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Wicky
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Default 03-07-2010, 06:26 | posts: 1,093 | Location: Austria

I've played the first two campaigns on hard. The defense turrets are too strong. When I place 40 point defenses behind two shields they can easily stop the simultaneous attack of 3 galactic colossuses without even taking a slight scratch!
My idea would be that shield generators start with 0 energy at build time, and must first charge up. It would make more sense than building one, voilá you have a new generator pre-charged with 10k points of strength.

Overall SC2 is quite fun despite it's lack of complexity.
   
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Default 03-11-2010, 06:59 | posts: 9,838 | Location: Sweden

Another patch out.
http://store.steampowered.com/news/3584/

EDIT: And another.
http://store.steampowered.com/news/3612/

Last edited by JonasBeckman; 03-18-2010 at 04:49.
   
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Default 03-18-2010, 13:46 | posts: 4,035

update released:

Bug Fixes and Improvements

* Private games have been replaced with Friends Only games. This means that you can mark a game as "Friends Only" and it will only be seen in your friends' "Friends" tab
* The game browser has two new filters: Show Passworded games, and Show All Regions (both off by default)
* Added "Test Ping" to the Skirmish menu, which will simulate in game traffic volume (based on number of players) for 5 seconds. This will help players find problematic network connections before getting into a game
* Color coding on pings in skirmish lobby. When a ping is greater than 400 it will be yellow, and when greater than 500 it will be red
* Games list in the games browser can now be sorted on each column
* Cybran and Illuminate air factory veterancy fix: factories now calculate veterancy rate correctly
* Fix to ACU not firing after activating its reclaim beam, while issuing a move order
* ACUs can now be attacked while under water
* Air units are no longer damaged if they fly over an activated Magnetron

Balance and Tuning

* UEF P-Shield shield Health increased by 25%
* Universal Colossus can now also be unlocked by researching the Urchinow
* Overcharge cooldown increased to 35 seconds. Was 25
* Transport build costs increased by 50%. Reduced Health to 4000. Was 4500
* Darkenoid primary beam weapon Damage increased by 50%
* Cybran Air Radar, Cybran Air Vision, Illuminate Land Vision, UEF Air Vision, UEF Land Radar, UEF Naval Radar and UEF Naval Sonar research all reduced by 1 Research Point
* Illuminate ACU Radar boost increased to +175%. Was +100%
* UEF ACU Radar and Vision boosts increased to +150%. Was +100%
* UEF Fighter & Bomber shield Health decreased to 175. Was 200
* Gunship Speed reduced to 6. Was 8. Shield Health decreased to 150. Was 600. Build Time increased to 27. Was 24
* UEF ACU Artillery research cost increased to 6. Was 4. Damage Radius reduced to 5. Was 6
* Cybran mobile artillery Movement Speed reduced to 2.8. Was 3.2
* Cybran Carrier build cost reduction of 33% added
* All factions' ACU AA upgrade Damage increased by 25%
* Airnomo cost decreased 10%. Health increased to 13,000. Was 10,000. AA damage increased 50%. Direct Fire damage decreased 50%
* Cybran Battleship AA Damage reduced by 40%

Usually I don't care much for balance changes and just check the list of bug fixes, but this fixed a lot of things that needed to be changed.

Airnomo needed a boost, and I was confused by why the hell the Universal Colossus was on a seperate tech line to the urchinow, it meant you didn't get one built until they had so many bombers/fighters they were practically useless, this should be a game changer. Very happy about the Darkenoid damage boost too.
   
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JonasBeckman
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Default 03-26-2010, 05:35 | posts: 9,838 | Location: Sweden

Another patch.
http://store.steampowered.com/news/3642/
   
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Mr.Bigtime
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Default 03-26-2010, 10:21 | posts: 18,541 | Location: Turkey

i love the game..not that bad a non extreme RTS lover.
   
