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| Faction Diversity Mod (1.0) - File Description |
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
Tech: 10 Balance: 10 Quality: 9 FunFactor: 9 Stability: 9 Creativity: 10
Overall Rating: 9.5 | Description:
This mod changes allot about how you play supcom it makes all of the races more diverse (hence the name ) for example:
the uef are now a turtle race
the aeon have high accuracy but low health and long range
cybran are fast and use stealth with weak units and cost allot
seraphim are very strong have less unique units but cost allot
but this is just an example it goes allot more into it in the readme so read on 
- Eluvatar
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NOTE: This file has become outdated and there's a newer / better version available. You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!
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| Faction Diversity Mod (1.0) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Faction Diversity Mod (1.0) - Readme |  | Readme File: FOR THE PEOPLE TOO LAZY TO READ MORE THAN ONE LINE: SEARCH VAULT MODS FOR 'FACTION'. DOWNLOAD + PLAY. IN-GAME UNIT DESCRIPTIONS
ARE ACCUURATE. READ THEM TO LEARN MORE.
For those of you with more patience:
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Table of contents
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1. Concept
2. Faction themes
3. New units
4. Tier structure
5. Balance changes
6. Misc
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1. Concept
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The Faction Diversity mod is intended to make the relatively pale factions of Supreme Commander more colorful and different from one
another. I did this by introducing factional themes and faction-specific units. I also removed some units based on how a faction
is supposed to operate over-all.
Additionally, I overhauled the balance in the game to eliminate the prominence of some things, like T3 air. Fast T3 air is no
longer abundantly overpowered. Additionally, siege units (like MMLs and T3 mobile artillery) have been boosted to increase their
usefulness in cracking bases.
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2. Faction Themes
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UEF: Well armored and well-prepared
UEF has more unit types and unit roles than every other faction. UEF likes to be well prepared by having a unit for every purpose.
UEF is the faction to which the other are compared. The UEF's unique system is Jamming (On the T1 frigate, T3 gunship, and T2
Sparky Engineer)
Strengths: All units and structures have increased armor, All unit roles remain in-tact
Weaknesses: Most units are slower than their counterparts, No submarines
Unique Unit Roles: Mobile PD, SMD, Jamming
Tactics: Play defensively, use specific counter unit to every enemy unit, don't be caught off-guard!
Aeon: Efficient and Accurate
Aeon never liked the big, hulking units of the UEF and designed a more effective way of dealing with enemies. Aeon units are
designed to destroy equivalent enemy units while costing less because of their sleek design. Aeon units generally cost less and
have greater range than other units, but are more fragile.
Strengths: High LOS, High Damage, Low cost, Air is at Tech 1
Weaknesses: Low HP, No Air-To-Ground (bombers/gunships, No Surface-to-Air (AA towers/flak), No Radar, No TMLs
Unique Unit Roles: Stationary TMD, LOS extension systems, ASF, Shield Bomber
Tactics: Counter with like units, kill subs with subs, kill ints with ints, kill tanks with tanks. Your units are cheaper and can
go toe-to-toe with the enemy!
Cybran: Fast and stealthy
Cybran units were designed with versatility in mind, and nothing is more versatile than sheer speed. Most Cybran units come
equipped with a secondary function, enabling them to do more than thier counterparts. The downside is that Cybran units are usually
weaker and more expensive than thier counterparts.
Strengths: Stealth, Mobile Stealth, Effective and cheap radar systems, Fast units, early Navy, early subs, high-powered AA
Weaknesses: Expensive units, very low LOS, no PDs, no Torp Defenses
Unique Unit Roles: Spy Plane, Missile Submarine, Stun units
Tactics: Focus on cross-counters, use powerful AA to kill air units, use torp bombers vs sea, use and and sea vs land threats.
Also, use your speed and stealth!
Seraphim: Fewer Units
Seraphim are truely alien in design. Seeking to be effective in their invasion they sought to take as few units as possible into
battle. Thus, most seraphim units are a combination of 2 or more equivalent enemy units. Unfortunately, they also usually cost twice
as much.
Strengths: Very powerful, units are a combination of more opposing factions' equivalents
Weaknesses: Very expensive, fewer total units, no unique unit roles
Tactics: Use very few units, but put them to solid use. Remember that most of your units can do as well as 2 equivolent enemy
units! (Don't forget to use combat engineers to expand quickly early on!)
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3. New units
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Every faction has new units, or old units that do different things.
UEF:
T2 Repair Truck: repairs about 10 hp per second for all friendly units nearby. Roughly as fast as a tank.
T3 Carpet Bomber: Large, well armored bomber capable of bombing a wide area. The target and a large areas behind the target will
be doused in deadly napalm. The bomber itself is, unfortunately, rather slow for a T3 air unit.
