SUPREME COMMANDER
HOT FILES
Blackops: Unleashed Unit pack (2.1)
Tech: 10
Balance: 9
Quality: 10
FunFactor: 10
Stability: 9
Creativity: 9

Overall Rating: 9.5
SYkoste's Map Pack (version 1)
Hi - Welcome to my SYKOSTE map pack



it includes new maps:



Octopolis

The Key

DEAF Star Assault

Diamonds R Forever

Entrenched

Lifes A Beach

Pier Pressure

Pillars of War

Radiator

The Hive

The Key



And some old favourites:



Chartres Fire

Core Prime Canyon Fort

London 38152AD

Templemental

Fusion

Fusion Squared





Enjoy - and most of all have fun. Remember some of these maps are very different to normal supcom maps - they have what is known to us as 'tactical terrain'. This means its not open-plain sailing. You must adapt your stategies and defense tactics that you may otherwise have not used in big open maps. These maps will extend SC and FA to new levels of strategy. Dig in and defend, push forward wisely, use the terrain to hide behind or ambush. Its all in the name of entertaining fun. If a FATBOY gets stuck - its because he is too fat. Use something else in that area and develop your tactics. These maps where developed to make you use those underrated level 1 and 2 bots, to make you switch strategies mid-way, to have walls that can block artillery rounds so you can build secret bases. certain areas only allow tiny level 1 engineers through - so you have to build up again from tech 1. These elements are all in there to add to the style of play so please enjoy them for what they are...





You will also find all of my maps in the GPGnet vault. Keep your eye out for more in the near future either on FileFront or the vault.



Thanks,



SYkoSte



Appreciation goes a long way. These maps where developed for our LAN game sessions based on what we wanted from the game. They may not be to everyone's taste - but hey, they should at least be available. Make your own choice, enjoy or wine at your leisure - but PLEASE don't winge to me. I much prefer positive feedback for my unpaid efforts than people picking up on MEX alignment and my spelling!
Hawksmod FA, v2 (2.0)
Hello all, i bring you Hawksmod for the Supreme Commander Forged Alliance expansion pack. for all those who have played the mod for Vanilla SC, be prepared to see some old units with new stuff, and some totally new units as well.



For those who haven't played any of my mods, well...have fun and i hope you like the mod is all i can say
Experimental Wars (1.92)
Experimental Wars 1.92 Patch notes



Intro :



In this relaese i correct a lot of 1.91 bugs and i modify the original Forged Alliance's game play.



If you have suggest or if you want help me please write here or on the mod's topic forum.



Thanks Good Game for all





miscellaneous fix ( for all )



- Commanders can fire from the transports ( no nuke / no overcharge on the transports )

- Overcharge changes damage vs ACUs is 660 (from 100), vs buildings 1080 damage (from 500) and damage radius is 2.5 ( from 2 )

- Air engeneer can build mass extractors

- Energy Storage now costs 160M 2000E (from 120M 2400E), stores 5000E (from 2000E).

- Energy Storage explodes deals 1500 damage in a 5 radius (from 500 damage 3 radius), and has 650 health (from 1200).

- Tech 1, 2, 3 Naval factories : Collisions bug fixed.

- Tech 1, 2, 3 Air factories ( when they are build on water or land ) : Collisions bug fixed ( NB : The seraphim air factory is hover )



- Tech 1 Torpedoes defense : Cost decreased by 40%, build time by 30%.

- Tech 1 Experimantal Units ( land and air spaceships ) : Build time -40% and cost by 10%.

- Tech 1 Elite Naval Factories : Collisions bug fixed.

- Tech 1 Elite Air Factories ( build on water or land ) : Collisions fixed( seraphim Elite Air Factory is hover ), build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).

- Tech 1 Elite Sea Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).

- Tech 1 Elite Lands Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).

- Tech 1 Elite Subs Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).

- Tech 1 Sea Factories : Cost decreased

- Tech 1 Sub-Marine factories : cost change 2200E 230M, Collisions bug fixed and build perimeters fixed .

- Tech 1 Elite Sub-Marine factories : Collisions bug fixed and build perimeters fixed .