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JonasBeckman
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Default 04-09-2010, 08:57 | posts: 9,838 | Location: Sweden

Another patch out.
http://store.steampowered.com/news/3685/
Quote:
New Features

* Ranked 1v1 System! (see below for a detailed explanation of this new system)
* Ranked Challenge System (see below for a detailed explanation of this new system)
* Unranked Quickmatch (see below for a detailed explanation of this new system)
* Map Pings - Added three different kinds of map pings for team play. F5 issues a generic alert to your teammate at a specific location, and it appears as a yellow arrow when zoomed in and a yellow animated ping indicator in strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is Attack ping, and it uses a red indicator. Color coded arrows will appear on each edge of the screen where your teammate has placed one of these for you to view
* Multi-player lobby ready-up checkboxes will now "uncheck" any time a host changes the settings
* Changes to multi-player lobby exclusions, game-type, etc. will show up in the multi-player lobby chat box when the host makes changes
* Voice icons display next to each player in the multi-player lobby allowing the user to mute individual players
* Menu version number – The game now displays a version number on the Main Menu. The versioning has been adjusted at this update to 1.10 to accommodate future updates
* AI now starts as a random faction


Fixes

* Cheating fix: Closed a loophole in the code that allowed some players to enable limited cheats
* Fixed rare crash if player gets kicked out of the lobby and submits chat text
* Fixed rare crash when player hits the enter key in the Skirmish menu
* Fixed replacing ready kicked player with AI causes the AI options to be locked
* Fixed inability to join DLC map games if you don't have the pack as a client


Tuning and Balance

* UEF Assault Bot Research cost decreased from 4 to 3.
* Cybran Battleship Range reduced from 128 to 115.
* Cybran Destroyer Energy cost increased from 500 to 650.
* ACU Training bonus reduced to +25% per level.
* Soul Ripper II Anti-Air Damage reduced by 50%.
* King Kripter, Colossus and Cybranasaurus-Rex Health and Damage increased by 35%.
* Cybranasaurus-Rex Range increased from 22 to 32.
* Wilfindja Speed increased from 3.6 to 4.6.
* Gantry build time reduced from 120 to 100 seconds.
* Pulinsmash weapon range increased from 50 to 100.
* Darkenoid Health increased from 20,000 to 27,500.
* AC-1000 primary weapon damage blast radius increased from 1.5 to 3.
* Cybran Air Rate of Fire boost Research cost increased from 3 to 5.
* Bodaboom Health boost increased from +20% to +30%. Aura radius increased from 20 to 30. Added a +200% regeneration bonus.
* ACUs are now repaired 150% slower.
* Increasing ACU storage size to 15.
* UEF Submarine weapon range increased by 50%. Movement speed reduced from 6 to 5.25.
* Structure bubble shields now take twice as long to come back online.
* Anti-Air Tower damage increased by 25%.
* ACUs and Engineers now get a Sonar range equivalent to their Radar range.
* ACU/Escape Pod Experience value increased to 7500.
* Gantry Experience value decreased to 1250.
* UEF/Illuminate Mass Convertor Experience value increased to 750.
* UEF/Illuminate Mobile Anti-Air Experience value decreased to 100.
* Fighter/Bomber Experience value decreased to 250.
* Transport Experience value increased to 750.
* UEF Fighter & Bomber Experience value decreased to 200.
* UEF/Cybran Battleship Experience value increased to 1500.
* Cybran Destroyer Experience value increased to 750.
* UEF Submarine Experience value decreased to 150.
* King Kriptor, Universal Colossus, Cybranasaurus Rex and Pulinsmash Experience value reduced to 3000.
* Cybran Intel Add-on Vision radius is now correctly set to 75.
* Fixed an issue with Cybran tactical missiles that prevented them from hitting a target if it was really far away.
* Illuminate ACU Teleport time reduced from 10 to 6 seconds


Known Issues

* Translation for the Ranked Games Interface in European languages will be in our next update
   
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Mr.Bigtime
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Default 04-09-2010, 10:22 | posts: 18,541 | Location: Turkey

Finally some improvements over units like

AC-1000 primary weapon damage blast radius increased from 1.5 to 3.

now AC-1000 smiles on me.
   
