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. 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."
When you play, you do notice the scale and unit cap changes. Supreme Commander 1's battles could feel epic like no other 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. 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.
I tend to the lean the other direction. I have a hard time playing StarCraft because it's too fast for me. I enjoyed the slower pace of SupCom. The unit cap bummed me out as well, but I learned to just start throwing units around like they were nothing so it wasn't that big of a deal.
Something I enjoyed about this series that you didn't mention was the automation. You can give your buildings a pattern of units to build and set it to repeat. As long as your resources are sufficient, those buildings will keep the units coming.
@gpbmike: Wow, thanks for the reply! I actually did not know about that automation feature, but that sounds like it would alleviate my issues with unit production. I'm the kind of player that likes to queue up a lot of units and let them flow out, and that sounds right up my alley. The timed unit attacks would be nice, especially when trying to coordinate air attacks.
My stance on the building was that it seemed like the size of the factories were oddly disproportionate the the size of the units being built, and that I was wasting space (but to be honest there's a ton of open land on the maps) building them. As for the pathfinding, that video is really interesting. I never realized how they smoothly integrate and pass through units. You've convinced me to go back and give SupCom 2 another try, especially with that automation feature. I'm glad you enjoy the blogs, and I'll keep it up!
Veteran status is a unit attribute gained after a certain amount of kills. There are five different levels, each one requires more kills. Every unit and attack building is capable of getting a veteran status. Acquiring veterancy increases the unit's maximum health, and grants regeneration (or a boost, if the unit already had regeneration). Veteran units get 1 veteran insignia under their life bar for each veteran level acquired, up to level 5.
The veterancy system has been drastically changed with the release of Forged Alliance, and made easier to achieve.Veteran units do not deal any extra damage, although this was the case in the old Vanilla SupCom.
Each unit in Forged Alliance gets the same veterancy effect every time they gain a level. Every level, they gain a 10% increase of their maximum original health, and a fixed bonus in health regeneration. Taking the Cybran T4 Spiderbot, which has a natural +10 health regeneration, we get:
Also, upon gaining a new veteran level, a unit gets a one time heal of about 25% of their maximum health. This can sometimes lead to the "feeding on veterancy effect", where an experimental unit drastically increases its survivability by destroying mass T1 units on the opponent's base, gaining veteran status and more health.
Again, the arrival of Forged Alliance has simplified things. The only thing required for a veteran status is kills, regardless of the destroyed unit's tech/mass value etc. Because of this, experienced players sometimes purposefully destroy all their T1 units themselves to keep the opponent's experimentals from profiting from easy kills. Forged Alliance has drastically reduced this kill requirement, making it easy to achieve, even for defense structures or T1 bots. It is not uncommon for strategically placed point defense, or light assault bots coming out of a successful ghetto gunship run, to acquire a 5 star rating. The kill requirement for every level is the same as the previous, making it just as difficult achieving level 1 as it is level 5. 2ff7e9595c
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