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Supreme Commander Downloads > Modifications > Units:
Rapid Fire Artillery Defence (1.1)
Filename: rapidfireartillery.zip


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Version:
Developer:
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Date Added:
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2.12 MB
1.1
mangriff
2188
11-19-2007
Modifications > Units


Average User Rating: 9
Number of Votes: 2
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Rapid Fire Artillery Defence (1.1) - File Description  


Tech: 9
Balance: 10
Quality: 10
FunFactor: 10
Stability: 8
Creativity: 9

Overall Rating: 9.3

Description:
Heres 3 new T3 arty structures, 1 per faction

The name is slightly misleading, rather than a defence against rapid fire arty , these are themselves rapid firing artillery cannons. As you can see from the screenies they look great, and having tried them quickly... they work very well.

I've been looking for something like this as T2 is too short range for large maps and they should make base defences on Island warfare maps alot better.

Installation just extract the archive and place the scd file in your supcom/gamedata file, then activate it in your mod manager.

-Buckfast76



Rapid Fire Artillery Defence (1.1) - Screenshots  
Screenshots:
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Rapid Fire Artillery Defence (1.1) - Readme  
Readme File:
New Version Released! V1.1
I noticed an annoying hole in defense between t2 artillery and t3 artillery
The problem -
T3 Arty has enormous range but terrible accuracy and very slow fire rate.
T2 Arty has good accuracy but tiny range and slow fire rate.
T2 Point defense has good fire rate but low damage and very tiny range.

The solution -
T3 rapid fire artillery defense!!
Each faction receives a new T3 artillery unit.
They have twice the range of T2 art. Rapid fire rate, and decent accuracy.

**The arty requires immense energy to fire at full speed. So you will need T3 power supplies.

What is it used for? Mainly defense as a support of T2 point defenses. Very good a stopping oncoming onslaughts from the sea or land. If you can manage to build one near the enemy base, it provides devastating fire support for your sieging troops.

Installation Notes -
This mod is packaged in an .scd file
Drop the .scd file into your /gamedata folder and you're ready to rock!
OVERWRITE the previous file version

Other notes - on small maps this unit can be a game ending construction, but on larger maps (where it's need is more obvious) It plays more a defensive role keeping your ACU safe from heavy sieges.


Rapid Fire Artillery Defence (1.1) - File Download Options  
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Rapid Fire Artillery Defence (1.1) - User Comments  
The following comments are owned by the user that posted them. SupComFiles is not responsible for their content.

Total comments: 12 | Last comment: 05-27-2009 at 01:51

 #1 - Posted by: Striker_101 (Member) on 11-19-2007 at 14:11
lol At first i thought it was an acu attacking but behind it theres a cannon big grinBeer! Beer!Beer! Beer!

 #2 - Posted by: Sedistix (Member) on 11-19-2007 at 16:05
I'm curious why you didn't just modify/replace the existing T2 Artillery. Having 10 or more different types of defense buildings on the edge of your base seems redundant.

This essentially replaces the existing light artillery, making it useless, but yet it doesn't, as I can now build 3 artilleries. The AI's wont build this either, will they? However they would, had the original been replaced.

The mod itself is cool, just seems like it was implemented in a wasteful way. Add some AI compatibility later and bingo it'll kick ass.


 #3 - Posted by: Striker_101 (Member) on 11-20-2007 at 03:52
soz for the second post the trigger and the jackhammer looks like a AA flack cannon mayby you should change it into a heavy flack cannon or make it small and conncet it on to a unit and call it a tech 3 AA big grin
Beer! Beer!Beer! Beer!


 #4 - Posted by: Stirder (Member) on 11-20-2007 at 13:08
i cant get mods to work because i dont have a modfolder can someone help

 #5 - Posted by: buckfast76 (Member) on 11-20-2007 at 13:59
your mods folder should sit in the supreme commander main folder,

i.e. Cstick out tonguerogram FilesTHQGas Powered GamesSupreme Commandermods

if you don't have this folder, just make a new folder called, mods.
Or you could place it in the mods folder GPGnet uses,

i.e. Cbig grinocuments and Settings*Your User Name*My DocumentsMy GamesGas Powered GamesSupremeCommanderMods

and make sure you patch your game up fully to get most new mods to work. Hope this helps.


 #6 - Posted by: buckfast76 (Member) on 11-20-2007 at 14:00
Dam Smillies........... you get the idea

 #7 - Posted by: Stirder (Member) on 11-20-2007 at 15:01
Cheers ill try it tmos and reply back to see if it worked

 #8 - Posted by: Kill001 (Member) on 11-25-2007 at 16:49
Awsome!

let's hope it's not spammed stick out tongue


 #9 - Help! - Posted by: FaceCake (Member) on 01-28-2008 at 17:14
I downloaded this mod ( like others ) and I cant get it to work. I extracted it to game data. It builds; but wont fire. Only makes firing sounds and turns to its target. Help please! Thanks. Great mod btw. Two Thumbs Up!

 #10 - Fire Problem - Posted by: DarkTyranno (Member) on 04-10-2008 at 15:54
I got the same problem, I can build it and it turns to targets and makes sound, but I don't see fire movements, kills won't increase, so there's something wrong...

 #11 - Posted by: KillerKaller (Member) on 03-01-2009 at 14:31
Hey. I hear only sound when it shoots no any explosion... or ammo it only says "Bumm" and shoots againCry

 #12 - UPDATE VERSION - Posted by: Katylin (Member) on 05-27-2009 at 01:51
you cannot see the weapon shoot because you probubly are still using the original (retail) version from the CD Case... you will need to go to GPG .net and (dont even bother using the auto patcher... it doesnt work) jsut go to the forrum and look for any post that is about patches... there are several just get the latest one for SC... or if you have FA get the latest for FA...



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