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Default 04-16-2010, 06:48 | posts: 9,838 | Location: Sweden

Another one.
http://store.steampowered.com/news/3707/

Quote:
New Features

* New AI categories are now available via the Skirmish or Multi-player lobby menu:
o Air: Focuses on Air units.
o Land: Focuses on Land units.
o Rush: Focuses on large amounts of land units and less on defense.
o Balanced: Balanced between Land and Air.
o Naval: Focuses on Naval units.
o Turtle: Focuses on defenses and Experimentals.
o 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:
o The AI will no longer get stuck in its startup build sequence if rushed or if there are build restrictions in place.
o The AI will choose an appropriate archetype based on unit restrictions.
o If a unit type is restricted the AI will act as though the unit does not exist in the game.
o AI will now group units based on their target enemy's threat.
o AI will now group experimentals based on their target enemy's threat.
o 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.
o AI can now respond to being attacked my Nukes or Artillery, even if it cannot see where it is coming from.
o Fixed a bug where threat build conditions were not being used.
o The AI should no longer attempt to send attack platoons to unpathable areas.
o The AI will hold back units until it thinks it has enough to make a push based on defensive intelligence.
o Fixed an issue where the AI would constantly pull units back to attack an expansion base instead of pushing forward.
o The AI will no longer build more than 3 transports unless it has land units and it is not a land map.
o Added AI response to make a land AI get land unit AA upgrades if the enemy has air units.
o The Naval AI will not build more than 3 subs unless the enemy has Naval.
o If Research is disabled the AI will not build research facilities.
o The AI will add a small amount of threat to all enemy start locations so it knows where to find them.
o Platoons will try to only attack areas where they think they can do enough damage before dying.
o The AI will react to enemy TML, artillery, or Experimentals by building more shields and placing them closer together.
o The AI should send a more appropriate number of units based on enemy threat.
o AI will build and use Mass Convertors.
o If the closest enemy to the AI is a lot weaker than the other enemies the AI will focus on the weak enemy.
o The AI's air units will wait longer before re-evaluating which target to attack.
o The AI's NUC will now check for pathability before firing units.
o The AI's Nuke Launcher will now check for pathability before firing.
o 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).
o AI will build factory shield upgrades more often, not just when the enemy has air.
o Factory upgrades now have a threat value.
o AI should react better to an enemy having nukes.
o AI will not build research stations if it already has everything researched.
o AI will not build a mass convertor until it has enough energy to convert.
o Added bigger Air and Land platoons.
o When a build item has a resource type of All the AI will use Slush first.
o Added build conditions to check for current target enemy threat.
o AI air scout platoons will now path around threat as much as possible.
o Mass convertor research is now a higher priority for the Turtle AI.
o Changed some threat evaluation when deciding where to attack.
o AI will build fewer MMLs and Mobile Artillery.
o Added a new function to store the victory condition for the AI.
o When an AI unit dies it will add threat to the instigator's location to warn other units.
o Added some anti-turtle measures.
o Fix for units that were built outside of the AIs base not being used.
o Fix for AI not using its full base radius.
o Land AIs on Island maps should build Air factories to build transports.
o AI should send platoons when it is at unit cap, no matter what.
o 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
   
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  (#134)
sdamaged99
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Default 04-16-2010, 15:22 | posts: 1,945 | Location: Isle of Man

They missed one of the fixes:-

*Fix to prevent the game being absolutely atrocious
   
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eclap
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Default 04-16-2010, 16:02 | posts: 26,734 | Location: Hampshire, UK

Quote:
Originally Posted by sdamaged99 View Post
They missed one of the fixes:-

*Fix to prevent the game being absolutely atrocious
that's a bit harsh... it's still better than the majority of RTS out there...
   
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Mr.Bigtime
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Default 04-16-2010, 16:09 | posts: 18,541 | Location: Turkey

Quote:
Originally Posted by eclap View Post
that's a bit harsh... it's still better than the majority of RTS out there...
I agree...when u focus on the RTS currently on market..SC2 shines... besides, i have firt game and expansion, i loved them but SC2 is more good ot me..i finished the first chapter on it and stopped there.i guess i will restart it to taste the new improvements and fixes
   
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eclap
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Default 04-16-2010, 16:27 | posts: 26,734 | Location: Hampshire, UK

well, SC2 isn't out yet and I doubt it will be better than SupCom with expansion. Plus I don't like how they're planning to sell the game.
   
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Mr.Bigtime
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Default 04-16-2010, 17:07 | posts: 18,541 | Location: Turkey

Quote:
Originally Posted by eclap View Post
well, SC2 isn't out yet and I doubt it will be better than SupCom with expansion. Plus I don't like how they're planning to sell the game.
Today friday, it was a very busy day..i am so tired..and cant trust my eyes..u say Supreme Commander 2 is not out yet? but i bought it weeks ago on STEAm at 49.99 :S and played it..and today before coming to office my steam patched it..
   
