Supreme Commander

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61631 downloads

Uploaded:04-10-2008

Forged Alliance Patch 1.5.3596 to 1.5.3599

supcom_fa_patch_1.5.3596_to_1.5.3599.exe | 5.36 MB

rates of the Engineering Stations and changes to the air units for all factions. This patch is for those that have version 1.5.3596

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23468 downloads

Uploaded:06-13-2007

World Domination

worlddomination.zip | 20.56 MB

allowed on this map. You\'ll have to fight for your resources! The new map will appear as \"World Domination\" in your maplist.

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19322 downloads

Uploaded:07-13-2009

SYkoste's Map Pack

skyostemappack.zip | 87.46 MB

Hive The Key And some old favourites: Chartres Fire Core Prime Canyon Fort London 38152AD Templemental Fusion Fusion Squared Enjoy - and most of all have fun. Remember some of these maps are very different to normal supcom maps - they have what is known to us as 'tactical terrain'. This means its not open-plain sailing. You must adapt your stategies and defense tactics that you may otherwise have not used in big open maps. These maps will extend SC and FA to new levels of strategy. Dig in and defend, push forward wisely, use the terrain to hide behind or ambush. Its all in the name of entertaining fun. If a FATBOY gets stuck - its because he is too fat. Use something else in that area and develop your tactics. These maps where developed to make you use those underrated level 1 and 2 bots, to make you switch strategies mid-way, to have walls that can block artillery rounds so you can build secret bases. certain areas only allow tiny level 1 engineers through - so you have to build up again from tech 1. These elements are all in there to add to the style of play so please enjoy them for what they are... You will also find all of my maps in the GPGnet vault. Keep your eye out for more in the near future either on FileFront or the vault. Thanks, SYkoSte Appreciation goes a long way. These maps where developed for our LAN game sessions based on what we wanted from the game. They may not be to everyone's taste - but hey, they should at least be available. Make your own choice, enjoy or wine at your leisure - but PLEASE don't winge to me. I much prefer positive feedback for my unpaid efforts than people picking up on MEX alignment and my spelling! ;)

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26890 downloads

Uploaded:08-22-2009

FA Patch 3603

fa_patch_3603_beta.exe | 7.03 MB

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19752 downloads

Uploaded:03-01-2007

Earth Conquest

earth_conquest_6wzoto1v8v67.zip | 17.92 MB

HazardX. Modifications made by Baluer. First of all i changed pretty much all the resource spots and added quite a few.. I find that a single mass deposit 5km out in nowhere is no incentive to expand, as in the original map. So now there are quite alot more motivation to expand. Also i changed the textures to some more pretty ones from the full game, and got rid of that horrible desert texture for greenland/northern russia/europe/america. Now it got a nice snow texture. Some snow in Tibet and stuff also =D I also changed the ai markers quite alot, added many new defencive and naval markers, especially around the new expansion spots (3-4 mass deposits, other spots now have 2). I also added 2 hydrocarbon depotits for each player, well not too far away. To get some sort of Energy expansion incentive. The ai aint kidding around on this map anymore ;p So, enjoy! Just extract in your Supreme Commander/Maps directory! Keep folder structures.

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13595 downloads

Uploaded:04-10-2009

Sorian AI

sorian_ai_mod_1.9.7.exe | 726.67 KB

of the most popular mods for all of Supreme Commander, some of the nice features include, chat commands, map ping commands, and much more.

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19059 downloads

Uploaded:09-29-2009

Blackops Unleashed

blackopsunleashedv32zip.zip | 94.47 MB

and fun with friends.

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31227 downloads

Uploaded:06-13-2007

SupCom Map Editor

supcom_map_editor.exe | 2.01 MB

issues and it is not the best, but there is support for it and does many things better than the unofficial editor. Outdated but very useful guide can be found in My Documents\\My Games\\Gas Powered Games\\SupremeCommander\\Tools\\Supcom Map Editor.v0001

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17533 downloads

Uploaded:07-30-2010

Experimental Wars V2.0

83expwars_v2.zip | 66.28 MB

: http://www.youtube.com/watch?v=eNZftuCmp8c http://www.youtube.com/watch?v=A-3Df18MS4E ( will be subtitled later )

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5329 downloads

Uploaded:11-20-2007

Unit Cap Increase

unitcapincreasev0.03.zip | 308.43 KB

those who installed the mod using the executable... Just click on the Remove Unitcap Mod shortcut on your desktop... For those of you who manually installed this mod no need to download v0.03... No Changed was made to the UnitCap-Increase Mod... Repackaged the way the Mod is installed and Uninstalled... The Uninstaller will now Delete Only this mod and wont uninstall any other mods I create... I also changed how the Shortcuts function... The shortcut will no longer launch the game... 1. Disable UnitCap Mod Shortcut: Will Disable the UnitCap-Incrase mod that way you can play others who dont have the mod or Tournaments... 2. Enable UnitCap Mod Shortcut: Will Enable the UnitCap-Increase mod... 3. Remove UnitCap Mod Shortcut: Removes 01_UnitCap_Increase.scd file from Gamedata folder and all other files the executable installed... I am not sure if the script will run in Vista or if you have the game installed in a different directory... Just extract the executable and manually copy the mod into the gamedata folder...

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5632 downloads

Uploaded:06-27-2008

No Campaign Restrictions FA

forged_alliance_campaign_mod_enabler.zip | 1.5 KB

about a campaign enabler ;) - eluvatar

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13766 downloads

Uploaded:04-11-2007

Unofficial Supreme Cmander Map Editor

unofficial_supreme_commander_map_editor_v045_beta.zip | 246.94 KB

editor for SupCom! What it does: - Edit terrain and texturing of maps (real 3D display of the terrain) - Add/Remove/Edit start locations, mass points, AI markers, etc. - Add/Remove/Edit Decals and Props to decorate your maps - Resize Maps - Restrict build options on a map What it does NOT do (yet): - Editing of Singleplayer missions (only multiplayer maps for now) - Adding units or wreckage to a map - Individual scripting BE AWARE that this is just a Beta version. There might be errors, bugs, crashes and maybe even corrupted files. You are using this at you own risk! (I don't expect any massively bad things to happen, but you never know. ) Since the editor supports the full SCMAP format now, the loading times and the memory usage have increased alot! Especially on larger maps it does need alot of (Video- and System-)RAM. Functions like Resize, Load/Save and Import/Export may need a while to complete. Just don't panic when the app freezes for some time. The overall performance is quite bad! Loading times are horrid and the whole thing runs SLOW. I haven't done ANY optimizations yet! In example a 80x80km map is rendered in full detail with all of its 33.000.000 polygons... There is a lot potential for optimizations. version 0.45 Beta HERE! Requirements This tool requires the .Net Framework 2.0 and at least the DirectX 9.0c November06 update to be installed on your PC. If the application crashes or behaves in an unwanted manner then download and install those updates. .Net Framework 2.0 http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en DirectX Web-Updater http://www.microsoft.com/downloads/details.aspx?familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en Changelog Version 0.45: - Fixed a bug that sometimes corrupted the map-border - Fixed a major memory-leak in the heightmap editor - Fixed a memory-leak in the texture editor - Fixed errors that occured while drawing textures at borders - Optimized performance (especially when zoomed-in) - Added ability to save screen as map-preview on preview tab - Added Macro Texture layer option Version 0.42: - Fixed startup-problems on 64bit systems (hopefully) - Added "New Level" button - Added "Map Specific" textures option (selectable as tileset) - Added new Shortcuts: * 1-5: Select Texture Layer 1-5 * +, -, [, ]: Increase/Decrease tool size * Same with Shift-Key: Modify the tool intensity * Same with Ctrl-Key: Modify the tool sharpness Version 0.41: - Added more error handlers to prevent crashes - Added options to display markers and props in all views - Added option to disable Waves, which speeds up loading and saving of water-maps by multiple times! Good for testing! - Added shortcuts for all views (T=Terrain, H=Heightmap, etc.) - Added Shortcut Crtl+B to generate a new buildability map - Texture- and Heightmaps update instantly after importing now - Props now get saved in default rotation until it is fixed Version 0.40: - Added full in-editor Heightmap drawing - Added batch drawing/removing/moving for props Version 0.38: - Realtime 3D Rendering of Terrain, Textures and Water - Added full in-editor Texture drawing Version 0.35: - Added ability to read SupCom Data (needed for textures) - Added Prop support (add, remove, modify) - Added Decal Texture support (add, remove, modify) - Added Decal Normalmap support (add, remove, modify) - Added texture layer support (solo import/export) - Added drawing tool for future in-editor drawing - Added first beta-test for in-editor layer drawing - Added ability to change layer textures - Added texture preview for decal and layer textures - Added Enhancement Restrictions - Added Build Restrictions (but doesn't work correctly) - Added automatic calculation of shoreline waves - Many other minor improvements Version 0.282: - Fixed a bug with maps not saved corretly under a new name - Added option to save maps in a Beta v38 compatible format Version 0.28: - Added option to show a grid on the map - Added option to calculate a buildability map (color indicates how suiteable it is as build location) - Markers on too rough or unsuitable ground will be displayed in dark-red color now - Modified marker icons Version 0.27: - Improved Open Map Dialog stability - Added some more understandable error messages - Forced map loading to use ASCII strings (this may fix problems with languages that use multi-byte fonts) - Fixed the "Black Screen" bug Version 0.26: - Added automatic calculation of Normalmap - Removed all (now dispensable) Normalmap controls - Optimized performance and memory useage - Improved zooming behaviour on large maps - Added DXT5 warning for incompatible graphics cards - Made preview image loading more compatible - Added a "Quicklaunch Map" button to test the map directly Version 0.25: - Added "Resize Map" option - Added "Remove Props" option - Added "Remove Land Detail Features" option - Added DDS to the list of Heightmap export filetypes - Added DDS import and export for Texturemap and Normalmap - Added automatic Calculation of Passabilitymap - Added automatic calculation of Watermap - Added "Display Water Overlay" option - Added Water Level controls - Replaced display and zooming technique completely - Full SCMAP support Version 0.22: - Fixed a problem with maps disabling in-game map selection when it contains ' or " in name or description Version 0.21: - Added an option to select the game installation path Version 0.2: - First Beta Release

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22348 downloads

Uploaded:07-31-2007

3189 to 3255 Supcom Patch

supcom_patch_1.0.3189_to_1.1.3255.exe | 25.86 MB

version 3255. This has a fix for a desync exploit. There were also some balance changes in this version: UEF Destroyer Gauss Cannons given larger range UEF T3 SAM Missiles move faster UEF T2 Cruiser SAM Missiles move faster Gunships can now fire on the Soul Ripper Flak no longer deals damage to friendlies Damage fixed on Aluminar (3.96 to 4) [/quote] Simply download the patch to your desktop, then run it. It should work fine, if not let us know and we\'ll try to help. -Buckfast76

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5001 downloads

Uploaded:02-19-2010

Forts

forts.rar | 666.27 KB

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10668 downloads

Uploaded:06-19-2009

Global Icon Support

blackopsiconsupportv20.zip | 34.21 KB

[/quote]

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19549 downloads

Uploaded:05-23-2007

3189 to 3251 SupCom Patch

supcom_patch_1.0.3189_to_1.1.3251.zip | 25.67 MB

autopatch through Gnet or Xfire.) -WindowsVistaGeek19

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21768 downloads

Uploaded:02-27-2007

Supreme Commander - 3217 Patch

supcom_patch_3189_to_3217.exe | 20.66 MB

changes to the game\'s code base. Only the partial highlights are included here. * Support for Direct2Drive download version enabled. * Several color, prop, texture, normal map and effects adjustments throughout the game. * Several animation and animation speed adjustments throughout the game. * Note that Build 3217 does not include an update to GPGnet. Current GPGnet version is 1.5.52. * Add open/close slot functionality. * Fix observer button appearing/disappearing. * Chat history should now only display the senders name on the first line of every message. * Fixed an issue with the chat window that was making the allies and all buttons function incorrectly. * Pausing the game then opening and closing a menu that pauses the game will no longer unpause the game. It will remain paused until the user unpauses. * Game no longer hangs when minimizing during a non-interactive sequence. * Rules for reclaiming building have changed significantly, reducing a possible game exploit. * Minimalist UI: A much lower footprint UI has been added in game. This UI takes up much less real estate. To activate the UI you press + . * Selection Bars: Several changes were made to the selection bars\' sizes and center points to more accurately highlight the selected unit. * Prebuilt Units: This new skirmish option provides the user(s) and any additional AIs with 4 mass extractors, 4 power generators, and 1 land factory at the beginning of the match. * Updated chat/console window: Several changes to the console and in-game chat window improve the visual appearance and also allow it to be moved around the screen. * Numerous localization changes and fixes for the world wide releases of Supreme Commander * ACU Death Nuke damage reduced. * Commander Overcharge damage reduced when used against other Commanders. Damage towards non-Commander units (Sub-Commanders included) will remain the same. * Sub-Commanders are no longer reclaimable. * UEF T3 Gunship economy cost increased, damage decreased. * UEF Commander Shoulder Pod movement speed reduced slightly. * T1 and T2 Sonar now have a minimum build distance from shore. * T2 Artillery power adjacency bonus corrected and is now consistent across factions. * UEF T2 Power Generator\'s adjacency bonus has been corrected to be consistent with the other factions\' T2 Power Generators. * Cybran T2 Point Defense beam changes to fix a bug, will have minimal balance impact. * A number of economy exploits have been fixed.

