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Posts Tagged ‘Supreme Commander 2 latest patch’

Supreme Commander 2 Update 9-SKIDROW

Release Name: Supreme.Commander.2.Update.9-SKIDROW
Size: 27 MB
Download:Hotfile
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Supreme Commander 2 Update 8-SKIDROW

Release Name: Supreme.Commander.2.Update.8-SKIDROW
Size: 33,46 MB
Download:Rapidshare
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Supreme Commander 2 Update 7-SKIDROW

Release name: Supreme.Commander.2.Update.7-SKIDROW
Size: 26MB
Download: Rapidshare

Fixes: Fixed an issue where air transports failed to drop units in campaigns

Supreme Commander 2 Update 6-SKIDROW

Release name: Supreme.Commander.2.Update.6-SKIDROW
Size: 32MB
Download: Rapidshare

[spoiler/ /Show Update 6 changes/ /Hide Update 6 changes/ ]
New Features

New AI categories are now available via the Skirmish or
Multi-player lobby menu:

Air: Focuses on Air units
Land: Focuses on Land units

Rush: Focuses on large amounts of land units and less on
defense

Balanced: Balanced between Land and Air
Naval: Focuses on Naval units

Turtle: Focuses on defenses and Experimentals
Random: Chooses one of the above based on various factors

Added the Steam avatar for each player on the multiplayer
summary screen: This will let players click on the avatar
image and access that player’s Steam profile. From there, they
can add that player to their friends list if they’ve had a
good match

Added Mic Icons display in game when bringing up the in game
score menu (F2) allowing players to mute individual players

Improvements

Added anti-cheating code that will detect modified lua files
and prevent playing with unmodified users. This also prevents
achievement and leaderboard updates. Still permits playing
with others who have identically modified their games

Disconnections in Ranked: The game now tracks the number of
disconnects a player has during Ranked 1v1 matches. If you
exceed a certain percentage of disconnects to games played
they will count as losses instead of wins

AI Improvements:

The AI will no longer get stuck in its startup build sequence
if rushed or if there are build restrictions in place
The AI will choose an appropriate archetype based on unit
restrictions
If a unit type is restricted the AI will act as though the
unit does not exist in the game
AI will now group units based on their target enemy’s threat
AI will now group experimentals based on their target enemy’s
threat
If the victory condition is Assassination we are artificially
inflating the Neural Net data to make attacking the ACU more
desirable for both Land and Air units
AI can now respond to being attacked my Nukes or Artillery
even if it cannot see where it is coming from
Fixed a bug where threat build conditions were not being used
The AI should no longer attempt to send attack platoons to
unpathable areas
The AI will hold back units until it thinks it has enough to
make a push based on defensive intelligence
Fixed an issue where the AI would constantly pull units back
to attack an expansion base instead of pushing forward
The AI will no longer build more than 3 transports unless it
has land units and it is not a land map
Added AI response to make a land AI get land unit AA upgrades
if the enemy has air units
The Naval AI will not build more than 3 subs unless the enemy
has Naval
If Research is disabled the AI will not build research
facilities
The AI will add a small amount of threat to all enemy start
locations so it knows where to find them
Platoons will try to only attack areas where they think they
can do enough damage before dying
The AI will react to enemy TML, artillery, or Experimentals by
building more shields and placing them closer together
The AI should send a more appropriate number of units based on
enemy threat
AI will build and use Mass Convertors
If the closest enemy to the AI is a lot weaker than the other
enemies the AI will focus on the weak enemy
The AI’s air units will wait longer before re-evaluating which
target to attack
The AI’s NUC will now check for pathability before firing
units
The AI’s Nuke Launcher will now check for pathability before
firing
You can now select which AI type you would like to play
against from the dropdown in the game lobby (random is still
an option)
AI will build factory shield upgrades more often, not just
when the enemy has air
Factory upgrades now have a threat value
AI should react better to an enemy having nukes
AI will not build research stations if it already has
everything researched
AI will not build a mass convertor until it has enough energy
to convert
Added bigger Air and Land platoons
When a build item has a resource type of All the AI will use
Slush first
Added build conditions to check for current target enemy
threat
AI air scout platoons will now path around threat as much as
possible
Mass convertor research is now a higher priority for the
Turtle AI
Changed some threat evaluation when deciding where to attack
AI will build fewer MMLs and Mobile Artillery
Added a new function to store the victory condition for the
AI
When an AI unit dies it will add threat to the instigator’s
location to warn other units
Added some anti-turtle measures
Fix for units that were built outside of the AIs base not
being used
Fix for AI not using its full base radius
Land AIs on Island maps should build Air factories to build
transports
AI should send platoons when it is at unit cap, no matter
what
AI will space out naval factories more to prevent blockage
The Ranked maps have been updated to
Markon Bridge
Clark Training Center
Coalition Ship Yard
Arctic Refuge
Open Palms
Finn’s Revenge

Fixes

Fixed units arriving from Space Temple teleport immunity to
Magnetron effects
Fixed Engineer pathfinding in crowded conditions
Fixes for occasional crash if Client disconnects at the same
moment Host launches Ranked game
Fix for Crash / Soft Locked: Players can get soft-locked in
the ‘Starting Game’ screen if other players disconnect when
matchmaking begins ‘Starting Game’
Backspace will reveal all characters in the edit box when you
have more characters than the visible section
Tuning and Balancing
Capturing units now provides the same experience as killing
them
[/spoiler]

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