- Tech 1 Naval Mass Extractor : ( no need mass point same mass generator ) Collisions bug fixed, min depth change 5 ( from 6 ).

- Tech 1 Naval Hydro Generator : Collisions bug fixed, min depth change 5 ( from 6 ).

- Tech 1 Elites submarines : normal, medium, heavy : collisions fixed

- Tech 1 Elites Air Factory : Cost Changes 15500E 1300M ( from 7000E 1050M ), build time ( with t1 engee ) 2 min ( from 4 )

- Tech 1 Air Transport : Cost changes 1600E 80M.

- Tech 1 Point Defense : Cost changes 1800E 180M, build time 35sec ( with tech 1 engee ).

- Tech 1 Flying Point Defense : Cost Change 2000E 200M.

- Tech 1 Anti Air Defense : Cost changes 1800E 180M, build time 35sec ( with tech 1 engee ).

- Tech 1 Flying Anti Air Defense : Cost Change 2000E 200M, build time 35 sec ( with tech 1 air engee ) and health increased to 1500 ( from 1200 ).

- Tech 1 Mass Extractor : Health decreased to 600 ( from 800 )



- Tech 2 Sea Factories : cost decraesed for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from ... too much )

- Tech 2 Air Factories : cost decreased for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from 4min10 )

- Tech 2 Lands Factories : cost decreased for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from 4min10 )

- Tech 2 Orbitals Defenses : Removed. ( i will transform them later )

- Tech 2 Anti Air Defense : cost change -20%, build time -20%

- Tech 2 Arty installation : Cost change -20%, max range +30%, rate of fire x2, health -40%.



- Tech 3 Air Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 )

- Tech 3 Land Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 )

- Tech 3 Sea Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 )

- Tech 3 Naval battleships -35%/45%

- Tech 3 Navalnuke subs -35%/45%

- Tech 3 NavalAircraft carier -35%/45%

- Tech 3 Strategic Nuke Launcher weapon cost : Missile cost 750000E and 8000M ( From 1350000E and 12000M )

- Tech 3 Nuke subs marines weapon cost : Missile cost 900000E and 9000M ( From 1800000E and 15000M ). Max radius 250 ( from 1024 ) Min radius 0 ( from XXX ).

- Tech 3 Anti Nuke Defense weapon cost : Missile cost 288000E 3240M ( from 360000E and 3600M )

- Tech 3 Arty Installation : Cost decreased by 40% and time to build 30%

- Tech 3 SAMs costs reduced significantly from 1400M 12000E to 800M 8000E







UEF :



- Tech 1 Elite Heavy Submarine : Water effect fixed.

- Tech 1 shield structure : build time /2

- Tech 1 Craft Launch ( navy transport ) : Add !



- Tech 2 Naval Shield Boat : Increase Shield ship cost by 30% from 1040M 10400E to 1300M 13000E

- Tech 2 Support Bomber : Tower drop cost inscrease by 10% ( , health x4 ( 2060 from 515 ), plane cost increase by 10%.

- Tech 2 Craft Launch ( navy transport ) : Add !



- Tech 3 Missile Mobile launcher : Weapon fixed, damage 800, max radius 180 ( from 80 ), cost increased by 100%.

- Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 6 missiles 350 damages at 0.05 rate of fire. Max radius 180 ( from 175 )

- Tech 3 Arty installation new weapon test ( if it is good i will do the same for each faction )

- Tech 3 Air transport : cost decraesed -30%

- Tech 2 Craft Launch ( navy transport ) : Add !



Aeons :



- Commander : Shield fixed.

- Tech 1 Experimental Hover tank : Build perimeters fixed

- Tech 1 Experimental Spaceship : Build perimeters fixed, Anti air weapons decraesed by 10%, cost decrasead by 10% ( 90000E 5850M).

- Tech 1 Naval Hydro generator : Min depth fixed 5 ( from 0 ).

- Tech 1 Craft Launch ( navy transport ) : Add !

- Tech 1 Air engeener size reduced.



- Tech 2 Craft Launch ( navy transport ) : Add !



- Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 4 missiles 700 damages at 0.05 rate of fire. Max radius 180 ( from 175 )

- Tech 3 Experimental Defense Center : Cost decraesed by 30% ( 635000E 175000M )

- Tech 3 Craft Launch ( navy transport ) : Add !