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5625 downloads

Uploaded:07-29-2009

United Kingdom Map

ukmap.zip | 10.83 MB

I will make a new map (requests taken)***** A full UK based map for extremely big battles in Forged Alliance and Supreme Commander. Tested with Sorian AIx 7 vs 1 and got annihilated several times which is nice. Try south wales if you like a challenge, surrounded by AI. The terrain is slightly higher than actual scale but apart from that everything should be in the right places. Enjoy - Also look for my map pack in the supcom map pack folder (works with Forged Alliance too) cheers SYKOste

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4731 downloads

Uploaded:10-11-2008

BLUE's Naval Unit Pack

expcruiserv4.zip | 17.68 MB

readme and some of pictures. - Eluvatar

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7467 downloads

Uploaded:08-08-2007

Hellgate

hellgate.v0001.zip | 11.69 MB

middle connects the north and the south through a narrow mountain pass [/quote] As you can see from the screenies, this is a really nice map. Download and enjoy. Don\'t forget, comments are your friends! For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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6653 downloads

Uploaded:04-17-2007

Battle Isles

scmp_sveno01_oszygp9p3j5k.zip | 5.94 MB

island, and cashing in the resources. I quite like it. Shame I don\'t have the game to play it on. - Ash

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9772 downloads

Uploaded:03-21-2007

JC98 Campaign Map Pack

jc98_map_pack_x11.zip | 11.37 MB

unless some haven't been included. Regardless, a fair few of these look pretty nice, and I'd expect this to be worth a download. :) - Ash

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1676 downloads

Uploaded:11-25-2009

The War

the_war.zip | 4.41 MB

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4889 downloads

Uploaded:08-12-2009

Pier Pressure - Xtreme 2 vs 6

ppxtreme.v0001.zip | 673.93 KB

to take on the best AI's with the odds against them. Play 2 v 6 in this mad bottle neck - use the paths and ramps to defend the sneaky side entrances and defend like mad. Its just as much fun against humans - if you like a challenge! *****Created Specially for supremecommander.filefront.com users only - and the vault. A tight quarters map for extremely strategic battles in Forged Alliance and Supreme Commander. Tested with Sorian AIx 6 vs 2 and had some long drawn out battles. Small infiltration groups are best from the flanks as the main centre pier gets busy. WOrk your way forward and defend the outcropings. There are lots of neat platforms and paths - follow the roads for best routes... ENjoy cheers SYKOste

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24505 downloads

Uploaded:11-20-2007

3596 to 3598 FA Patch

supcom_fa_patch_1.5.3596_to_1.5.3598.exe | 5.36 MB

site* Heres the notes, ................................... Bug Fix: - Fixed issue where Seraphim sACU could use overcharge before upgrading. (done by selecting both unupgraded sACU and an ACU and giving overcharge command) - Fixed issue where FA only player could innapropriately be another faction during online play. Balance: - Seraphim T3 Sub Hunter - Reducing MaxRadius on torpedo to 70. - Riptide, UEF T2 Amphibious Tank - Increasing Cost 20%. - Seraphim T1 floating atillery - Increasing cost 50%. Mass cost is now 54. - Nukes now do damage instantly instead of radiating slowly outward. - HARMS, Cybran T3 Torpedo Ambushing System - Increasing MinWaterDepth - Seraphim T2 Tactical Missle Defense - Increasing ProjectileLifetime. - Novax, UEF Experimental Satellite - Reducing crash damage to 3000. - Skyslammer, Cybran T1 mobile anti air - Decreasing Ground Gun damage by 50%. DPS is now 20 ..................................... -Buckfast76

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6585 downloads

Uploaded:07-30-2007

Coastal Seige

coastal_seige_mp_v1.zip | 7.04 MB

style. In the words of -oni-, [quote] Coastal seige is as the name suggests a sea-weighted map, which gives the team who is able to gain sea suppeiority a slight advantage. But extensive land battles are also possible and vital. [/quote] For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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6723 downloads

Uploaded:07-11-2007

Dry Earth Battle

scmp_mvcx_05.zip | 15.79 MB

map that gives it a completely different tactical scenario. -Buckfast76

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1654 downloads

Uploaded:08-29-2011

Multiplayer Save Mod V1.1

supcom_multiplayer_save_v11.zip | 61.17 KB

map (units, structures, ACUs, etc) into the prefs file so the game\'s state can be recreated later by loading the file. The mod adds a save/load UI option to the multiplayer menu that gives a user friendly file selector to handle save file management. The only things I added to Spliff\'s original mod are the following: -Having active shield units on the map caused a fatal crash on save -Buildings and units now correctly resume construction/upgrading on load -Commander enhancements are saved -Strategic missile defense ammo is now saved I essentially polished it up and made it usable.

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7347 downloads

Uploaded:06-28-2009

Advanced Command Units

blackopsacusv28.zip | 12.62 MB

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29308 downloads

Uploaded:07-31-2007

3254 to 3255 Supcom Patch

supcom_patch_1.1.3254_to_1.1.3255.exe | 1.05 MB

Commander has been patched to version 3255. This has a fix for a desync exploit. There were also some balance changes in this version: UEF Destroyer Gauss Cannons given larger range UEF T3 SAM Missiles move faster UEF T2 Cruiser SAM Missiles move faster Gunships can now fire on the Soul Ripper Flak no longer deals damage to friendlies Damage fixed on Aluminar (3.96 to 4) [/quote] Simply download the patch to your desktop, then run it. It should work fine, if not let us know and we\'ll try to help. -Buckfast76

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15907 downloads

Uploaded:06-13-2007

3251 to 3254 SupCom Patch

supcom_patch_1.1.3251_to_1.1.3254.exe | 1.26 MB

dialog now updates properly, and quiet times will not get stuck at five seconds. Aircraft carriers that are building aircraft can no longer be attacked by Interceptors or Air Superiority Fighters. Fixed issues relating to how T3 artillery fires. Children of children will now die correctly when Czar/Atlantis dies. Cybran T2 Sonar hit points increased. Engineers will no longer assist a shield generator if the shield has been destroyed. They will now wait until the shield comes back up before assisting Strategic Missile Launchers will no longer play the \'Strategic Launch Detected\' voice if you simply select a spot to nuke. UEF T3 Sonar Platform\'s rate of fire decreased and damage increased. Corona damage radius changed from 0 to 1. This effectively reduces the DPS of the unit. New Ferry Beacon Icon. Fixed issue that prevented players from moving the cursor to lower third of screen. Fixed exploit that let players permanently move the CDR off map. dbg_ballistics is no longer usable with cheats off. Fixed crash that occurred when players pressed and held middle mouse wheel down and then pressed the End or Home key in game. Transport-related tweaks. Introduced 500 structure build queue limit. Sacrifice retuned Replays downloaded from the GPGnet Replay Vault will no longer cause the replay dialog to fail. Sacrifice Exploit on paused SCU/SCU corrected. This should make the game a bit more enjoyable for all. -WindowsVistaGeek19

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14003 downloads

Uploaded:04-29-2007

PainAngel Map Pack

mappack.zip | 6.82 MB

editor. I\'ve decided to consolidate all those files into one map pack so you can download all of his fantastic work at once! The maps are Desert Fox, The Beltway, Dangerous Territory, Helena\'s Embrace and the Swamp of Wraith, all fantastic maps. Most are exe\'s, but for swamp of wraith, just place it\'s folder in you map folder, or put the enclosed map folder in you main supcom directory. That will consolidate file without overwriting anything. Have fun! -WindowsVistaGeem19

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26449 downloads

Uploaded:02-27-2007

Europe Map

262europe_mapsupcomsource.zip | 2.81 MB

weapons to launch massive invasions on your enemies. Gameplay has been carefully thought out and tested. The map is as balanced as i could possibly make it. The team positions on the map allow for various styles of play to compliment each other. Some places, like Ireland for example, are very remote and allow time for the player to get to late tech 2 before ever seeing an enemy. Other places like the Spain, France and central Europe are lilkey to see rushes and large battles for position early on. Each player has several mass extractors at their disposal with two neutral fields of mass to be fought over (one around Germany and another in Sardinia). Im also pleased to announce the the AI fully works with hazards ai mod. This means you can do a "comp stomp" and test your team's luck against a faction of computers when real players are in short supply.

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4597 downloads

Uploaded:10-07-2009

Flooded/Drained Maps

flooded_and_drained_maps.rar | 88.56 MB

Commander(or Forged Alliance)/maps

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3661 downloads

Uploaded:08-09-2008

Campaign Mod Enabler

supcom_mod_enabler.rar | 1.42 KB

work on your computer.

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3856 downloads

Uploaded:06-25-2007

Strait Of Sorrows

straitofsorrows.zip | 2.87 MB

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22485 downloads

Uploaded:07-31-2007

3255 to 3260 Supcom Patch

patch_patch_3255_to_3260.exe | 3.37 MB

info, [quote] New units! - UEF T2 Bomber - Aeon Guided Missile - Cybran T2 Bomber Bug fixes and other changes: - Fixed an issue with Ferry Beacon guarding - Visual tweaks to UEF shield effect - Horde AI will now utilize T3 land units - Performance improved when showing waypoint lines - Fixed crash bug associated with air units refueling/repairing on air staging platforms [/quote] There you have it 3 new units!!!:rock: Screenshots below show the units (plus them attacking) in order, - UEF T2 Bomber - Aeon Guided Missile - Cybran T2 Bomber *Note, Screenies are by OCF_Neural, great job Simply download the patch to your desktop, then run it. It should work fine, if not let us know and we'll try to help. -Buckfast76

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10626 downloads

Uploaded:08-19-2008

Blackops: Unleashed Unit pack

blackops_unleased_unitpack.exe | 53.88 MB

trying to make this longer) but he has changed the name because the old one was more about himself and I quote [quote]this is hawksmod v3. the name was changed to reflect the greater variety of team members that now contribute. [/quote] so their you have it why the change (I like to think it was my reviews talking about boring names but....) so down to what this dose. if you have ever played hawks mod then you know what this is about so start downloading [b]NOW[/b] but if not you can read on this mod adds new units as well as balancing some of the old ones to the new ones. this also changes game play and style because of the changes but they are good. for a full list of changes you can look at the read me because I dont know every thing they have changed my self. here is a vid I found on youtube if you dont know what it is about (note I dont know what version this is so it could be old but still..:o ) - Eluvatar

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19197 downloads

Uploaded:04-10-2008

Forged Alliance Patch 1.5.3598 to 1.5.3599

supcom_fa_patch_1.5.3598_to_1.5.3599.exe | 5.34 MB

rates of the Engineering Stations and changes to the air units for all factions. This patch is for those that have version 1.5.3598

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2918 downloads

Uploaded:11-21-2010

QAI main mods

normalius.zip | 58.78 MB

systems Aeon got teleported - buildings, and units with this ability can be stopped by anti-teleport towers only Seraphim have lambda shields, teleporting engineers (the only side who haven\'t got flying ones), and a manual necro tower A lot of surprises. Disclaimer: It\'s easier to say, that nothing from these is my work. I\'ve ruthlessly modified other people\'s work, to being able to use them together. Any bug, glitch, and error hereupon is not their responsibility. If you have ideas, or found anything funny, obsolete or buglike, tell me. I believe that people are clever, emotional beings.

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4497 downloads

Uploaded:01-24-2010

European Theater

slifox_eurotheater_v1.zip | 12.5 MB

(newest beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, send me a message at ModdDb.com 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.6ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Win7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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2955 downloads

Uploaded:05-01-2008

Lordmaniac\'sMapPack1

lordmanicsmappack1.zip | 1.8 MB

chest :D, this was a nice pack 4 maps 2 player 4 and 6 but dont let me tell you about it. read what the Developer has to say: [quote]Center Richies 3 is a 5x5 2plyer map with a center island with a lot of mass extractors. Each plyer starts to the NW or the SE corner of the map. Center Richies 4 is a 10x10 4plyer map with a connecting island in the center with a lot of mass extractors. And 4 small islands North, east, south, and west of the center island that have one hydrocarbon power plants protected by two artillary buildings. Expanded Richies is a 10x10 6plyer map where plyers start in locations in the center of the map( Center north, Center NE, Center SE, Center South, Center SW, and Center NW). There are 4 mass richies areas. One to the NW, NE, SE, and SW corners protected by 5 point defenese, 1 artillary defenes, and 2 sam defemses on each side of the mass area. To the top north and bottom south of the map there are 2 mass extractors and one hydrocarbon power plants. In the center of the is a body of water to build naval forces.[/quote]

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16269 downloads

Uploaded:10-06-2007

Supreme Commander v1.1.3260 to v1.1.3269 Patch

supcom_patch_1.1.3260_to_1.1.3269.exe | 5.27 MB

Shield Disruptor Tank.

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937 downloads

Uploaded:04-12-2010

Survival 1.0

survival_1.0.zip | 5.38 MB

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3377 downloads

Uploaded:04-15-2009

ForestPlanet FA V2a BETA

forestplanetfav2abeta.zip | 1.24 MB

with the FA AI. At the moment there are a little over 2900 decals in the map to make it all look much better. At each start point you will find rocks to reclaim and of course there are many trees.

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6834 downloads

Uploaded:06-13-2010

Orbital Wars v1.00

orbitalwars1_00.zip | 7.55 MB

with anti air structures and units Now there are 3 Spaceships factories ( tech 1 2 3 ) :) Good game

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4239 downloads

Uploaded:05-19-2010

Forged Alliance 7

ujcucc.zip | 248.9 MB

buildings, and in limited form some experimentals too, even it takes ages... CYBRAN - cloaks, and stealths and it worths it... SERAPHIM is generally stronger, easier buildup, lambda field shield, stellar gateway, fast-teleporting T3 engineers... ALL sides get a ton of units and buildings, some experimentals can be built in the Gateway

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2295 downloads

Uploaded:12-29-2008

IMBA MOD

imba_mod.exe | 39.83 MB

getting me started on unit modding "I think it took overhand" I couldn't have done it without them. To start the mod just run the IMBA_MOD.EXE file.