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eclap
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Default 04-16-2010, 17:11 | posts: 26,734 | Location: Hampshire, UK

oh, I thought you meant StarCraft 2... SC2 has always meant StarCraft 2 sorry
   
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Mr.Bigtime
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Default 04-16-2010, 17:15 | posts: 18,541 | Location: Turkey

ohhh. my bad..iam ignorant of Starcraft universe..i never played StarC before..i know about it but well, thast me..

and what about its selling method? will be abit offtopic but enlighten me? will it use STEAM or what? DRM?
   
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eclap
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Default 04-16-2010, 17:47 | posts: 26,734 | Location: Hampshire, UK

there'll be episodes... all in all it'll be pretty expensive... then in russia it will be subscription based... you pay to play...
   
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Mr.Bigtime
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Default 04-16-2010, 17:55 | posts: 18,541 | Location: Turkey

sounds lame :/
   
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Default 04-17-2010, 19:27 | posts: 4,365 | Location: Scotland

I've never played any Supreme Commanders yet.

How is the seconds multiplayer? I'm looking for a online RTS that is greatly enjoyable and balanced. Any glaring problems?
   
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Default 04-17-2010, 19:40 | posts: 598 | Location: Under a rock

Quite nice game, at least from the reviews I watched/read.

I suppose once installed on PC, I dont need to go all over from 1st patch to last, simply installing last update will do??
   
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Default 04-17-2010, 23:24 | posts: 1,945 | Location: Isle of Man

Quote:
Originally Posted by evilkiller650 View Post
I've never played any Supreme Commanders yet.

How is the seconds multiplayer? I'm looking for a online RTS that is greatly enjoyable and balanced. Any glaring problems?
If you want an epic, hugely fun and incredible RTS experience, get Forged Alliance

If you want a dumbed down, Xbox 360 game with terrible units, upgrade paths and abysmal replay value, get Sup Com 2

My friends and I are all hardcore Forged Alliance players, its the best RTS ever made in all our opinions.

I played Sup Com 2 about 5 times then i uninstalled it off Steam. I had a feeling it was going to be crap but oh man, it was confirmed ten times over.

We still all play Forged Alliance. Chris Taylor sold out and i won't buy any more of his games.
   
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Default 04-22-2010, 06:42 | posts: 9,838 | Location: Sweden

AI related patch out.

http://store.steampowered.com/news/3739/

Quote:
Updates to Supreme Commander 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

New Features

* Added a warning dialog when a player accesses multiplayer with modified data
* Adjusted exploit handling for research during game initialization
* Adjusted exploit handling for hotkey-triggered commands
* Land AI will default to Air factories faster on non land maps
* AI will build units from factories that are outside its primary base radius
* AI platoons will loiter less and instead attempt to move to the best possible place to do damage
* The starting base locations will now generate less econ threat to the AI causing the AI to more aggressively target buildings outside the starting base locations
* The AI will more quickly respond to attrition, and retreat appropriately


Fixes

* Fixed a potential crash encountered when entering the game summary screen with an AI present
* Fixed an issue where the AI could repeatedly queue the same unit (especially transports)
* Cybran AI will now properly research naval walking
   
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Default 06-04-2010, 08:54 | posts: 9,838 | Location: Sweden

Updated again.

http://store.steampowered.com/news/3904/

Quote:
Improvements

* Skirmish Save/Load. Skirmishes can now be saved in game using the Menu > Save Game Function. Skirmish saves can be loaded while in a skirmish game or from the main menu under Skirmish > Load Saved Game.
* Players who have been eliminated in a skirmish or multiplayer game, but have remaining allies that are all AI, will be set as an observer will full map view, and may exit normally at their discretion.
* AI Engineers and Land Scout platoons will now execute optimized pathing (performance improvement).
* A user friendly version number will now be shown at the top of replay files. Replays that do not have the matching version number of the build will generate a “failed to load” message.
* The default folder for save games, replays, screenshots and log files has been updated to \My Documents\My Games\Square Enix\Supreme Commander 2\.
* Added redundant checking on games returned by Steam in matchmaking. This check ensures that the game fits within the filters specified for Steam. Previously old data could be called when rapidly narrowing a search.
* Illuminate Bodaboom aura range now displays as a weapon range.