Cybran :



- Tech 1 Experimental Missile Launch Bot : Deploy and weapon fixed.

- Tech 1 Craft Launch ( navy transport ) : Add !

- Tech 1 Cybran engeener icone : fixed.



- Tech 2 Support Bomber ( 5 rihnos ) : Drop cost increased by 30%, plane cost by 10%, health x7.

- Tech 2 mobile stealth generator Increased speed, acceleration.

- Tech 2 Craft Launch ( navy transport ) : Add !



- Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 3 missiles 600 ( destroy = 3 mini rocket )damages at 0.05 rate of fire. Max radius 180 ( from 150 )

- Tech 3 Experimental Anti Nuke Defense : Cost -20% and build time -30%, rate of fire decreased by 150%, now the weapon need 15000E to firering.

- Tech 2 Craft Launch ( navy transport ) : Add !



Seraphims

- Tech 1 Craft Launch ( navy transport ) : Add !



- Tech 2 Craft Launch ( navy transport ) : Add !



- Tech 3 Land Mobile Nuke Missile launcher : weapons cost changes : 1000000E and 10000M and max radius change 250 ( from 200 )

- Tech 3 Nuke Battleship : weapon cost : Missile cost 900000E and 9000M ( From 1800000E and 15000M ). Max radius 250 ( from 1024 ) Min radius 0 ( from XXX ).

- Tech 3 Craft Launch ( navy transport ) : Add !
Supreme Shields (1.2)
This mod adds balanced Experimental Shield Generators to each faction, they are great protection from artillery and large ground attacks but are very vulnerable against air attacks.



I have tried to not make them overpowered - but inline with the rest of the experimental units, a Supreme Shield Generator just has enough regeneration to tank one rapid fire artillery installation, maybe a bit more.
World Domination
This is the first completely new 80km*80km SupCom map ever released! Fight for world domination on a giant (mostly lifelike) map of the earth!

No Mass Fabricators and no Resource Allocation are allowed on this map. You'll have to fight for your resources!

The new map will appear as "World Domination" in your maplist.
  1. Site
    news
  2. File
    news
  3. Latest
    files
  4. Latest
    images
  5. Latest
    videos
  • added 14 hours ago

    The Great Thumbnail Rebuild

    posted by MrMason Site News
    We have been gearing up for some time to get ready to rebuild the thumbnails for over 2.5 million images that you’ve all uploaded over the years so that they are a much higher quality for the new website design that we've been working on.

    We kicked off this rebuilding process at the start of last week, and it is now complete. The higher quality thumbnails may take some time to filter down through our various CDN providers as they are heavily cached.

    Some of you may have noticed over the last few weeks a few subtle changes that we've made to the way thumbnail images are displayed on the websit ...(continue reading the full article)
  • added 6 days ago

    Staff Picks - 17th May 2017

    posted by BlindJudge Feature
    This week we have some cracking picks for you all to take a look at. SirSalami has found an incredible dodge mod for Skyrim that not only adds an ability for you to dodge attacks, but also your enemies. I have a Star Wars based mod from nubyplay that I have had great fun checking out (frazzling enemies with lightning or sending them skyward never seems to get old), Terrorfox1234 has multicolored torches with a variety of uses, and Robbie922004 has come through again yet with a great pick and write up for 'Revenge of the Sleeves' for XCOM: Enemy Unknown.

    We love to hear the communities picks so ...(continue reading the full article)
  • added 2 weeks ago

    We have a name! And a Q&A session with Tannin regarding the new mod mana...

    posted by Dark0ne Site News
    It's been awhile since we mentioned our work on the new mod manager. For a quick recap of "recent" events, back in August 2016 we brought on Tannin (of Mod Organizer fame) to head up work on a completely new mod manager for Nexus Mods. He's been working on it along with the two original NMM programmers ever since.