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10885 downloads

Uploaded:04-11-2007

Supreme Commander Patch V3217 to V3220

supcom_patch_3217_to_3220.exe | 1.3 MB

were experiencing hard crashes after applying the 3189->3217 patch. * SecuROM: The disc-check security feature has been removed (except for Polish, Russian, and Chinese-Traditional releases). * Language Updates: Polish Unicode fix for some missions' localization data. * MP Exploit Enhancement System: The game now verifies that an enhancement order is valid before proceeding. * Mini UI: Construction manager, Queue manager, and Selection manager now stretch horizontally to fill the bottom of the screen. * In-Game Chat o Shift+Enter now sends chat to allies. o Incoming messages will no longer prevent strategic zoom function or display factional icons. o Messages should no longer disappear in an active chat window. Special Note: 8-Player Games: A known issue exists for Update 3220, where some 8-player games experience crashes during gameplay. Initial testing indicates a memory allocation issue. However, stats indicate that 8-player games are approximately .5% of all games being played, so our decision was to release the update with this known issue. Special Note: SecuROM and Mod Users: If you have modified your game in order to defeat SecuROM disk authentication (or performed any modification, for that matter), it is likely that Update 3220 will cause problems for you. To correct this, you must uninstall Supreme Commander, reinstall and then connect to GPGnet to patch up.[/quote]

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4296 downloads

Uploaded:07-31-2009

Aeon Super Shield

aeon_super_shield.zip | 1.6 MB

fit its purpose. the super shield will be in the experimentals build options area and its stats are as follows: Health = 12000 ShieldEnergyDrainRechargeTime = 5 ShieldMaxHealth = 50000 ShieldRechargeTime = 24 ShieldRegenRate = 150 ShieldRegenStartTime = 1 ShieldSize = 100 (original game Light shield size is 20, and heavey shield is 35) It will cost: Build Energy = 750000, Build Mass = 550000, Build Time = 30000, Consumption of Energy = 3000

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8452 downloads

Uploaded:06-08-2009

Orbital Wars 0.36

orbitalwarsmod036.zip | 4.37 MB

you had sub, naval, air, land and now with expe war you have sub, naval, air, land, hight altitude. To do a big war you have 3 spaceships for each faction. - Anti spaceships class : this class is create to destroy all spaceships but not good to kill the orbitals fighters - Anti Orbital Fighter class : this class is create to destroy a lot of orbitals fighter but not spaceships - Ground Support Class : this class is abble to firering the land units or naval units. So you have - 1 heavy orbital defense : can destroy all spaceships - light orbital defense : can destroy orbital fighter - 1 new factory : to construct the spaceships Well :) good game for now :)

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2029 downloads

Uploaded:08-14-2008

T3Engineeringstations

t3engineeringstationsv2.zip | 3.09 MB

but I think that I will be using it in lan partys for now :P

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3004 downloads

Uploaded:06-24-2008

T3 Mobile AA

t3maa_v32.rar | 4.57 MB

every thing (if you had never played you would not know they were new) well you dont want to here me talk look and the pics or go [url="http://forums.gaspowered.com/viewtopic.php?t=29337"]here[/url]

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3226 downloads

Uploaded:05-01-2008

Lordmaniac'sMapPack2

lordmaniacsmappack2.zip | 1.75 MB

pics tell all and for what "Lordmaniac" says about it here: (look down noob:D) [quote]These three maps are 5x5 maps. Center Richies 5 is a 6plyer map. Center Richies 6 is a 4plyer map and Expanded Richies 2 is a 5plyer map. 1.Center Richies 5 has a center of mass and four hydrocarbon power plants one on each side of mass area. Each plyer starts in locations to the NE, East, SE, SW, West, and NW. Each starts with 3 mass extractors. Civilians protect the mass area. 2.Center Richies 6 Commander start locations are to the NE, SE, SW, and NW. The Mass rich center is protected by civilians. There are 4 hydrocarbon power plants also in the center. Each plyer starts with three mass extractors. You can go over hills to fight ur enemy if you what to skip the center guard. 3.Expanded Richies 2 has 4 mass areas to the NE, SE, SW, and NW. Each aera has 35 mass extractors and one hydrocarbon Power Plant and is guraded by civilians. Plyer locations are to the North, East, South, West, and Center of the map. Each plyer starts with three mass extractors.[/quote]

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2300 downloads

Uploaded:04-17-2008

R.Ventura Island

r.ventura_island.zip | 3.13 MB

extractors to fight for. Three of them are secured by some uef defenses. The four corner islands are not flat but you can still build on them. Theres lots of trees and rocks. The island was named by its founder Gen. R.Ventura. She was a uef general taht die to protect the island.

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2068 downloads

Uploaded:04-08-2008

Prime Sea

prime_sea.zip | 2.53 MB

mainland and other 2 on 2 islands. One isalnd has an aeon outpost and 2 other islands have uef defenses grading there outposts ruins. Each player starts off with 4 mass extractors near there locations. Five commanders can start on there own islands and 3 can start on the mainland. Each civilian outpost contans 4 mass extractors. There are 91 mass extracrors on this map some mybe found in the east back of the mainland. There are 3 hydrocarbon power plants on the mainland. Read the readme for more info.

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13752 downloads

Uploaded:04-04-2007

Supreme Commander v3220 to v3223 Patch

supcom_patch_3220_to_3223.exe | 1.93 MB

shields on the T2 UEF Gunship when used in conjunction with a carrier. - UEF Heavy Gunship: Weapon 2 damage reduced to 82. Veterancy damage reduced to match reduced damage. - Cybran T2 Point Defense: Veterancy damage reduced to match reduced damage of previous tuning change.

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3392 downloads

Uploaded:07-28-2010

Supreme Shields

supremeshields1_2final.zip | 4.71 MB

to not make them overpowered - but inline with the rest of the experimental units, a Supreme Shield Generator just has enough regeneration to tank one rapid fire artillery installation, maybe a bit more.

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1663 downloads

Uploaded:05-31-2009

Uneven Odds

uneven_odds_beta_v1.4.zip | 1.12 MB

all!) community maps is that it positions the players such that they are more fairly located, given the team sizes. The map also contains a large body of water, which means naval superiority is extremely useful. The map, being 5x5, is rather small considering it is for 8 players, but it also helps to encourage action, and the limited amount of resources also means players have to fight to gain mass.

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1199 downloads

Uploaded:01-25-2009

ShipWreck mod for FA

shipwreckage.zip | 4.66 KB

the name :p) and it has been updated for FA

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2753 downloads

Uploaded:12-19-2008

Commanders Revenge

commanders_revenges_fa_uef_cybran_aeon_seraphim_v42.zip | 9.51 MB

teleport. he also made the Cybran arty midrange (not sure if that's farther or shorter) but it's a nice update and I hate to see this be the end but... oh well who knows someone else may take it up :p - Eluvatar

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2701 downloads

Uploaded:06-05-2008

TotalVeterancy

totalveterancy_1_17.zip | 68.58 KB

up but as I said it got lost so :r here is the new stuff TotalVeterancy Core V1.16 -Fix for Shield buffs -Vision buff now affects cybran soothsayer -t3 mobile arty muzzelvelocity increased to match the range gain by veterancy -removed fuel buff to fix some problems with non mobile units gaining xp TotalVeterancy UI V1.3 -Shield current and max hp are now displayed TotalVeterancy AutoXp -Soothsayer now gain one level all 4 minutes - eluvatar

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2769 downloads

Uploaded:11-19-2007

Destiny

destiny.v0002.zip | 2 MB

their start area meaning plenty of (dare I say maybe abit too much) resources to keep your economy running smoothly. Theres also a clever use of mountain ridges to give each base some defence against their neighbours arty. This is a nice map, the loud colours and odd land-shape really give it the feel of an alien paradise island. I think the 4 central players are at a slight dis-advantage as they can be attacked from multiple sides by land units. This map looks like it work equally well in teamplay (4v4 , 2v2v2v2) or FFA -Buckfast76

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1725 downloads

Uploaded:11-15-2009

ForestPlanet FA

forestplanetfav2bfinal.zip | 1.27 MB

were barely surviving the harsh weather and brutal rationing when an Order scout found them. Now, the Coalition and the Order are dueling over their fate.

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1885 downloads

Uploaded:10-29-2007

Sand Storm

sand_storm.v0001.zip | 1.02 MB

considering that theres no other resources outside of each start zone, short of assasinating an allie, this is all you\'ll have till you defeat an enemy. The map is covered with mountains funnelling battles into kill zones aswell as a central river crossing to make before being able to assault your opponents base. As you can see from the screenies, this map is visually very nice. I wasn\'t sure about the base only resources, but I think it could make for an interesting change (as most other maps out there are more spread out) this should be well suited to turtlers. The restricted movement in the centre and six players pilling there forces in should make for some very impressive battles. A very good map well worth a download! -Buckfast76

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3426 downloads

Uploaded:07-13-2007

Elysion XL

elysion_40k.zip | 4.48 MB

spread out forcing you to expand and fight for territory with turtling a sure fire way to get annihilated. Instalation- Unzip archive and place folder in your supcom maps folder -Buckfast76

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4856 downloads

Uploaded:06-24-2007

100 Acre Wood

100_acre_wood_files1.rar | 990.09 KB

each corner. This is a very good map, as you will start in a corner, will the natural defence of the surrounding mountains. It\'s good to turtle up in the middle of that corner. The only down side is that the limited amount of resources in your starting area will force you to expand outside of your starting position. All in all, a very good map. -WindowsVistaGeek19

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2974 downloads

Uploaded:05-24-2007

Supreme Commander Model Importer

modelimporter.zip | 8.1 MB

models into Supreme Commander. One complaint about early mods was the lack of custom content, and that most mods were just resized models of other units. Now, you can finally import that Star Destroyer that you always wanted for the UEF, or that gigantic robot for the Cybrans! The possibilities are endless and the mods should not be in short supply. Finally we can make the mods we\'ve dreamed of making. May the custom modeling, BEGIN! -WindowsVistaGeek19

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3155 downloads

Uploaded:03-27-2007

Airborne Engineers

bonomelairborneengineers1.0.zip | 309.8 KB

build.[/quote]Further information, can be seen in more detail via the ReadMe. - Ash

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4390 downloads

Uploaded:02-27-2007

Castle

401.0castlesupcomsource.zip | 584.27 KB

invited to hole up in one of two fortresses. But, since this is supreme commander, its not your average fort. The walls are a few hundred feet high. So high in fact that my bombers often skimmed the top, bounced off and did a barrel role (not kidding). The walls come complete with ramps big enough for any normal land unit. The strategy behind this madness? The same as in a medievaI siege. Fight for the middle ground, box your opponent in, scale the walls and rain down death. The hardpoints on the wall are big enough for tactical missile launchers, artillery and even an air factory. The main way to eliminate an opponent is likely to be a surprise landing on his walls. To save people some frustration id like to say a few things so you know what your in for. * Artillery bounces off your opponents walls * Point defenses built on walls will only target enemy units that are on the walls. * There is an entire forest from sentry point buried beneath the map that causes some strange stuff when building. I'm not happy about it either but it wont affect game play too much.[/quote]

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1973 downloads

Uploaded:01-24-2010

Mesa II

mesaii_v1_slifox.zip | 11.62 MB

beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, send me a message at ModdDb.com 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.6ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Win7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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8469 downloads

Uploaded:12-31-2009

Experimental Wars

experimentalwars196.zip | 32.63 MB

:) [code] Experimental Wars 1.95 Patch Notes New : All faction have now one heroes commanders and one Quantum Gate ( tech 1 ) All Spaceships have news engine effect Commandeurs upgrades ( tech 1 => tech 2 => tech 3 ) fixed. UEF Tech 1 air transporter fixed : Now it can transport the commanders Tech 1 Quantum Heros Gate : With it you can call the UEF heroes commander AEON Tech 1 Quantum Heros Gate : With it you can call the Aeon heroes commander Tech 3 EMP mobile missile launcher : Missiles cost -75% Cybran Tech 1 Quantum Heros Gate : With it you can call the Cybran heroes commander Seraphimes Tech 1 Quantum Heros Gate : With it you can call the Seraphimes heroes commander Experimental Wars 1.96 Patch Notes Seraphim, aeon, cybran commanders can build tech2 strutures [/code]

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2391 downloads

Uploaded:08-01-2009

Sentina

sentina.zip | 821.66 KB

center of the map which has lot of mass can provide a very intensive match. rush them! massive t1-2 battle. Unit drops (t1 artillierie) by air transporters in the enemy bases (corner players) amphibious tank rush from behind. Monkey lord (Spiderbot) from behind (beaches) enemys will be surprised! Playing with no air and maybe no naval can provide a turtel game (some people like it (Thermoplyae style) i dont) if you play a 1vs1 or 2vs2 you wont be overwhelmed with mass spots because they spawn with players. ;) Try a game against sorian aix it will go crazy on this map! water is very flatt... experimentals: (GC, yoth and megalith) cant really hide in the water but they can own naval units. now download my map and enjoy! :D screenshots and Thread: [url]http://forums.gaspowered.com/viewtopic.php?t=38188[/url]

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1595 downloads

Uploaded:04-05-2009

Advanced Command Units

blackopsacusv21.zip | 11.87 MB

even better it's made by the black ops team. This mod adds more upgrades for you ACU, it allows you to pick an ACU that is more like you're playing style and fits the type of game you like to play. for each race they have a engineering upgrade one branch gives you resource allocation and the other branch generally gives you more firepower, as well as upgrades build speed and tech level. and each of the other parts have different options for each race but they have mostly the same types of play for each race. long live FileFront[/quote]

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1648 downloads

Uploaded:02-22-2009

Frost Bite

frost_bite_beta.zip | 3.41 MB

nice ffa map, and as you can expect some nice screen shots and AI points for sorain's AI, thou no rush does not work on this map as of yet, but the author is still working on it and I'm sure will have it set up soon as he is still working on the land and the map in general.