Fixes:

* Fixed condition where the first player leaving a multiplayer game would stop automated replay recording.
* Further refinement of search filtering for ranked. It was possible that someone could join a ranked game because they met the criteria when they initiated the search, but then narrowed their search and no longer met that criteria. We now check for this case and reject the connection.
* Fix for most common case of players getting in an unable to join state when closing a multiplayer game from a lobby.
* Artillery Weapon Range boost will now correctly affect Long Range Artillery, increasing its range.
* Fix for AI violation of Research build condition.
* Fix for AI not building enough research stations.
* Fix for AI not building enough factories late game.
* Fix for Naval AI not building a Naval factory at all, and for secondary condition of not building them outside its starting base location.
* Fix for uncommon case of units not doing anything when running away.
* Fix for AI Land platoons not running away.
* Fix for AI not properly utilizing the Noah Unit Cannon and Carriers for building.
* Fix for Defensive builders going to the wrong task state when they fail to find a build position.


Balance and Tuning:

* Engineers will no longer circumvent assist mitigation when ordered to assist open ground.
* AI has improved seeking/hunting capability against hidden commanders.
* AI will only build Artillery/TML in their base if they have enemy structures in range.
* AI will build more generators after they have a Mass Converter (or the research for the Cybrans).
* AI will normally only build shields in their bases when there are structures there to protect.
* AI will not build excess mass extractors.
* Illuminate ACU Energy Income Boost research decreased to +200%, was +300%. Decreasing Mass Income Boost to+250%, was +400.
* Decreased Rate of Fire on Illuminate flares by 33%.
* Added a 25 second rebuild time when the Proto-Brain is destroyed. Added a Cybran Proto-Brain crash damage of 2000.
* Increased minimum radius on Long Range Artillery to 150, was 50.


Known Issues:

* Replays cannot be created from a game that has been loaded from a Skirmish save, the UI does not currently reflect this. Although it appears to save, it does not, and the “Replay LastGame” feature will actually play the last valid replay.
   
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Mr.Bigtime
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Videocard: ZOTAC GTX 680 @ 27" SA950
Processor: I7 4770K @ 3.5 GHZ
Mainboard: ASUS Z87 PRO
Memory: 16GB DDR3 1600 MHZ
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PSU: Coolermaster something
Default 06-04-2010, 09:03 | posts: 18,541 | Location: Turkey

another patch?

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU UUUUUUUUUUU


why? becasue i decided to start a new game after last patch and this now -_-

well..time to restart the game thanx for heads up.
   
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Mr.Bigtime
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Videocard: ZOTAC GTX 680 @ 27" SA950
Processor: I7 4770K @ 3.5 GHZ
Mainboard: ASUS Z87 PRO
Memory: 16GB DDR3 1600 MHZ
Soundcard: ONBOARD & LOGITECH Z906
PSU: Coolermaster something
Default 09-28-2010, 10:30 | posts: 18,541 | Location: Turkey

last night me and my gypsy friend Daren aka Coroner from UK tried to COOP wit hthis game..well, it works but how?

i HOSTED a Skirmish game. then invited Coroner to my LOBBY via STEAM! joined in 1 second. then created AI ENEMIES.. and Selected MAP

And Me and CORONER as TEAM 1, Enemy as TEAM 2. if u want more neemies pcik them AS TEAM 2 again or TEAM 3, 4 etc..

And match begun. it was 1 hours 35 minutes of FUN to defeat the enemy. Well, two of us against 1 AI EASY ...the fcker resisted good until i send him DOUBLE NUKES

We will do it tonight . if u want to join us u r welcome. we r using TEAMSPEAK.
   
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Mr.Bigtime
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Videocard: ZOTAC GTX 680 @ 27" SA950
Processor: I7 4770K @ 3.5 GHZ
Mainboard: ASUS Z87 PRO
Memory: 16GB DDR3 1600 MHZ
Soundcard: ONBOARD & LOGITECH Z906
PSU: Coolermaster something
Default 09-28-2010, 12:28 | posts: 18,541 | Location: Turkey

Supreme Commander 2: Infinite War Battle Pack DLC is OUT!!!

http://store.steampowered.com/app/40135
Quote:
Get ready for some awesome new features and upgrades developed by Chris Taylor and the team at Gas Powered Games - The Infinite War Battle Pack for SUPREME COMMANDER® 2 featuring a whole host of new maps, units, experimentals, tech tree upgrades, and boosts for PC!
   
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