    Tannin's remit is simple on the surface, we want a mod manager for Nexus Mods that can handle modding for as many games as possible and that can be both simple for newcomers to use while containing (or supporting) all the advanced functionality users have come to expect from mod manag ...(continue reading the full article)
  • added 3 weeks ago

    Staff Picks - 03 May 2017

    posted by BlindJudge Feature
    This week they are all picks from within our Bethesda games. Terrorfox couldn't decide on just one mod, so has actually chosen 4 from the same author, all of which add additional beasties or variants of into your Skyrim game. I have chosen a mod that I think really adds a bit of variety to an otherwise annoying (but necessary) part of gaming - fast travel. SirSalami has also addressed one of his gaming pet-peeves of only being able to save a game from retiring to a bed by looking at a mod that allows far more diversity in save locations. Finally, our community member iMACobra has selected a mo ...(continue reading the full article)
  • added 1 month ago

    Staff Picks - 19 April 2017

    posted by BlindJudge Feature
    We’re back and have some brilliant mods for you to take a look at. SirSalami goes back to try out a mod for Morrowind, I check out Elianoras latest Fallout 4 abode, and Terrorfox… well, he just wants some kind of freedom within his Fallout 4 world, our community pick this week adds a lot more content into Skyrim and looks like a great expansion.

    Remember, we love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members hav ...(continue reading the full article)
  • added 1 month ago

    Staff Picks - 12 Apr 2017

    posted by BlindJudge Feature
    We have some cracking mods again for you this week. Terrorfox1234 has gone back to his chill out game of choice and found a mod that will really appeal to those of you who have played modded Minecraft, SirSalami has a mod that now enables the use of shields to block those heavy attacks and I have found my perfect Red Rocket Settlement mod. Our community still continues to provide us with great choices, this week we have a pick for a fixed UI within FONV and a quest mod with an awesome name. Check them all out.

    Remember, we love to hear the communities picks so keep them coming by using this han ...(continue reading the full article)
  • added 2 months ago

    Staff Picks - 5 Apr 2017

    posted by BlindJudge Feature
    Welcome to this week's staff picks, today we bring you a number of different companions, another way of organising your settlements, a mod that allows you to finally buy items that you can see within a shop and some awesome community picks that will extend your game time. Check them out and let us know what you think.

    Remember, we love to hear the communities picks so keep them coming by using this handy form.

    Please fill out the form completely and ensure that you add some details about the mod and why you have chosen it (similar to how our community members have below).  

    Just remember that ...(continue reading the full article)
  • added 2 months ago

    We're Hiring: Web Developer Positions

    posted by Dark0ne Feature
    We're happy to report that both positions listed in this article have now been filled. As such, please don't send us your CV unless you are interested in us keeping it on record for when we are next looking to hire.

    We’re looking for two mid-level to senior web developers to join our team at our new office in Exeter, UK. The ideal candidate will be multi-skilled with experience working on high traffic websites.


    The Role

    You’d be joining our established web team which currently consists of 3 programmers whose primary responsibility is the Nexus Mods website and everything around it. Our stack ...(continue reading the full article)
  • added 2 months ago

    Blog Piece: We're getting an office, and we're hiring

    posted by Dark0ne Feature
    Hello! long time, no...boring you with my long blog pieces.

    We're about to post up a news article about us looking to hire two new web programmers. Unlike our previous hire-calls, however, this one is different because it comes with the caveat that the job is based in Exeter, in the south west of England. Why? Because we're setting up an office. Our first office.

    Revealing such news comes as bitter-sweet to me. For the past 15 years Nexus Mods (and the names it previously operated under) has been run from bedrooms, dorm rooms, campus computer rooms and home offices. It's been a success story up ...(continue reading the full article)
  • added 2 months ago

    Staff Picks - 22 Mar 2017

    posted by BlindJudge Feature
    This week we're back with some more staff and community picks. I am really pleased to see a submission for a game other than those from the Bethesda series with Minqmay picking one from Legend of Grimrock. SirSalami has this week turned his attention towards a really nice armour mod, Terrorfox1234 has chosen one to help with your sometimes incredibly stupid companions and I have gone back to my childhood and chosen a mod to put posters on the walls.

    We love to hear the communities picks so keep them coming by using this new and handy form.

    Please fill out the form completely and ensure that yo ...(continue reading the full article)

Latest images

More images

Files of the Month

Previous winners