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1710 downloads

Uploaded:07-31-2008

Community Balance Patch

communitybalancepatchv3.zip | 117.47 KB

like the name people don't have any creativity :p ) the game. it also has the "COMUNITY BUG FIX PATCH" in it so if you want both just download this one (well that's nice of them :thumbsup: ) umm ya that's about it just go download this already :eek:

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3377 downloads

Uploaded:12-09-2007

FA Siege Shields Update

fa_siege_sields_update.zip | 2.56 MB

update provides compatibility for the Supreme Commander Expansion pack, Forged Alliance, that we all know and love, and obviously own by now. Additionally, some stats of the actual generators have been tweaked, as well as build times and costs. Installation is fairly simple, just drag and drop the .scd file into your gamedata folder in your main supcom directory. Some notable changes are the decreased build time, but increased cost. One thing I really like was the decreased shield size. I realize that they are supposed to be huge, but not that huge. It was a gift from the balancing gods in my opinion. As for my opinion on the mod, it is fairly useful. I\'m not a big fan of turtling so it\'s not really for me, but if some of you like hauling yourself up to a side of the map and making a huge base, by all means, download this addition to your defenses. I just think the game gets a little boring when no matter how hard your assault is it always gets stopped by spammed T3 defenses and now a huge, overpowered shields. However, I\'m sure a lot of you will like it regardless. Good mod and I can\'t wait to see more. -WindowsVistaGeek19

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6524 downloads

Uploaded:11-20-2007

3596 to 3598 FA patch (already have no secure-rom patch)

supcom_fa_patch_1.5.3596_no_securom_to_1.5.3598.exe | 5.36 MB

site* Heres the notes, ......................................... Bug Fix: - Fixed issue where Seraphim sACU could use overcharge before upgrading. (done by selecting both unupgraded sACU and an ACU and giving overcharge command) - Fixed issue where FA only player could innapropriately be another faction during online play. Balance: - Seraphim T3 Sub Hunter - Reducing MaxRadius on torpedo to 70. - Riptide, UEF T2 Amphibious Tank - Increasing Cost 20%. - Seraphim T1 floating atillery - Increasing cost 50%. Mass cost is now 54. - Nukes now do damage instantly instead of radiating slowly outward. - HARMS, Cybran T3 Torpedo Ambushing System - Increasing MinWaterDepth - Seraphim T2 Tactical Missle Defense - Increasing ProjectileLifetime. - Novax, UEF Experimental Satellite - Reducing crash damage to 3000. - Skyslammer, Cybran T1 mobile anti air - Decreasing Ground Gun damage by 50%. DPS is now 20 ........................... -Buckfast76

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3274 downloads

Uploaded:08-06-2007

100 Acre Wood

100_acre_wood_final.rar | 1.22 MB

points to help with balancing. Final Version: Lowered Mountains to allow smoother air combat Widened paths so Experimental units don\'t get stuck as easy Widened base entrances so AI does not get itself stuck inside Markers Moved for better AI X unit placement and defence Decals added to give level more depth plus smoking craters added to give the level a bit more realism Forests thined out for higher frame rates Size: 10 x 10 Description: A Slightly asymmetrical map with good defencive options but a huge batch of recources in the center of the map to get the fight going outwards. The lay out consists of high mountains and low hills surrounded by forests and a warm glow from setting sun great for FFA games and 2v2. Installation: Place \"100_Acre_Wood\" folder in your Supremecommander\\maps directory. How to play: Select skirmish for AI battles in game and select 100_Acre_Wood map or, log onto GPG net and play with others online. Contact: pete.b.187@hotmail.co.uk [/quote] This is a very nice map, with high attention to quality and balance. This will ensure plenty of good games online or by yourself! -WindowsVistaGeek19

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2485 downloads

Uploaded:08-01-2007

Wake Island 3844

scmp_wake_island_3844.v2.zip | 3.4 MB

once again Wake Island is the center of a heated battle for domination between opposing forces bent on control of earth. The echoes of artillery fire and the burnt out hulks from battles past serve as a constant reminder that war rages. [/quote] A nice team map here, might give you memories of both WW2 (not that you were actually there) and a Battlefied 2 map. As you can see in the screenies its a grim battlefield with a dark sky and wreckage everywhere, Nice!. Download and enjoy! For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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2635 downloads

Uploaded:06-18-2007

Build Restriction Mod Pack

build_restriction_mod_pack.zip | 22.01 KB

Limit - BRMP Tech 1 Limit plus Air Repair - BRMP Tech 2 Limit - BRMP Tech 3 Limit - BRMP No Air - BRMP No Naval - BRMP No Land - BRMP No Long Range Artillery - BRMP No Nukes - BRMP No Scout and Radar - BRMP No Unit Enhancements Installation ------------ To Install: - Copy all BRMP*.scd files into your \'gamedata\' folder To Uninstall: - Remove all BRMP*.scd files from your \'gamedata\' folder The \'gamedata\' folder resides in the map where you installed Supreme Commander into. Normally, this is: \'C:\\Program Files\\THQ\\Gas Powered Games\\Supreme Commander\'.

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6957 downloads

Uploaded:03-31-2007

More T4 Units

moret4v3.scd | 1.66 MB

Avalon Installation: Unzip to the following folder: \\THQ\\Gas Powered Games\\Supreme Commander\\gamedata Or wherever you installed the game if you changed the default.

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3877 downloads

Uploaded:03-21-2007

Ocean Fortress

211ocean_fortresssupcomsource.zip | 1.3 MB

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1339 downloads

Uploaded:06-06-2010

King's Map 2.4

kings_map_2.4.zip | 5.25 MB

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1509 downloads

Uploaded:08-07-2008

Seraphim ACU in Campaign (FA)

ark_seraacucampaign_fa.scd | 2.04 KB

enabler[/url]. and from what I can tell it works fign the only problem is in the first mission you cant see your acu. but in the other missions you are fign and as for finding your acu you can see upgrades so when you start just build an upgrade and you can see him. other then that it is funny to play as the seraphim in the campaign killing the other seraphim. - Eluvatar

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3378 downloads

Uploaded:04-12-2008

Kazam

kazam.zip | 3.66 MB

4 (start) + 5 (surrounding) + # (Additional). Player 1 and 2 (middle) mexes are marked/underlaid with a rock/dirty decal. -Map size: 20x20 -FA/SC - AI support included. -Symmetrical -Water -(Wreckage, Civilians)

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2322 downloads

Uploaded:11-10-2007

Chartres Fire

chartresfire.v0001.zip | 6.9 MB

island so theres no advantage to anyone. Theres also plenty of further mass and hydrocarbon in the central island which is made up of a maze structure, making land battles that bit more complicated. Visually this map is brilliant (see screenie) and its obvious that alot of works gone into it. The centre of the map is resource rich, and holding this could be the key to victory...but when your being atacked from 7 sides this is alot easier said than done! -Buckfast76

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1713 downloads

Uploaded:08-13-2007

Supreme Firefly

supreme_firefly.v0005.zip | 969.99 KB

(although the central players would get a distinct disadvantage)2 vs 2 or 3 vs 3 teamplay. The pools in the land and mountains create passes where land units must be funnelled through. With a northern and southern beach theres the ability to bring naval units into the fray and flank your enemies. Each player starts off with 4 mass points and a hydrocarbon point allowing everyone plenty of resources to get them started at T1. Personally I really liked this map. Being so close to your enemies means turtling will work early game but to get the win you really need to push forward and control the centre of the map. I also like the beaches although I would have maybe preferred if these flanking points could only be used by naval units i.e. a split in the sand preventing land units from crossing. Another slight gripe is that I dont like the look of the north east/ west mountains, they don\'t look realistic to me and take away from the appearance of the rest of the map. Overall I\'d say, if you want a quick exciting teamplay map this would be a good choice. Download, play, rate, comment, enjoy! -Buckfast76

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2084 downloads

Uploaded:07-12-2007

Elysion

elysion_20k.zip | 1.59 MB

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3413 downloads

Uploaded:05-28-2007

2x Build Speed and Resource Production

x2_buildspeedresourceprod_smwzs2krckog.zip | 802 B

DoubleTime Mod doesn\'t work when the Resorce Rich mod that comes with SupCom is enabled, so I made a mod that does what both of these mods do! This makes base building and army mustering much faster, leading to earlier and more spectacular battles. [/quote] This is a very fun mod, that will lead to a very destructive early game :). -WindowsVistaGeek19

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2178 downloads

Uploaded:09-04-2011

Experimental wars

expwars_v2_8.zip | 111.02 MB

50% - UEF SD-MA12 Bunker : Description added ( EN/US/FR ) - Cybran : Turtle tank Description added ( EN/US/FR ) - Aeon T1 sea engineer : T2 naval mass extractor removed from build list - All faction : Heroes gate will can now build normaly - Aeon T2 Experimental Bomber : Removed from commander tech 1 build list - All factories will can now build tech level inferior upgraded units - Cybran : Scorpion size fixed - Cybran : Scorpion Icon added - Cybran : Tech 3 missile bot : Meshe has been change. - All Air factories : adjency bonus issue fixed ( water and land ) - Naval T1/T2 power generator : Description added( EN/US/FR ) - Naval T1/T2 mass extractor : Description added ( EN/US/FR ) - UEF Shield T1 : Description added ( EN/US/FR ) - UEF Air staging plateform : placement fixed - UEF Air staging plateform : Description added ( EN/US/FR ) - Submarine factory : Description added( EN/US/FR ) - Aeon Tech 1 Experimental hover tank : Description + name added( EN/US/FR ) - Aeon Tech 2 Experimental Bomber : Description + name added( EN/US/FR ) - Aeon Tech 2 Experimental Tractor tank : Description + name added( EN/US/FR ) - Aeon Tech 2 Experimental Tractor tank : Range fixed - Aeon Tech 2 Experimental Tankedbike : Description + name added( EN/US/FR ) - Aeon Tech 3 Experimental defense Station : Description + name added( EN/US/FR ) - UEF Tech 2 Experimental Support spaceships : Description + name added( EN/US/FR ) - UEF Tech 1 Experimental Mobile Fortress : Description + name added( EN/US/FR ) - UEF Tech 3 Experimental transport spaceship : Description + name added( EN/US/FR ) - UEF Tech 3 Experimental spaceship : Description + name added( EN/US/FR ) - UEF Tech 2 Experimental deployable tank : Description + name added( EN/US/FR ) - UEF Tech 2 Experimental bot : Description + name added( EN/US/FR ) - Cybran Tech 1 Experimental Spaceship : Description + name added( EN/US/FR ) - Cybran Tech 1 Experimental bot : Description + name added( EN/US/FR ) - Cybran Tech 3 Experimental transport Spaceship : Description + name added( EN/US/FR ) - Cybran Tech 3 Experimental anti nuke : Description + name added( EN/US/FR ) - Cybran Tech 2 Experimental Point defense : Description + name added( EN/US/FR ) - Cybran Tech 2 Experimental bot : Description + name added( EN/US/FR ) - Seraphim Tech 3 Gunship : Selection and size fixed - Seraphim Tech 3 Point Defense : Selection and size fixed - Seraphim Tech 1 Experimental Bot : Life bar size fixed News - UEF news models for air laboratories ( tech 1 to tech 3 ) - UEF : New Unit : Assault Subs Commander ( with upgrade possibilities ) - UEF : New Unit : Engeenering Subs Commander ( with upgrade possibilities ) - UEF : News models for navies laboratories ( tech 1 to tech 3 ) - UEF : New Model for the Tech 1 Experimental Spaceships - UEF : New Tech 2 Experimental land bot - UEF : New Tech 2 Anti Navy defense - UEF : New Tech 3 Heavy Tank - Cybran news models for air laboratories ( tech 1 to tech 3 ) - Cybran : New Assault Subs Commander ( with upgrade possibilities ) - Cybran news models for navies laboratories ( tech 1 to tech 3 ) - Cybran : New Model for the Tech 1 Experimental Spaceships - Cybran : New Tech 3 land point defense - Cybran : New Tech 3 Experimental land unit - Cybran : New Tech 3 Experimental air Transport - Aeon news models for air laboratories ( tech 1 to tech 3 ) - Aeon : New Assault Subs Commander ( with upgrade possibilities ) - Aeon news models for navies laboratories ( tech 1 to tech 3 ) - Aeon : New Model for the Tech 1 Experimental Spaceships - Aeon : New Tech 2 experimental land unit - Seraphim news models for air laboratories ( tech 1 to tech 3 ) - Seraphim : New Assault Subs Commander ( with upgrade possibilities ) - Seraphim news models for navies laboratories ( tech 1 to tech 3 ) - Seraphim : New Model for the Tech 1 Experimental Spaceships Miscellaneous - Uef, Cybran, Aeon, Seraphim : All Quantum gate will now teleport the constructed units on the rallypoint ( with small damage + stun effect ) - Uef, Cybran, Aeon, Seraphim : All laboratories were renamed to Research Center. - Uef, Cybran, Aeon, Seraphim : All Tech 1 Laboratories upgrade reworked - Uef, Cybran, Aeon, Seraphim : Tech 3 Land units veterancies upgrades added - Uef, Cybran, Aeon, Seraphim : Tech 3 Experimental Land units veterancies upgrades Added - Uef, Cybran, Aeon, Seraphim : All Shields Generators are buildable and upgradable on the sea - Uef, Cybran, Aeon, Seraphim : All Shields Generators are now anti teleport - Uef, Cybran, Aeon, Seraphim : All Tech 2 Arties are buildable and upgradables on the sea - Uef, Cybran, Aeon, Seraphim : All Tech 2 Arties size increased.