Aeon:
T1 Flare Guard: Based on Flare, this unit is designed to guard engineers during expansion. Slightly faster than engineer, costs as
much as 2 tanks. It's shield is designed defend it and it's guardee. It's cannon can repel more T1 threats, but it is vulnerable
to any units that slip underneath the shield.
T1 Scout Boat: A simple boat. Cheap to build, quick, and has large LOS. Otherwise rather fragile.
T2 Illuminator: Based on shield disruptor, this unit will fire on any groun unit at long range. It cannot do damage, but anything
it hits is instantly lit up by line of sight, enabling other units to attack it.
T2 Shield Bomber: Although incapable of doing damage, the T1 shield bomber can temporarily disable PDs and AA towers by placing a
shield around them, containing thier fire. Use in support of ground attacks or air drops for best effect.
T3 Airborne Beacon: Based on the Mercy, this unit provides wide-area LOS for the duration of it's fuel life (5 minutes). It cannot
be refueled and only provides LOS when airborne. Use wisely.
Cybran:
T1 Termite: Based on Hunter, has stealth and cloak for only -5, even when moving. Does low damage at low range, can be detected by
omni. ( Omni comes from Omni sensors. Land Scouts also have short-range omni.)
T2 Stun Walker: Based on Hoplite. Fires rockets at long range. Rockets stun on impact, but do little damage. Fires rockets with
low degree of accuracy.
T2 Hacker Truck: Expensive and slow, but well armored. Can quickly capture any nearby enemy units. Must be ordered to do so.
T3 Fire Starter: Based on Fire Beetle. Stuns all targets in a small area. Incapable of inflicting damage, but well armored and
fast.
T3 Bug Zapper: Based on Revenant. Airborne TMD will shoot down TMLs in a wide area when in flight.
Seraphim:
T1 Combat Expander: Based on Selen: Tech 1 combat engineer that has a small gun, decent armor, and can build mex and walls.
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4. Tier structure
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Tiers:
Tier Zero (ACU)
UEF Aeon Cybran Seraphim
Pgen x x x x
Mex x x x x
LandFac x x x x
Wall x x x x
T1 Radar - - x -
Tier 1 (T1 Engineer)
UEF Aeon Cybran Seraphim
PD x x x x
AA x x x -
Torp x x - x (+sonar)
Sonar x x - -
Radar x - x -
Nav Fac - - x -
Air Fac - x - -
Hydro x x x x
Tier 2 (T2 Engie)
UEF Aeon Cybran Seraphim
Mex x x x x
E Stor x x x x
M Stor x x x x
Stealth - - x x
AirStage x x x x
T2 Rad x - x -
T2 Son x x - -
Arty x x - x
Nav Fac x x - x
Air Fac x - x -
TMD - x - -
Tier 3 (T3 Engie)
UEF Aeon Cybran Seraphim
PD2 x x - x
Flak x - x -
Torp2 x x - x (+sonar)
Mex2 x x x x
Fab x x x x
Pgen2 x x x x
TML x - x x
T2 Son x x - -
Omni x x x x
Gate x x x x
SMD x - - -
Air TMD - - x -
Tier 5 (SCU)
UEF Aeon Cybran Seraphim
PD3 x - - -
Shield x x - x
SML x - x -
ExpShp Bship MissCr BShip Bship
ExpGrnd Fatty GC ML Ythotha
ExpAir Novak CZAR SR Ahwassa
Intel - Eye - -
Tier 1 (Land Fac)
UEF Aeon Cybran Seraphim
Scout x x x -
Tank x x x x
Engie x x x x
Special Repair FlareG Termite Combat Engi
Special2 - - Stun Mortar Mobile AA/Radar
Tier 2 (Land Fac)
UEF Aeon Cybran Seraphim
Art x x - x
MML x - x x
AA x - x -
Special - Illuminator - -
Tier 3 (Land Fac)
UEF Aeon Cybran Seraphim
Tank/Bot Tank Tank Tank Bot
Flak x - x x (+radar)
Arty3 x x - x
MML2 x - x -
Special Shield Shield Stealth Shield
Tier 1 (T1 Air Fac)
UEF Aeon Cybran Seraphim (on land fac)
Bomber x - x -
Int - x - x
Trans x x x x
Tier 2 (T2 Air Fac)
UEF Aeon Cybran Seraphim (on land fac)
TorpB x - x x (+bomber)
Scout x x - -
Int x - x x(+scout)
Jester - - x -
Tier 3 (T2 Air Fac)
UEF Aeon Cybran Seraphim (on land fac)
Tran2 x x x x (+gunship)
Gunship x - x -
Special Crpt Bmbr Mercy Airborne TMD -
Tier 1 (T1 Naval Fac)
UEF Aeon Cybran Seraphim
Engie x x x x
Frig x x - x
Sub - - x -
Spec - Scout - -
Tier 2 (T2 Naval Fac)
UEF Aeon Cybran Seraphim
Sub - x - x
Boat torp x Intel -
Frig - - x -
Amph tank x x x x
Tier 3 (T3 Naval Fac)
UEF Aeon Cybran Seraphim
Sub2 - x x -
Cruis x x - x
Special Batcr - TML Sub Sub3
Tier 4 (Quantum Gate)
UEF Aeon Cybran Seraphim
T3Gunsh x - x -
SCU x x x x
Heavy Percy Harb Loyal. Siege Tank
Special Tran3 ASF Spy Plane -
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5. Balance changes
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Many small balance changes were made to improve gameplay. Some untis were removed entirely. All units that are still in the game
are included because they serve a valid purpose.
