Revamp Expansion Mod (RVE) is a mod for Supreme Commander 2, created by The Revamp Mod Team
I've played Supreme Commander 2 on Win 7 and now a high-end Win 10 machine and always enjoy it. It plays well with attractive graphics and an appealing strategic shoot-em-up game play, a little like Command and Conquer.
I had a heck of time getting the 'Steam' interface to load, though. It kept giving me the the error message 'Steam Servers are temporarily unavailable. Try back later.' I thought I might be having an issue with the firewall, but after I hit the Steam update button for the 20th time during the day, it finally connected, downloaded and let Supreme Commander 2 load. I really despise modern games that force you to sign into their lame Battlenet or Steam or similar to load the darn game. Everything usually works smoothly, though a couple of episodes tend to crash and force a restart, even a reboot. Anyway, I'm enjoying this old favorite.
Description
Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
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Revamp will offer not just new units but a whole new way to play the game some mite call this a Total Conversion.
RVE 2.0
• ACU Spawn coded added based of SC/FA now spawn impacted debris that can be reclaimed.
• 2.0 now supports mass scaling unlike in V 1.05 were scaling was done by each units BluePrint.
• Ability independent upgrade system added (WIP).
•^ Some experimental units have independent upgrades unlike the upgrades in the research tree they only apply to that unit in general.
• Partial support for new ability's for the AI this will be a work around because all ability codding for the AI is located in the engine.
Mod Options VIA mod manager
• NOXPTORESEARCH (No Unit Experience to Research Points)
• UNITONLYCAP (Structures no longer apply to the unit cap)
• BLITZKRIEGAI (AI has unlimited Mass and Energy)
• ACUIMMUNITY (No more ACU rushing, ACUs can no longer attack each other until immunity timer is up time can also be set)
Research Tree
• Each factions research tree will get a overhaul which will be Tier based.
Tech Toggle
![]() Supreme Commander 2 Maps Downloads
• New Tech toggle that supports 3 tier levels.
Tier levels
• Revamp offer real Tier levels.
• All units including the base SC2 units have been replaced into new Tier levels.
Nuclear Missile Defense
• Repeat build added to all Anti-Nuclear Facility's
Veterancy
• Units can now rank as high as level 50 built your ACU into the ultimate commander.
Damage Defects
• All units now lose a percentage of there movement speed and fire rate depending on how damage they are.
Shield Generators
• Shield Generators now consume energy and will shut off on lack of power.
• Shields now have a off and on toggle.
Mass Converters
• Mass Fabrication ability added (Off and On Toggle)
•^ Converters energy into mass using a drain based system can be left enabled for long run conversion will shut down on lack of power.
Research Stations
• Research Ability added (Off and On Toggle)
•^ Research is no longer free costs mass and energy to produce Research Points using a drain based system will shut down on lack of power.
Unofficial Patches
• RVE 2.0 also contains unit and bug fixes for a verity of problems.
• UEF Shield Bug has been fixed.
Minor Changes
• Engineers have been removed from spawn you start with only your ACU.
• UEF Field Engineers can now build and are the only builder that can build reflector walls.
To install and launch this project use SC2 Mod Manager.
Report problems with download to [email protected]
In a game made famous by its colossal, stompy super units, it's easy to forget the humble engineers. Do so at your peril. They are the unsung heroes of Supreme Commander 2, and you can wipe Hard AI off the map using nothing else. It's one of my favourite tactics - here's how it works.
Before you start, turn nukes off. They may be spectacular, but they ruin Supreme Commander 2. They force you to devote most of your starting resources to researching defense silos, removing any choice you might have over the way you specialise. Thermonuclear war is a chore.
You'll have to play as the spidery Cybrans to pull this one off. There's a small upgrade nestled in the middle of their Land unit upgrade tree that gives gives all engineers lasers. It's rubbish, but upgrade them correctly and you'll find yourself in control of a devastating force capable of obliterating a Hard AI.
1. Start your engines
Your first move should be to build four mass extractors, three power generators and a research station, and then move your two engineers and your commander to a forward position. Set down a land factory and give it anti-air capabilities to kill those pesky air scouts, then put your first research points into Rate of Fire on the tech tree for land units. Order your land factory to start producing engineers and order all of your idle engineers to start buffing the factory. This'll speed up production.
Hard AI's love to send a trickle of units at you to harry your production, it's easier to think of them as free resources. Your commander and the anti air turret on your land factory should take care of any early patrols and every kill they make earns you research points. Have an idle engineer vacuum up the scouts' remains to gain a healthy mass boost. Use this to build more engineers.
As soon as you can, research the ADV Adaptor and then, finally, the Light Pulse Laser. You'll only need to gain four points of research from your starting position to arm your engineers, but your lack of any other defenses makes this the hairiest part of the game.
2. Turtle up
Well done, you've made it. Your engineers are armed and barely dangerous, but you should have enough to repel any early attacks the AI throws your way. Next you'll want to research Regeneration, Health and Repair Rate. The repair upgrade will turn your engineers into a robust defensive force. Engineers do several things automatically if you leave them idle: they shoot anything that comes in range, they vaccum up the remains of anything they kill and, when there's nothing better to do, they heal each other. With increased health, regeneration and repair rate, engineers can heave each other back to full health within seconds of a firefight ending.
If your enemy has gone for air superiority you'll want to grow your force of engineers under an umbrella of protective laser fire. Throw down a few anti-air turrets and invest in Rate of Fire and Training on the structure tree and you'll be able to repel most air assaults. By this stage you should have enough resources to start building more land factories as well. Order them to build more engineers. Then order those engineers to buff the new factory. You can see where this is going.
3. Droid rage
By now the AI should be throwing some more serious units your way, but you should have enough engineers to take down any land-based super unit. Twenty engineers can eviscerate a King Kriptor easily, just make sure they're not standing too close when the super-unit blows or you'll lose a few.
Build more factories as and when you can afford them, order them to build engineers and check the 'repeat order' button. They will now continue to build engineers until you run out of resources or the world ends.
It's time to sit back. Once in motion this strategy takes on a life of its own. Your engineers kill attacking forces, vacuum them up and use the spare parts to build more engineers. The small cluster you started with becomes a huge, mindless, ever-growing blob that kills and assimilates anything in its path.
4. Endgame
The best thing about engineers is that almost all of the land unit upgrades on the tech tree also apply to them. This means that every time you put research into Training, your engineers become tougher, and their lasers more powerful. There are two other important upgrades you'll need to help you win the fight. The first is Jump Jets, the second is Power Detonate. Research these next.
You now have an army of flying bombs. Once you've researched Jump Jet Distance you should be able to drop engineers into the heart of enemy territory and press Ctrl-K to have them self destruct for massive damage. Send clusters of four or five engineers into different sections of the enemy base and blow them up to soften up the buildings, and follow up immediately with everything else, then watch as the engineers land, and then expand, obliterating the enemy base in a frenzy of red laser fire.
Then, after the chaos comes the peaceful calm of victory. Listen carefully, though and might just hear the AI crying oily tears of robo-shame.
Developed any strategies of your own? Share them with us in the comments below.
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