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2520 downloads

Uploaded:01-24-2010

North American Theater

nat_v1_slifox.zip | 35.9 MB

versions (newest beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, send me a message at ModdDb.com 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.6ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Win7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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1154 downloads

Uploaded:01-16-2010

iRack

irack_v1_slifox.zip | 457.88 KB

beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, send me a message at ModdDb.com 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.6ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Win7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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1056 downloads

Uploaded:08-09-2009

Team Fort

teamfort.zip | 266.56 KB

next to each other then rather then across the map and defend. The map design idea allows you to defend one ramp and focus your defence rather then having to spread it out. It may not have a lot of detail through out the map but it works exactly as it should.

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1049 downloads

Uploaded:07-10-2009

Battle for Omnecron

battle_for_omnecron_v1.zip | 304.46 KB

question.

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2029 downloads

Uploaded:06-12-2009

Uneven Odds

uneven_odds.zip | 1.09 MB

resulted in heavy losses for both sides, and was a pivotal moment in the war. This is a map made to challenge even the best of players by pitting 2 against 6. This map is best played with naval and land units, as using both together effectively will mean a sure defeat for your opponent. But beware of missiles...

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2523 downloads

Uploaded:05-28-2009

Advanced Command Units

blackopsacusv27.zip | 12.62 MB

nice ACU mod and even better it's made by the black ops team. this mod adds more upgrades for you ACU, it allows you to pick an ACU that is more like you're playing style and fits the type of game you like to play. for each race they have a engineering upgrade one branch gives you resource allocation and the other branch generally gives you more firepower, as well as upgrades build speed and tech level. and each of the other parts have different options for each race but they have mostly the same types of play for each race. long live FileFront[/quote] UPDATE: I just received a message from the author that this version also includes support for the campaign enabler mod.

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1071 downloads

Uploaded:05-02-2009

Triple T V8

triple_t_v8.zip | 912.77 KB

in a few select locations - underwater height map overhaul to improve amphibious pathing - some texture touch ups

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1925 downloads

Uploaded:01-31-2009

Super SACU

super_sacu.rar | 4.01 MB

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1609 downloads

Uploaded:11-22-2008

Experimental Mobile Weapons Platform

big_boy.zip | 2.35 MB

wrong grammar please tell me :). This is obviously not my native language. See the readme below for more info.

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1447 downloads

Uploaded:11-22-2008

Agemennon T3 defence turret

agamennon.zip | 4.5 MB

more info :P.

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874 downloads

Uploaded:08-26-2008

Nuke collide

nuke_colide_with_sheild_v2.rar | 4.27 KB

up :beer: - Eluvatar

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3469 downloads

Uploaded:07-11-2008

Temple Mental

templemental.zip | 7.66 MB

point and tech 3 SAM defenses around the walls. You can acquire the castle or stronghold type of feeling when constructing a base. I personally put my Scathis artillery on top of one of the temples and then used the temple layers for anti air defense. The map is fun when playing 4v4 or even 2v2, a well laid out maze and some cool temples will keep you on your toes when battling people online or against AI. No real bugs that I saw, it seems to be nicely put together and has a lot of thought in it. Some of the textures could use some work thus the quality of 7 rating. -Zanatue

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4357 downloads

Uploaded:07-01-2008

Asteroids (a space map)

asteroids.zip | 1.55 MB

map and it looks lame (like no stars or anything) that is because to get the full effect for this map you need to have the settings up to high (ouch:'() well enough of the talking look at the screen and play (for us with crazy good pcs) - Eluvatar

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3123 downloads

Uploaded:09-17-2007

City Wars

citywarsv100.zip | 6.53 MB

worlds. What i really miss is a convincing sign of high-tech cities that one might expect of highly advanced civilizations. \'CityWars\' is an experiment to create such an urban environment for SupCom. MAP INFO Map name : CityWars Type : Skirmish Players : 2 Size : 10x10 Made by : henkbein E-mail : henkbein@home.nl Home page : http://home.hetnet.nl/~hubein Version : V1.00[/quote] Make sure you read the readme, as it contains valuable data on how to keep all the decals used active, and some other minor issues. Overall, this map is extremely amazing and original, just breaking the surface on a concept that so many people have prayed for. -WindowsVistaGeek19

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1244 downloads

Uploaded:08-12-2007

Forbidden Pass

forbidden_pass.v0001.zip | 932.07 KB

dares to enter he shall never leave. [/quote] Great teamplay map here. As you can see from the screenies its a great looking map, probably one of nicest I\'ve seen.:thumbsup: For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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1143 downloads

Uploaded:08-12-2007

Seton\'s Shiftstick

setons_shiftstick.v0001.zip | 425.49 KB

look of it. For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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5079 downloads

Uploaded:07-10-2007

Hawk\'s Mod Pack

hawksmodpack3new.rar | 32.58 MB

sec) Weapons:Air to Surface Missilesx4 Depth Chargesx2 Fizz Launchersx2 Mini-Quantum Beam Generator Built By: T3 Air Factory Mini-Monkeylord:(Venom) Health:5250 Cost Energy:45000 Cost Mass:6750 BuildTime:13500(7mins 30sec) Weapons:Pusle Lasersx2 MicroLaser Abilities:Stealth Built By: T3 Land Factory Mini-SoulRipper:(Revolutionary) Health:1500 Cost Energy:63000 Cost Mass:4200 BuildTime:12600(aprox 7 mins) Weapons:Burst Rocketsx2 (4 rockets per salvo) Cerberus Laser Nanite Missile Systemx2 Built By: T3 Air Factory Mini-Scathis:(Rebel) Health:800 Cost Energy:71250 Cost Mass:4750 BuildTime:14250(aprox 8 mins) Weapons: Rapid Fire Artillery Abilites: Immobile while firing Shots stun enemies Nano Bots: Can repair itself Built By: T3 Land Factory Mini-Tempest:(Stormfront) Health:45000 Cost Energy:150000 Cost Mass:18750 BuildTime:22500(approx 12 mins 30 secs) Weapons: Burst Oblivion Cannon(3 shots per salvo) Chrono Torpedosx6 Abilities:Submersible Built By: T3 Naval Factory Mini-Mavor: Health: Cost Energy:840000 Cost Mass:360000 BuildTime:18000(approx 28 mins with engineer 10 mins with SCU) Weapons: Hyper Velocity Flak AA Hyper Velocity Artillery Cannon Abilities: Switch Weapons Air/Ground Built By: T3 engineers and Coms Mini-Fatboy:(FireStorm) Health:2500 Shield:2500 Cost Energy:350000 Cost Mass:24500 BuildTime:10500(approx 12 mins with engineer 5:50 with SCU) Weapons: Hells Fury Napalm Cannonsx4 Side Mounted Riot Gunsx2 Angler Torpedo Abilities: Amphibious Sheild Built By: T3 Engineers and Coms. Mini-Galactic Collosus:(Hercules) Health:8000 CostEnergy:350000 CostMass:30000 BuildTime:12000(approx 13 mins with engineer 7 mins with SCU) Weapons: Pulse Eye Laser Tractor Clawsx2 Abilities: Amphibious BuiltBy: T3 Engineers and Coms Mini-Atlantis: Health:4000 CostEnergy:80000 CostMass:6000 BuildTime:12000(approx 6 mins 40 secs) Weapons: Angler Torpedox4 Hyper Velocity Missile Abilities: Sonar Radar Submersible BuiltBy: T3 Factory **************************Changes in V5.2******************************* -Mini Mavor is now AA only :( **************************Changes in V5.1******************************* -Mini-Tempest doesn\'t work with formations yet(fixed) -Mini-Atlantis doesn\'t work with Formations as of yet.(fixed) **************************Changes in V5********************************* -Added Mini-GC -Added Mini-Atlantis -Added Mini-Fatboy -Resized ML beam, GC beam, and Czar beam to proper sizes -Added new visual effect to the Scathis Shells **************************Changes in V4********************************* -Added Mini Tempest -Added Mini Mavor **************************Changes in V3.5******************************* -Slowed Mini-ML down a bit and fixed the sliding when it turned issue -Gave the Mini-ML health increase 5250--->5500 -Slowed Down ROF of Mini-Czar Fizz from 2--->1 -Increase in health of Mini-SoulsRipper from 1500---->1750 -Increase in Health of Mini-Czar from 1250--->1500 -Reduced Czar Death Crash Damage. **************************Changes in V3.0******************************* -Added Mini-SoulRipper -Added Mini-Scathis -Mini-ML is now transportable **************************Changes in V2********************************* -Mini-ML tweaked a bit -Added Mini-Czar **************************Changes in V1********************************* -Mini-MonkeyLord!! **************************Known Issues********************************** -Mini-Mavor cannon barrel doesn\'t telescope like it should -Force Firing the Mavor will cause it to shoot straight up and destroy your own base Hawks Unit Addon Mod This mod adds 13 new unit(s) to the game, some more are on the way. ********************************V3************************************** New unit: Cybran: Warrior T2 Amphibious Assault Bot Weapons: Lightning gun Rapid fire light laser ZapperMkII(needs new name): T3 Lighning stun defense. Aeon: Crusader T2 Amphibious Assault Bot Weapon: Sonic Emitter UEF: Mech Marine MKII(needs name too ) T2 Amphibious Assault Bot Weapon: Dual Chainguns New Buildings for all factions -Lambda Field Generator Back Story: An Aeon scientist discovered the technology while studying a piece of Seripham tech. The device was accidentally activated and repelled all objects that were thrown at it. After much research and development the Aeon succeeded in controlling the power field and utilized it as a defensive structure. Brackman\'s obsession with Seripham tech led the Cybrans to acquire a piece of the technology, thus enabling them the ability to create a building, tho not a effective as the Aeon. The UEF in turn acquired pieces of the the Tech from attacking both Cybran and Aeon bases, and then they were able to reverse engineer the tech as well. Throughout several battles all three side discovered ways to bypass the fields protective power, the Cybrans were the ones that discovered that the field did not protect against laser fire, an the UEF were the ones that discovered that the use of Artillery and tactical missiles bypassed the field as well. Aeon: Lambda Field Generator Built at T4 Energy Drain: 4500 Build time: 10 mins Health: 3250 Cybran Lambda Field Generator Built at T4 Energy Drain: 5500 Build Time: 12 mins Health, 2000 Has Nano bots for self repair. UEF Lambda Field Generator Built at T4 Energy drain 5500 Build Time: 12 mins Health 2500 ********************************V2.1************************************ -Rapier now has icon -Bismark now has icon and new projectile -Beam weapons aiming too far in front of targets issue fixed ********************************V2************************************** -Aeon tech 3 PD: Judgement Weapon: Heavy Beam Cannon -Aeon Hover Cruiser Genesis Class Weapons: Rapid burst Oblivion Cannonsx2 Rapid fire AA Pulse Cannon Can Hover and has personal shield -UEF Laser Assualt Bot: Rapier Weapon: Rapid fire assualt lasers Personal Shield -UEF Super Battleship Bismark Class Weapons: Heavy Long Range cannonsx3 Dual Barreled Laser PD/AAx4 Phalanx TMDx2 Has a personal Shield ******************************V1************************************* -Adds Cybran Heavy Destroyer: Reaper Class Weapons: Dual Barreled Beam Cannon Quad Barreled AA/PD Cannon Nanite Torpedosx2 Can Be built on land as well -Adds Cybran Heavy Battleship: SeaDragon Class Weapons: Front Mounted Heavy Beam Cannon Back Mounted Proton Cannon Quad Barreled PD lasersx2 Zapper Anti-Air Gunx2 Nanite Torpedosx2 -Addes UEF T2 Chaingun Defense: Saw Weapon: Chaingun Built at Tech 2 Abilities: Switch targets(air/ground) **************************Known Issues********************************** -Lambda Field Generators cannon be turned off, even when you have no energy -Genesis formation bug fixed, but it now shows up in the land factory **************************Installation:******************************** Just extract the HawksMod.scd to you supremecommander\\gamedata folder then enable the mod(s) in the mod manager be sure to delete any old versions of my mod. **************************Credits*************************************** Lt_hawkeye - modder/mod creator Exavier_Macbeth - Modder: for letting me use his old Wildfire Weapons and his HVMs and for teaching me a lot of stuff, also for letting me use other things as well (check out his mod at http://forums.gaspowered.com/viewtopic.php?t=3164 ) Thanks to Anonymous for editing some models for me. Thanks to MordainThade for most of the unit names Thanks to PUREVENOM for the name of the GC Thanks to RAZORLIGHT for the ML name and for Bismark name Thanks to budurahm for the Reaper\'s Name Thanks to Ultimentra for the Genesis idea and name, and for the Rapier name

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2213 downloads

Uploaded:06-26-2007

Cockroach Canyon

cockroachcanyon.zip | 199.86 KB

compensate for having 2 entry points to worry about.

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1254 downloads

Uploaded:03-21-2007

Attack & Defend

attackdefend.zip | 913.47 KB

campaign. - Ash

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806 downloads

Uploaded:06-20-2011

Orbital Wars

orbitalwarsv0101.zip | 7.5 MB

you can also build Anti Spaceships defense to fight a lot of spaceships.