-Option 3 implemented: All factories have build powers equivalent to their mass in engineers; Tech 3 factories build units VERY
VERY FAST!!
-Tier 3 air changed dramatically: ASFs + strat bombers are history; All air units capable of inflicting damage can now be reliably
killed by flak. Be sure to build it!
-All torpedo damage increased: Submarine combat needed to be reworked. Subs now can kill frigates in a decent amount of time.
Torpedo Defenses now do a decent job of repelling frigates.
-SAMs have max range of about 200, min of about 50: SAMs now do small damage but have massive coverage. Purpose no longer over-
laps with flak and AA towers.
-Air XPs are now GAME ENDERS. They cost 100,000 Mass and 2,000,000 Energy. If you or your opponent gets one, you can expect it to
end the game!!
-Ground XPs are now more well-rounded. Fatboys, MLs, and Ythothas can now kill significant amounts of enemy air! GCs are strongest
on the ground vs other XPs, but have no AA defenses at all!
-Experimentals/shields/nukes/special structures/battleships are now built exclusively by the Support Command Units, and balance
adjusted
-Quantum Gates cost 5000 mass each, can build heavy air units and siege bots
-Some units removed: T3 pgens, T3 massfabs, T3 shields, T3 arty, T3 SMD (except for UEF), stationary TMD (except for Aeon)
-AA guns on experimental units, battleships, and frigates boosted. These units can now destroy small amounts of air units
themselves.
-Various small balance changes
This mod is VERY BALANCED. I made every reasonable effort to ensure this before releasing it. Remember, I DID NOT LEAVE ANY UNITS
IN THE GAME THAT THERE IS NOT A CLEAR PURPOSE FOR. T2 artillery has been buffed and cost reduced so you can build it near an enemy
base and siege them to death from afar. Torpedo launchers can now defend against all naval threats up to and including T2. (Except
amphib tanks that hover.)
If you're running into trouble and not simply being out-played by your opponent, be creative!!! I designed every faction to always
have a way of solving every problem, often in a unique way. To be successful, be creative! PARTICULARLY CYBRAN!!!! For example:
If you're Aeon and your Cybran opponent has killed all your torp launchers + naval units + naval factories and you want to retake
the sea, what do you do? Try using a Shield Bomber and ground-attack at some place in the water. Then order your hover engineers
to build a Torpedo luancher within the shield to kill all enemy subs, enabling you to get back into the water! This also works
with T3 hover shields!
If you're UEF trying to bombard a fortified Cybran base with cruisers and your opponent is using a Bug-Zapper to shoot down all your
missiles, try building a SAM site in the area. The SAM site will take out the Bug-Zapper at long range!
If you're Cybran and you can't break a heavily shielded defensive line with your MMLs, trying sending in a stealthed team of firebeetles and capture trucks via air, capture a few healvily armored structures in the base, and when the PDs start shooting it AMBUSH them!
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6. Misc
---------------------------------
Credit goes to:
FunkOff - Creator and doer of 99% of the work
Seiya - providing code for shield bomber
DeadMG - Scripting advice
Plasma_Wolf - Making this readme more readable... |  |

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| Faction Diversity Mod (1.0) - User Comments |
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The following comments are owned by the user that posted them. SupComFiles is not responsible for their content.
Total comments: 2 | Last comment: 01-27-2009 at 23:59
lord_maniac From: (Panorama City, CA) Joined: May 1st, 2007 Posts: 160 | After reading the reamed this sounds good ill DL it and see if it looks good prety sure it would. Its about time someone did something like this. 10/10 |
baboolaba From: (wouldnt u like to know :P) Joined: December 30th, 2007 Posts: 154 | i dont know thou it kinda sounds like you screwed over some of hte races in terms of defnse i mean aeon cant fight aa now?? then they truely are *****ed out hte **** if hit by alot of air units |
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