Hello All! I am continuing the slow process of measuring the size of various Supreme Commander units! The method has remained the same as with my prior ACU and LAB measurements, as well as the comparison to SupCom 2 - although, I have been trying it in the Blender 3.5 tool. The textures seem a little more washed out than good ol' 2.79, but 3.5 is generally easier to use and still accurate, so I'll probably be sticking to it.

In some of the later campaign levels, it is very easy to reach the unit limit and hear that "unit limit reached" announcement. I've noticed that it's much harder to hit that limit if I try to build as much higher-tier stuff as I can.


Supreme Commander 2 Unit Cap


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All structures and units count as one towards the unit limit (apart from walls which are 1/10 of a unit), so later on it is quite easy to hit the limit as you probably have extensive defenses and resource farms at that point.

SupCom had lots of explosions. I originally wanted each unit to have its own death explosion but memory restrictions came into play and a unit category system was used. Within each faction the small, medium, and large units had their own set as well as special explosion sounds for nukes and big energy weapons. I designed projectile impacts that were similar to the explosions but were based upon what unit was firing the projectile and what it was impacting be it water, land, or in the air.

To make all of this work and sound at least somewhat good, I assigned each sound a volume curve that was appropriate for the type of sound it was. I created separate volume curves that tied into where the camera was in relation to the ground. This was a complex system because the volume curves were also using variables that came from the front, the back and the side. If you were zoomed in close on a battlefield, the sounds from other units off in the distance had to be attenuated. This made it sound very realistic and cleaned up the soundscape. As you zoomed out the sounds right in front of you decreased in volume and the sounds from the edges of the map increased in volume, but at a certain point they had to be attenuated also because you were pulling back into open space and looking down on the planet surface. The camera sent all sorts of conflicting variables that each category curve had to sort out. These category curves had to be carefully adjusted to sound smooth and natural.

I would love to cover every unit category and all the different aspects of the category in this article but there is not enough space in the universe to completely describe everything. I will now cover some of the sound sources, the three factions design process, and a few of my favorite sounds created for a some of the units in the game.

The source material for this game came from man sources. The time and budget allotted did not allow me to record everything I needed for the game. I used CD library material, certain high quality online libraries, and my own custom sound effects that I had been recording over the last 15 years. I was fortunate enough to have a substantial collection of my own sounds available for many of the units. Airplane factory scenarios I covered with recordings I made at the Boeing 737 plant in Renton, Washington. Almost all the VTOL aircraft were created with my own military fighter jet recordings. I also had my own radio transmission sounds that I processed for the in-game cut scenes, and I used a fair amount of the thousands of metal impacts from my archive.

The Cybran are humans with microchips implanted in their heads. The Cybran use mech-style robotic units, ranging from two-legged walking tanks to the gigantic mechanical spider with massive laser powered weapons. To make these stand out from the UEF, I used a lot of flanging and comb filtering effects from the Eventide Anthology II plug-in bundle. I was really happy with the results I got from some of the retro flangers they have in the collection. I created a few strange cyber-robotic flange presets that I would try on a particular group of sounds. The land vehicles, the Naval ships, and the aircraft all had there own preset and I would tweak them when needed depending on the source. I would say I had the most sound design fun with the Cybran. I could go way over the top to mangle some of the elements in the sounds and it would not be overbearing and stand out in the game. I also used variations of these Eventide presets for the dialog which tied the whole faction together.

The Noah Unit Cannon Experimental Unit Cannon is a UEF major experimental structure. It's a combined factory and artillery installation (range equal to the Long Range Artillery) which launches the units it constructs across the map. It manufactures them into shells which are stored in large magazines (it can hold a total of 21 units at a time). When launched, the "projectiles" fly in a ballistic arc to just above the target location, then break open and deploy the unit contained unharmed.

Units produced with this structure are built with a third of the cost and 1/7th of the build time. This means that it should be utilized over factories for unit production, as it can take the place of several land factories..

Due to the unlimited scalability of economy and production, every faction has incredibly powerful late game tools. These include Experimental Assault Bots and Air Units, Rapid-Fire Artillery Installations that saturate global targets, Nuclear missiles that can annihilate an entire base, and Experimental structures to provide a utility such as generating unlimited income. The late game high tier units were colossal in comparison to the early game units. The scale difference served as a visual representation of their power and gratified the player for having obtained them. The units themselves were very quirky; a giant robot firing lasers out of its eyes and huge giant magnets to suck up units is cool, as is a giant 6 legged Spiderbot.

These three play styles are meta-strategies, with each branching off into countless sub-strategies utilising particular units and timings. An aggressive strategy could take many forms as there are always multiple ways of applying aggression, such as swarming cheap tier 1 tanks, dropping units behind enemy lines with air transports, or deploying air raids to neutralise key defences. Some strategies are based on particular units and timings, such as neglecting ground units in favour of mass naval power.

The 4 factions in Supreme Commander look very distinct from each other, and the style of units and structures intuitively reflect the backstory of the faction. I recently wrote an article that highlights the superb art direction of the Seraphim faction, so you can read that to get an understanding of the way the factions are visually designed.

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However, I have quite a bone to pick. I personally think the weapon upgrades are far too cheap for their potency on small maps, especially when combined with Overcharge. The range weapon upgrades allows the Commander to negate endless amounts of tier 1 units and Point Defense by outranging them and safely engaging from a distance. Increasing the combat potential of the Commander would be fine if not for the risk and penalty of using the Commander in combat being thrown out the window when it simply outranges everything. Rushing tier 2 point defence to combat the upgraded commander can be suicidal due to the huge initial investment and static nature, while many maps have elevation blockers which limits their effective range.

Supreme Commander had a wide arsenal of units and structures that fill different roles such as scouts, artillery, anti-air, tanks and assault bots. The silhouette of each unit and their weaponry instantly defined them as their role and made it obvious to the player. Supreme Commander had traits for their units types as was consistent with them, such as assault bots are always faster but weaker than the tank equivalent. Structures were also well defined, a Power Generator was not mistakable for a factory.

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Description: this mod represents a large collection of powerful T3 and T4 units and buildings. The actual mod has been united with previous releases, it is including Normalius and Global War mods, as result adds more than 100 units and buildings.

Left Click: Select unitĀ 

Double Left Click: Select all units of this type on screenĀ 

Left Click on nothing: Deselect all unitsĀ 

Left Click and drag: Select all units in this box

Ā * If your selection is primarily mobile units, only the mobile units will be selected. The game will also guess which type of unit you meant.

The standalone expansion Supreme Commander: Forged Alliance was released on November 6 of the same year. The sequel, Supreme Commander 2, was released in 2010. Nowadays, the original Supreme Commander is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods.[3]

The gameplay of Supreme Commander focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. Supreme Commander was highly anticipated in pre-release previews, and was well received by critics, with a Metacritic average of 86 out of 100.[4]

Supreme Commander, like its spiritual predecessors, Total Annihilation and Spring, begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to create a 37th-century army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots. be457b7860

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