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5289 downloads

Uploaded:08-23-2009

Infinite Wars V2

infinite_wars_v2.zip | 59.62 MB

change in FA ? A.1) Infinite War is mod whose is to emphasize the features of each faction. Q.2)How the features of each faction will be emphasized? A.2) With a lot of completely news units, and they'll have a unique niche to fill. Q.3)Who can be interested by the mod? A.3)ALL players, rusher, turtle ect can be interested by it, because we will add some units on all tech. Q.4) How many new units will add ? A.4) For the first release we will add 3 news units for each faction. Q.5) Is yours spaceships wars mod's spaceships will present in this mod ? A.5) No. Q.6) Is the mod will beta release for its first release ? A.6) No. We are 5 testers and we will balance it before the first release. On third : I'll give you a lot of details of the mod.

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395 downloads

Uploaded:07-14-2009

Xing v3

xing_v1.zip | 538.17 KB

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1155 downloads

Uploaded:02-10-2009

Faction Diversity Mod

faction_diversity_mod_v5.zip | 1.93 MB

fires torpedoes at naval units. Aeon T3 Depth Charge Artillery. Slow and fragile, but fires depth charges at far away anval targets. Lethal against subs at a distance. - Eluvatar

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3790 downloads

Uploaded:10-23-2008

4th Dimension

4th_dimension_1.93.zip | 26.88 MB

about a bug fix.....

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1580 downloads

Uploaded:08-26-2008

Aperture Laboratories

aperture.v0001.rar | 3.96 MB

portals! Fortunately I'm part of Infrared Modding and the_ZJ wrote a map script which enables units to travel through the portals. We decided to make the portals one-way, enter a blue portal and your units will instantly appear at its orange counterpart. Credits: A big thank you to the_ZJ (aka Zombie Jesus) from my modding team for the script and to the developers of Portal of course!

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1174 downloads

Uploaded:07-24-2008

Gilbot-X's ModPack with Resource Networks

gilbotsmodpack.zip | 288.51 KB

before but only for supcom not FA and here it is *cheers* now for thos of you who have not seen it what this dose it makes adjacency bonus have a longer range but lower bonus the longer it is. the all purpose slider control factory toggle ect... (their is a long list look at the home page^^)[/quote] look in the read me for new stuff -Eluvatar

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1774 downloads

Uploaded:11-27-2007

SCU Upgrade Manager

scu_upgrader.zip | 43.47 KB

mod it places 2 new icons next to your avatar (look at the pic) one is for a build path and the other is a combat. when you click on one of the icons it upgrades all of your SCUs in the whole game but if you don't want to do that you can ctrl+u+click and the SCUs will start upgrading and it brings up a box to ask you what path you would like to chose and it starts you can also move the upgrade ring by holding shift and Lclick and drag to move you can also ctrl+Rclick on it to delete. the nice thing is that unlike other mods you can customize what upgrades you would like to use. all you have to do is Rclick on the icon and it brings up a screen and you can change what is upgraded :rock: and as my personal favorite it is online compatible so you don't have to go disabling your "upgrade manager" to play online with your friends. - Eluvatar

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5610 downloads

Uploaded:08-08-2007

Sorian/ Jaws2002 AI Pack

01_sorian_aipack_25f.zip | 222.4 KB

the Sorian Rush AI on land maps, you get constantly harassed by a varying stream of units that probe your defences looking for weak points. The Jaws AI is a must for any water map. As I'm sure you've found, the in-game ais aren't great at water maps. One really cool feature is the chat. If your allied with one of the ais, they will send you messages letting you know, who they're concentrating their fire on, so you can help them in a big push. Check out all the new additions in the readme below If like me, you want more of a challenge from an offline skirmish give it a go. You won't be dissapointed! -Buckfast76-

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1246 downloads

Uploaded:08-06-2007

Phil\'s Duel

phils_duel.v0002.zip | 971.14 KB

choke-point, Phil\'s Duel extends to include fall-back choke-points and flanking routes (including ocean) to make for even more epic battles. Air and sea support are essential for a successful strategy here. Version notes. Smoothed some bumps out of the height-map. Added another flanking route for amphibious units. AI performs much better. Added some basic decals. Tweaked water and sky. [/quote] Top 2 player action here, alot of work has gone into making this a very tactical map so download and enjoy. Don\'t forget comments help developers make improvements so you\'ll be the winner in future realeases! For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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1154 downloads

Uploaded:07-28-2007

Summer Duel

summer_duel_v1.0.zip | 626.99 KB

bored of winter duel, they head to greener pastures. [/quote] Download and enjoy! For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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1816 downloads

Uploaded:07-27-2007

Sedong's Clutch

sedongs.v0001.zip | 4.4 MB

screenshots, alot of work has went into this map. Download and enjoy! For Installation help, see our handy 'installation overview' section on the LHS of your screen. -Buckfast76

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3231 downloads

Uploaded:07-05-2007

4 Lakes

4_lakes_mp.rar | 6.24 MB

better for compaction than standard zip. -Buckfast 76

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807 downloads

Uploaded:06-18-2007

Last co-MAN-der Standing

mp_last_comander_standing.zip | 2.88 MB

map 10 x 10 Last co-MAN-der Standing........ 3 rival commanders arrive on a resourse rich planet similtaneously....theres only room for 1, who will it be? I tested it with sorians rush ai and it was fun so I hope you enjoy, its rough around the edges and abit thin for decals but seems to play well. Any and all comments/ suggestions for the future welcomed. To install simply unzip archive and place the folder in your supcom maps folder Thanks for D/Loading!! PS I've included 4 screenshots... i've no idea how to compress them or change the resolution so if theyre wrong, sorry. I've named one of them with a caption if you want you can use it as a POTD.[/quote] Have fun with this map! -WindowsVistaGeek19

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2421 downloads

Uploaded:06-17-2007

Pine Ridge Valley

pineridgevalley.zip | 3.26 MB

this map, so you can\'t just build up in one part of the map, and expect to sit it all out. To win, you need to move out of your little safe haven. :D The tall mountains provide cover for your base and your larger artillery. All in all, this is a pretty fun and interesting map. -WindowsVistaGeek19

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7720 downloads

Uploaded:05-27-2007

Legion Darraths Unit Pack

legiondarrathsunitpackv1.zip | 4.2 MB

Shadow scout: Argus T2 Stealth Point Defense: Auto Gun MK II UEF: T4 Experimental gunship: Avalon T3 Electronic warfare drone: Mercurry T2 Jamming Point Defense: DM1 Plasma Cannon MK II To install: Unzip and put the folder \"Legion Darrath\'s unitpack\" in your \"mods\" folder. then put the \"modicons.scd\" in your \"gamedata\" folder.

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1431 downloads

Uploaded:05-10-2007

Hill Side Base-Beta

hillside_base1178816602beta_v1supcomsource.rar | 695.12 KB

changing textures, editing terrain, Adding or removing decals and adding or removing props. Some thinks i am not sure about is the 1v1 based map, should i make it 1v2 (the 1 is inside the base). If you would like to help me out with the map, let me know here. [/quote] Seems like a pretty good map. One of the first 1 vs 2 maps I\'ve seen, and I like the style of everyone against the guy in the base, letting you play more ultra-defensive. To install, just place in your Maps folder in your main SupCom directory. -WindowsVistaGeek19

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2459 downloads

Uploaded:05-06-2007

Shield Slider

shieldsizeslider.rar | 5.7 KB

exit with right mousebutton. The shield will turn off, then back on with the new size. To turn the shield back to it\'s original size just switch it off and on. Good Mod - BCDS

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1619 downloads

Uploaded:04-02-2007

Metal Heck

metal_heck_4thqav62ln8d.zip | 578.73 KB

and the metal mod allowing you to place mexes anywhere. There are no mexes on the map, so turn on the mod before you play. It\'s a 5x5 to keep spirit of original, close combat with a lot of mans. Also, if you want to see the new texture in greatest detail, be sure to set your texture detail to high, otherwise it won\'t be very pretty.

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332 downloads

Uploaded:08-02-2011

Diamond V3

diamond_v3.rar | 59.17 KB

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417 downloads

Uploaded:03-10-2010

Area Shields

area_shield_beta_28feb2010.zip | 9.65 KB

check every 5 second to keep the game from coming to a crawl. -If a unit comes within range that isn't already enhanced, the PSU adds it to the table, adds a shield to that unit and bumps up it's own energy usage. -Units that move out of range within the next check, have the shield destroyed, the unit removed from the PSU's table and the energy cost of the PSU lowered. -If a unit is destoyed, it will be removed from the PSU's table upon the next check. (Simple and clean) -If the PSU is destroyed, all units held with the PSU's table have their shields destroyed.

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871 downloads

Uploaded:01-24-2010

Mesa

mesa_v1_slifox.zip | 9.71 MB

1.5.3599 patch and has not been tested with earlier versions, later versions (newest beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, send me a message at ModdDb.com 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.6ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Win7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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1390 downloads

Uploaded:09-06-2009

AlsComboPack

alscombopack.zip | 171 KB

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391 downloads

Uploaded:06-23-2009

The War

the_war2.0.zip | 4.34 MB

Eluvatar

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1159 downloads

Uploaded:05-26-2009

Lost Island 3

darkhanlost_island_3.zip | 886.25 KB

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676 downloads

Uploaded:04-07-2009

Quad Lake

quad_lake.v1.rar | 855.99 KB

still annoyed me in the fact that the map had two separate bodies of water which always causes lots of problems. The map Tucon does a good job of being a good balance. Obviously, the best strategy is usually a good mix of land, sea, and air. However, this map is designed and tested so that it can be won using any two of the three options. If you lose naval dominance all is not lost. Quick land/air attacks are still options and the main base can only get shelled so much due to the limited shoreline near the corners. The middle of the map is large enough that a player could lose his entire base and relocate on to it. Though it is an island with many access points there are also many locations where defensive positions are at an advantage.

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570 downloads

Uploaded:04-04-2009

Advanced Command Units

blackopsacusv2.zip | 11.87 MB

the type of game you like to play. for each race they have a engineering upgrade one branch gives you resource allocation and the other branch generally gives you more firepower, as well as upgrades build speed and tech level. and each of the other parts have different options for each race but they have mostly the same types of play for each race. long live FileFront

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3901 downloads

Uploaded:03-16-2009

Experimental Wars

experimentalwars1902.zip | 25.99 MB

: The Elite Land Factory is now corrected Seraphime : The Elite Air Factory is now corrected Seraphime : The Elite Air Fighter is now corrected Seraphime : Torpedoes launcher did not crash the games Seraphime : Sonar did not crash the games Cybran : Air Elite Fighter is now corrected Experimental Wars Adds : ( for each factions ) - 2 news engineers : Air and Naval Engineer - 1 new normal factory : Submarine Factory - 4 news Elite Tech 1 Factories : Air, Land, Navy, Submarine. - 2 news Tech 1 ships Normal : Arty Ship and Aviso ( light boat ). - 2 news Tech 1 submarines class : Heavy and Light - 4 or 5 news tech 1 Elite Lands Units - 2 or 3 news tech 1 Elite Airs Units - 2 or 3 news tech 1 Elite navys Units - 3 News Tech 1 Elite Submarines. - 2 News Experimental Tech 1 Units - 2 News Resources Naval Structures : Naval Power Gen and Naval Mass Gen. - 2 News Air Tower Defenses : Point Defense and AA defense - Some news others units and structures smile ( over 150 units in the mods ) Differences between the 1.89B release - Mex Cost Upgrades are now on standard

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791 downloads

Uploaded:02-21-2009

Devils Landings

devilslandings.zip | 3.84 MB

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664 downloads

Uploaded:09-05-2008

BLUE's Naval Unit Pack!

expcruiser.zip | 4.69 MB

Advanced Attack Frigate (T2) Equipped with a short range Quantum Auto-gun, a medium range Oblivion Cannon, and anti-torpedoes, the Veil is bigger, faster, and stronger than other frigates. It is designed for ship-to-ship combat and lacks AA. Mire Class Rocket Boat (T2) The Mire is designed to get in, destroy targets, and get out. It is small and fast, with a personal stealth field to close in on the target. The Mire is equipped with dual Iridium rocket packs which deal incredible damage, but fire very slowly. A group of these can destroy even the largest ships. Vergra Experimental Cruiser (T4) The Vergra is a massive ship designed to provide support and bombardment capabilities to a fleet. Any plane that flies near it is immediately swatted down with a powerful rapid-fire Losaare auto-cannon and a Sinn Unthe Cannon modified from the Ythotha. It is also equipped with a tactical nuke launcher and a Phason beam, adapted from the Ythotha. tnx for the new ships -Eluvatar

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1259 downloads

Uploaded:06-05-2008

My Clutch

my_clutch.zip | 9.86 MB

variable terrain and a LOT of resources.

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986 downloads

Uploaded:05-11-2008

Flooded Theta Passage

scmp_098_flooded_theta_passage.zip | 735.3 KB

pass to attack your enemy, or bomb their heads off from afar? Have fun chaps!

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1474 downloads

Uploaded:11-26-2007

Resevoir

resevoir.v0002.zip | 4.63 MB

map, these should be easily defendable, meaning naval and air forces should win the day. The map is symetrical with 12 mass points in each corner and 2 hydrocarbon points so theres no advantage to any player. This is another great addition to Johanaz's already impressive collection of maps .I think maybe it should have been called reseRvoir, but at the end of the day the developer can call it whatever they want. The map looks great, the dark greens and misty water make me think of a scottish loch. Though the monster lurking beneath the surface is more like to be a Monkeylord (or 12) ready to pwn your base. I tried this map in FA and it worked aswell (you'll need to copy it into your main FA directory / maps folder) Download, play, comment, and enjoy! -Buckfast76

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2099 downloads

Uploaded:11-16-2007

Cold Valley

cold_valley.zip | 946.22 KB

land units and a ridge in the centre meaning few tactical options but a war of atrition! Theres no water on the map meaning land and air units only. The borders are done nicely but I think more attention could have been paid to the battle area as it seems abit plain. But overall a nice land battle map thats well worth a download. -Buckfast76:eek:

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1871 downloads

Uploaded:11-10-2007

Underwater Buildings

underwaterbuildings.zip | 3.43 KB

you'll have abit more space on those tight island battle maps. This is definately a handy mod that gives more tactical options to any map that contains water. Also it s perfectly logical to think that if these buildings can be built under any atmospheric conditions, they'd also be water tight! This mod is also forged alliance compatible. -Buckfast76-

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3988 downloads

Uploaded:08-31-2007

4th Dimension

4th_dimension_1.6.zip | 2.81 MB

graphics of the game. Nearly all muzzle velocities have been increased a lot and a few units move much slower now. Another big aspect of this mod is the fact, that in 4th Dimension nearly all units have their right to exist, even in later tech levels. Beside a new veteran system, which lets stronger units count more than weaker units and which gives units bigger buffs, the mod changes the tarmac sizes and explosion effects.

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1296 downloads

Uploaded:08-31-2007

Human

human_v0009.zip | 3.18 MB

for sure!

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1932 downloads

Uploaded:08-17-2007

Deadmans Pass

scmp_di_507.v0001.zip | 857.24 KB

the map, and there’s only one route for land units to your opponents base… through a mountainous ‘kill zone’ in the middle. This is a symmetrical map, meaning no advantages to either side, so whoever wins the day…is the supreme commander! Each player gets 4 mass points in there start area and there’s a hydrocarbon point not too far away. There’s plenty of other mass scattered around the map including in the kill zone, holding on to which could sway the battle in your favour. Although it’s a 10km x 10km map, the playable area is funnelled by mountains to the north and south, along with the one way route to your opponent’s base means gigantic land battles are guaranteed! Personally I liked this map. You can be as defensive as you like, but the best way to win, is to take and hold the kill zone. The map is heavily decaled with trees which give it a really natural feel. It might not be as tactically open as other maps but all in all it’s well though out and made. -Buckfast76

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1068 downloads

Uploaded:08-16-2007

Back at Back

back_at_back.v0003.zip | 404.1 KB

which extends around each starting location to form a \'base\' area. To get to your opponent you must attack to the north and south of the map. Both players are given a healthy amount of resources with 6 mass points on the inside of each base, 1 hydrocarbon point on the entrance to each base and 12 further mass points to fight over. Theres also a couple of experimental wreckages allowing quick mass to assemble firebases on the central north and south of the map. I really like the way this map looks, the black/grey rock with the streaks of green give this map a real necron feel (W40K). Its nice to have a map thats not the usual green fields and blue seas , giving it the appearance of an alien world. With all the mass in such a small area this is a top map for a fast paced, quick skirmish. I\'d love to see a bigger version of this in the future, maybe 10 x 10 2 vs 2 team map. Might be a little to much mass for such a small map and only 2 players other than that I\'ve no complaints. Download and enjoy! -Buckfast76

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2933 downloads

Uploaded:06-26-2007

Premade Build Patterns

build_patterns.zip | 179.21 KB

your mouse to the far right of the screen, a menu appears showing the available groups of buildings it can make. Moving the cursor over an icon , reveals the building group name. Once you've selected the one you want you simply place it on a large enough piece of buidable land (icon turns green). You can also rotate the group by clicking your middle mosee button (very usefull). I really like being able to create a land factory surrounded by power generators in a couple of clicks , or a fire base without having to waste time placing all the buildings myself. Hopefully with future releases will come more elaborate/efficient patterns. All in all a very usefull mod -Buckfast76

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1403 downloads

Uploaded:06-24-2007

Seton\'s Clutch Mini

setonsclutchmini.zip | 341.54 KB

same amount of resources as the original, and supports the same number of players. This leads to large scale, and intense battles, that will lead the game to a quick ending. -WindowsVistaGeek19

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1557 downloads

Uploaded:06-20-2007

More Colours

morecolors.zip | 2.78 KB

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3353 downloads

Uploaded:05-24-2007

Advance Point Defences

advanced_point_defenses_v11180051903supcomsource.zip | 92.1 KB

T3 Annihilator Highpowered Laser Tower [/quote] While these aren\'t custom models, the firing effect of each is brilliant, and well worth the download. -WindowsVistAgEEK19

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3849 downloads

Uploaded:05-06-2007

Siege Walls Mod

siege_walls11782254811.0supcomsource.zip | 906.82 KB

=- Creates a Tech Level 2 wall for each faction. HP, time to build and resources are x10. The height of the wall is roughly 5 times higher than regular. -= License =- Unlicenced. You are free to tinker with this as you see fit and please distribute freely. However please include this readme with the mod and include credit on any subsiquent modifications of this mod. -= Credits =- LordHavoc - Creator -= Contact Info: =- Email: ginger_pete_p@yahoo.co.uk -= Misc =- --------------------------- Installation Instructions --------------------------- Simply unzip the file Siege Walls.zip into your supreme commander directory. It will make a folder called ..\\mod\\Siege Walls\\ It will also put a Siege Walls.scd into the ..\\gamedata\\ directory for the icons The mod should now show up in your mods manager ingame. --------------------------- Version Info --------------------------- 1.0 Butchered existing wall models to make siege wall models Created custom (ugly) icons from screenshots --------------------------- Known Issues --------------------------- The icons are UGLY!!! Unintentional bonus - friendly units fire through the model.[/quote] Everyone download this great mod! -WindowsVistaGeek19

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4131 downloads

Uploaded:05-05-2007

Forgotten Valley

forgotten_valley1178225508.01supcomsource.zip | 2.92 MB

this valley long forgot. This valley will soon come alive and then be left with the stench of death and destruction. Map size approx. 20x20 Multiplayer suggested for 2v2 or 1v1. Thanks to: Everyone who enjoys my maps and especially those who post their thoughts and ideas to help better them. Note: This map is highly detailed compared to my previous releases in general. It contains hundreds of normalmaps lighting effects, dozens of decals, and thousands of props. If you find you get \"hitching\" while zooming in and out or moving around the map it\'s most likely caused by the high number of dynamic shadows. Turning shadows down or off should increase performance. [/quote] This is a definite download, and is a great addition to PainAngel\'s brilliant work.

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2200 downloads

Uploaded:04-21-2007

Tech 4 "Omega" Engineers

t4_engineers.zip | 1.29 MB

shunt in terms of power demand >_

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2274 downloads

Uploaded:04-17-2007

Swamp of Wraith

swampofwraith.zip | 2.4 MB

;) Quite a nice little map anyhow, should be fun. - Ash

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1153 downloads

Uploaded:04-11-2007

Arctic Haven

artic_haven11760857051.2supcomsource.zip | 294.4 KB

balance. Please note me: if any problems pop-up on this map or on any sugguestions to make the map better. [/quote] -SupComSource.net Seems like a fun map. I will post screenshots soon, as soon as my game starts working again. :rolleyes: Just put the folder with all the files in it into your Supreme Commander maps directory. Sorry, but there's no readme. -WindowsVistaGeek19 *Edit: Screenshot is up* -VistaGeek

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714 downloads

Uploaded:04-23-2011

BIG B unit cap mods

big_b_unit_cap_mods.zip | 311.92 KB

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194 downloads

Uploaded:03-26-2010

my first try to make a mod

firsttryunitmod.zip | 6.35 MB

fun sorry for my bad english.....

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1188 downloads

Uploaded:10-13-2009

BewLAN Mod

brewlan_02b.7z | 12.37 MB

to use the Blackops mod again, and not to do another T1 only match without first fixing the frustrating balance bugs and removing/creating ways of countering exploits. And so the T1 Balance Mod was born, which grew into the BrewLAN mod; named after Joshua Wilsons BewLAN party where we first played a match with the first alpha. __ _ _ __ _ _ __ ___ __ __ __ / _)( )( ) ( ) ( ( )/ _)( _)( ) / / _) ( (_ )__( /__ ) (( (/ ) _) )(__( () )( (/ __)(_)(_)(_)(_)(_)_)__/(___)(____)__/ __/ All changes by Sean Wheeldon (Balthazar) unless otherwise stated. __________.__________ 2009-10-03|0.2b * Commented out build locations on unfinished units for public beta release. They can still be accessed for whatever reason ingame via the spawn menu. __________.__________ 2009-10-02|0.1.9a * Made the Aeon Quantum Optics Facility drag buildable and reduced the footprint. * Fixed the build menu location of the Cybran T3 Transport. * Gave minute omni range to all T1 land scouts (range of 2) as an unlisted ability. * Added 'Aspis', Aeon T1 Shield Genorator. * Unified the Wall Section build icon priorities to that of the Cybran Wall. * Fixed the unitdescription.lua file hooking. * Added build descriptions for all custom units and all modified units. * Raised the vertical offset of the seraphim T1 Shields. * Added a place holder Aeon T3 Air Transport. * Raised the max health of Galactic Colossus by 1. * Changed the UEF T1 Shields footprint plan. * Started work on the Cybran Sniperbot. __________.__________ 2009-10-01|0.1.8a * Fixed the UEF T1 Gunship, Engines now rotate transport hooks T1 only. * Fixed, finished, and rebalanced all factions T1 Light Artillery. * Fixed the icon reference for the mod, broke on file rename. * Changed back to a fixed filename, for the sake of not having to update URL's between versions. * Created the Night Skimmer, Cybran T3 Heavy Air Transport. * Halved the Omni range of the T3 Observation Satelite, formerly T4 Defence Satelite. * Made Cybran T3 Aircraft auto stealth from creation. * Created the Seraphim T1 Shield and made it upgradable. * Fixed the glow position on the UEF T1 Shield. __________.__________ 2009-09-28|0.1.7a * Changed name listings; removed 'balance' and added version from/to the name. * Fixed the script for the UEF T2 Mass store for correct fill anims. * Made an attempt at fixing the Emitter location on the UEF T1 Shield Gen; sort of worked. __________.__________ 2009-09-25|0.1.6a * Added the UEF and Aeon T2 Mass Storages. * Accidentally listed it as 0.1.3a instead of 0.1.6a in mod_info. __________.__________ 2009-09-19|0.1.5a * Bilmon created the Seraphim and Cybran T1 Artillery, using the T2 meshes. * Started translating Seraphim for the sake of naming conventions. __________ 2009-09-20 * Created a custom mesh and icon for the Cybran T1 Artillery. * Changed back the file structure changed in prior release. __________ 2009-09-21 * Added the Cybran T2 mass storage. __________ 2009-09-23 * Added the Seraphim T2 mass storage. __________.__________ 2009-09-04|0.1.4a * Bilmon started contributing to the mod. * Bilmon changed the pokers stats to be more inline with the other T1 units. * Bilmon added the Charis Aeon Tech 1 Artillery useing the Aeon T2 atrillery mesh as a placeholder. * Changed the modded FA units to a single modded .bp file. * Added an icon and a custom mesh for the Charis. __________ 2009-09-06 * Readded the files for the Salvation and the Defence Satelite; mods weren't working right. * Renamed the T3 Seraphim Gunship to the Vulthuum from Vulthuulth, thuum appearing to mean 'big' on other units. __________ 2009-09-09 * Attempted to add 'Wilson', the Cybran T2 Combat Engineer, using a modified Engineer mesh. Didn't appear ingame. __________ 2009-09-14 * Finally finished the mesh for the UEF Experemental Point Defence, 'Doomsday Machine', and got it mosty functioning in game. __________ 2009-09-15 * Started texturing the Doomsday Machine. __________ 2009-09-16 * Corrected the spelling of 'Experimental' on the Salvation and the still unfinished Doomsday Machine. __________ 2009-09-17 * Added the 'Vishuum', Seraphim T3 Heavy Air Transport. __________ 2009-09-18 * Failed at getting any new units to work. __________ 2009-09-19 * Changed the file structure of the mod. __________.__________ 2009-09-01|0.1.3a * Changed the Pigeons unit code from BUA0105 to BEA0105 for correct categorisation on the spawn menu. * Fixed the firing and aiming for the Respirer. * Added the Poker UEF Tech 1 Artillery. __________ 2009-09-02 * Fixed the firing script for the Poker * Added the LSD - Pulse, Aquatic Tech 1 Light Shield Generator for the UEF. * Modified the Novax Center to be a Tech 3 Observation Satelite Station and reduced its cost by around 10 times. * Replaced the Pigeons mesh from after I accidentally exported over it. * Made the Aeon Rapid Fire Artillery an experemental unit, only menu position effected. * Renamed the mod to the BrewLAN Balance Mod to accomadate for it now extending out of Tech 1. * Created the Vulthuulth, Tech 3 Seraphim Heavy Gunship __________ 2009-09-03 * Properly texture mapped the Vulthuulth, created custom texures and build icon, fixed AA gun. * Replaced mod icon. __________.__________ 2009-08-29|0.1.2a * Created a custom mesh and texture for the Pidgeon. __________ 2009-08-30 * Renamed the Pidgeon to the Pigeon. __________ 2009-08-31 * Accidentally exported over the custom mesh for the Pigeon while creating one for the respirer. * Created a custom mesh for the Respirer. * Broke weapon systems of the Respirer whilst attempting to split the cannons. __________.__________ 2009-08-27|0.1.1a * Created Changelog. * Fixed the Pidgeons size, weapon animations and damage. * Gave the Pidgeon its own icon, instead of sharing the T2 Gunship icon. * Added the Respirer, Aeon Tech 1 Light Gunship to the game, a retextured resized Specter. __________.__________ 2009-08-26|0.1a * Added the Pidgeon, UEF Tech 1 Light Gunship to the game.

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5337 downloads

Uploaded:09-02-2009

Experimental Wars

experimentalwars192.zip | 28.44 MB

please write here or on the mod's topic forum. Thanks :) Good Game for all :) miscellaneous fix ( for all ) - Commanders can fire from the transports ( no nuke / no overcharge on the transports ) - Overcharge changes damage vs ACUs is 660 (from 100), vs buildings 1080 damage (from 500) and damage radius is 2.5 ( from 2 ) - Air engeneer can build mass extractors - Energy Storage now costs 160M 2000E (from 120M 2400E), stores 5000E (from 2000E). - Energy Storage explodes deals 1500 damage in a 5 radius (from 500 damage 3 radius), and has 650 health (from 1200). - Tech 1, 2, 3 Naval factories : Collisions bug fixed. - Tech 1, 2, 3 Air factories ( when they are build on water or land ) : Collisions bug fixed ( NB : The seraphim air factory is hover ) - Tech 1 Torpedoes defense : Cost decreased by 40%, build time by 30%. - Tech 1 Experimantal Units ( land and air spaceships ) : Build time -40% and cost by 10%. - Tech 1 Elite Naval Factories : Collisions bug fixed. - Tech 1 Elite Air Factories ( build on water or land ) : Collisions fixed( seraphim Elite Air Factory is hover ), build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ). - Tech 1 Elite Sea Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ). - Tech 1 Elite Lands Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ). - Tech 1 Elite Subs Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ). - Tech 1 Sea Factories : Cost decreased - Tech 1 Sub-Marine factories : cost change 2200E 230M, Collisions bug fixed and build perimeters fixed . - Tech 1 Elite Sub-Marine factories : Collisions bug fixed and build perimeters fixed . - Tech 1 Naval Mass Extractor : ( no need mass point same mass generator ) Collisions bug fixed, min depth change 5 ( from 6 ). - Tech 1 Naval Hydro Generator : Collisions bug fixed, min depth change 5 ( from 6 ). - Tech 1 Elites submarines : normal, medium, heavy : collisions fixed - Tech 1 Elites Air Factory : Cost Changes 15500E 1300M ( from 7000E 1050M ), build time ( with t1 engee ) 2 min ( from 4 ) - Tech 1 Air Transport : Cost changes 1600E 80M. - Tech 1 Point Defense : Cost changes 1800E 180M, build time 35sec ( with tech 1 engee ). - Tech 1 Flying Point Defense : Cost Change 2000E 200M. - Tech 1 Anti Air Defense : Cost changes 1800E 180M, build time 35sec ( with tech 1 engee ). - Tech 1 Flying Anti Air Defense : Cost Change 2000E 200M, build time 35 sec ( with tech 1 air engee ) and health increased to 1500 ( from 1200 ). - Tech 1 Mass Extractor : Health decreased to 600 ( from 800 ) - Tech 2 Sea Factories : cost decraesed for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from ... too much ) - Tech 2 Air Factories : cost decreased for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from 4min10 ) - Tech 2 Lands Factories : cost decreased for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from 4min10 ) - Tech 2 Orbitals Defenses : Removed. ( i will transform them later ) - Tech 2 Anti Air Defense : cost change -20%, build time -20% - Tech 2 Arty installation : Cost change -20%, max range +30%, rate of fire x2, health -40%. - Tech 3 Air Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 ) - Tech 3 Land Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 ) - Tech 3 Sea Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 ) - Tech 3 Naval battleships -35%/45% - Tech 3 Navalnuke subs -35%/45% - Tech 3 NavalAircraft carier -35%/45% - Tech 3 Strategic Nuke Launcher weapon cost : Missile cost 750000E and 8000M ( From 1350000E and 12000M ) - Tech 3 Nuke subs marines weapon cost : Missile cost 900000E and 9000M ( From 1800000E and 15000M ). Max radius 250 ( from 1024 ) Min radius 0 ( from XXX ). - Tech 3 Anti Nuke Defense weapon cost : Missile cost 288000E 3240M ( from 360000E and 3600M ) - Tech 3 Arty Installation : Cost decreased by 40% and time to build 30% - Tech 3 SAMs costs reduced significantly from 1400M 12000E to 800M 8000E UEF : - Tech 1 Elite Heavy Submarine : Water effect fixed. - Tech 1 shield structure : build time /2 - Tech 1 Craft Launch ( navy transport ) : Add ! - Tech 2 Naval Shield Boat : Increase Shield ship cost by 30% from 1040M 10400E to 1300M 13000E - Tech 2 Support Bomber : Tower drop cost inscrease by 10% ( , health x4 ( 2060 from 515 ), plane cost increase by 10%. - Tech 2 Craft Launch ( navy transport ) : Add ! - Tech 3 Missile Mobile launcher : Weapon fixed, damage 800, max radius 180 ( from 80 ), cost increased by 100%. - Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 6 missiles 350 damages at 0.05 rate of fire. Max radius 180 ( from 175 ) - Tech 3 Arty installation new weapon test ;) ( if it is good i will do the same for each faction ) - Tech 3 Air transport : cost decraesed -30% - Tech 2 Craft Launch ( navy transport ) : Add ! Aeons : - Commander : Shield fixed. - Tech 1 Experimental Hover tank : Build perimeters fixed - Tech 1 Experimental Spaceship : Build perimeters fixed, Anti air weapons decraesed by 10%, cost decrasead by 10% ( 90000E 5850M). - Tech 1 Naval Hydro generator : Min depth fixed 5 ( from 0 ). - Tech 1 Craft Launch ( navy transport ) : Add ! - Tech 1 Air engeener size reduced. - Tech 2 Craft Launch ( navy transport ) : Add ! - Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 4 missiles 700 damages at 0.05 rate of fire. Max radius 180 ( from 175 ) - Tech 3 Experimental Defense Center : Cost decraesed by 30% ( 635000E 175000M ) - Tech 3 Craft Launch ( navy transport ) : Add ! Cybran : - Tech 1 Experimental Missile Launch Bot : Deploy and weapon fixed. - Tech 1 Craft Launch ( navy transport ) : Add ! - Tech 1 Cybran engeener icone : fixed. - Tech 2 Support Bomber ( 5 rihnos ) : Drop cost increased by 30%, plane cost by 10%, health x7. - Tech 2 mobile stealth generator Increased speed, acceleration. - Tech 2 Craft Launch ( navy transport ) : Add ! - Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 3 missiles 600 ( destroy = 3 mini rocket ;) )damages at 0.05 rate of fire. Max radius 180 ( from 150 ) - Tech 3 Experimental Anti Nuke Defense : Cost -20% and build time -30%, rate of fire decreased by 150%, now the weapon need 15000E to firering. - Tech 2 Craft Launch ( navy transport ) : Add ! Seraphims - Tech 1 Craft Launch ( navy transport ) : Add ! - Tech 2 Craft Launch ( navy transport ) : Add ! - Tech 3 Land Mobile Nuke Missile launcher : weapons cost changes : 1000000E and 10000M and max radius change 250 ( from 200 ) - Tech 3 Nuke Battleship : weapon cost : Missile cost 900000E and 9000M ( From 1800000E and 15000M ). Max radius 250 ( from 1024 ) Min radius 0 ( from XXX ). - Tech 3 Craft Launch ( navy transport ) : Add !

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1906 downloads

Uploaded:08-06-2009

Project2 v1.3

project2_v1.3.zip | 2.13 MB

re-enforcements who gated in to the island surrounding them to try push the tide of the battle.

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382 downloads

Uploaded:06-02-2009

Lost Island 9

darkhanlost_island_9.zip | 4.12 MB

Darkhan. 02-06-2009.

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758 downloads

Uploaded:04-10-2009

Frozen Wastlands

frozen_wastelandv2.zip | 818.45 KB

value of each unit. Has approx. 26,000 trees but no rocks and has no AI markers. [url="http://forums.gaspowered.com/viewtopic.php?t=35787"]Link to Forum Post at GPG[/url][/quote] Definitely worth the download! [i]P.S. I apologize for the short review, this will get updated soon. ~Pille[/i]

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1060 downloads

Uploaded:01-15-2009

Water World

waterworld01.rar | 1.17 KB

buildings include: Mass/Energy Storage Power Gens Mass Gens Shields T3 Anti Nuke It is made using Category filters, so will be compatible with modded units like T3 Point Defence for other factions if the right categories are there. Thanks to Legion Darrath and Atlis for their water mods.

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627 downloads

Uploaded:11-15-2008

Commanders Revenges Extreme Edition

commanders_revenges_fa_extreme.zip | 7.51 MB

allot less balanced but what ever I dont care I just want to go crazy. :p (for screens look at the other copy)

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585 downloads

Uploaded:09-08-2008

Custom Faction Support mod

customfactionsupport.rar | 30.47 KB

factions are compatible with each other. Also makes it possible to enable or disable new factions through the mod manager. Detailed info in the readme file included in the download.

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1840 downloads

Uploaded:04-13-2008

Hillage

hillage.rar | 130.22 KB

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1612 downloads

Uploaded:04-09-2008

Lost Island 2

lost_island_ii.zip | 2.92 MB

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944 downloads

Uploaded:03-23-2008

Victor Prime(Area9)

victor_primearea9.zip | 9.82 MB

a dried up river(s),an area of the map has a lot of marks that makes a imperssion that their where rocks in that area. In the center of the map where the nose, eyes of the face i\'ve put some green plant life(in the nose) and in the eyes i put rocky texture to make it look like creters.

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477 downloads

Uploaded:02-20-2008

Victor Prime

victorprime.zip | 982.84 KB

hydorcarbon PowerPlant, 2 on the small islands(one each).

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1748 downloads

Uploaded:02-16-2008

Supreme 7

supreme_7.zip | 742.16 KB

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2475 downloads

Uploaded:12-13-2007

Build Template Rotator UI

template_rotator.zip | 1.43 KB

middle mouse button.

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2475 downloads

Uploaded:11-19-2007

Rapid Fire Artillery Defence

rapidfireartillery.zip | 2.12 MB

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

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1050 downloads

Uploaded:11-03-2007

Last Oasis

last_oasis.v0002.zip | 1.02 MB

a river/circular sea surrounded by a mountainous land strip. Each player gets 6 mass points in their corner plus 1 hydrocarbon point. Theres also 12 further mass points in the outer land ring and 8 mass points in the central island to fight over. This is a well thought out and executed map, because of the land /water mix theres plenty of different tactical opportunities to obliterate your opponent. Visually its a well constructed map, kind of makes me think of how mars would look with water. My only slight concern is, there might be a bit too much mass for a 10x10 map but please give it a go and use the comments to let the rest of the community know what you think. All in all, a nice map thats easily worth a download. -Buckfast76-happy halloween}>

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7496 downloads

Uploaded:10-30-2007

Hawk\'s Mod

hawksmodpackr4_1.rar | 39.19 MB

Fortunately, it has finally been placed on the site! This update includes many various updates to new and existing units, all done by our resident modder, Lt_hawkeye Here\'s a video showing the mod\'s units off: As you can see, various improvements, additions and edits have been completely. You\'ll have to see the readme to see the full details on the changes and additions. Have fun with this great addition to the site, however delayed it was! Sorry about that, once again. -Windows

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1759 downloads

Uploaded:10-30-2007

Build Restrictions Mod Pack

build_restriction_mod_pack.zip | 27.04 KB

gaming experience. [quote] The Build Restriction Mod Pack (BRMP) is a collection of mods for the game \'Supreme Commnander\', that change what in-game units you will have access to. A simple example would be a mod that disables all nukes, which prevents the building of units that can nuke. These mods have some intelligence in them, meaning they should also work with currently unknown units, and even remove redundant units. For a more detailed explanation, read below.[/quote] Read the readme for a full list of the different mods included. Seems like a great mod that can customize many aspects of Supreme Commander, allowing for a more enjoyable, personalized game. -WindowsVistaGeek Additionally, sorry for the delay on posting, as I was very busy. My apologies, once again.

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531 downloads

Uploaded:10-29-2007

Kelier\'s Straight

keliers_straight.v0001.zip | 601.06 KB

fight over. Theres cliffs along the centre of each coastline so access to the rest of the map is bottle necked down to either side of the cliffs. The layout of the map and resources are symetrical, each player getting 4 mass points + 1 hydrocarbon point in there immediate start zones. Theres also 4 further mass points on either teams islands + 4 mass points and a hydrocarbon point on the central island. This is a well balanced map that should allow some pretty nice team battles, its maybe a little lacking in decals but thats something that will hopefully be addressed in future releases. Holding the central island could deffinately be the key to cracking your opponents defences. Overall I\'d say this is a well thought out and made version of a coast to coast map. -Buckfast76

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1674 downloads

Uploaded:10-28-2007

Necro Bot

necro.zip | 1.29 MB

lost that spiderbot you'd grown so attached to, no problem.... bring him back from the grave). Each factions Necro comes in the form of their t3 engineer but can be distinguished thanks to their name given to them (see screenies). This gives a completely new tactical slant to the game, say for instance your sending a force on a flanking attack and you run into an unexpected force. You win the skirmish but in doing so you lose a good quantity of your units. Normally you'd have to either wait for replacements or push on with your weakened army. But with some Necro bots at your rear you can quckly re-build your force with not only your wreckage but your opponents also! For help installing see our handy 'Installation Overview' section on the LHS of your screen (

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901 downloads

Uploaded:10-27-2007

Atol Dunes

atol_dunes.v0001.zip | 1.89 MB

each not too far off. Theres also 5 further mass points equally spaced in the centre of the map, control of which could sway the battle in your control! Theres plenty of deep water around the outside of the map, allowing the possibility for a nice naval flanking manoveur. This sort of maps been done before but you can still enjoy a simple skirmish, and using a combination of air / sea / amphibious and transports your battle can pan out any number of ways. A skybox and background image would have been nice, but overall i\'d say this map is well worth a download. Enjoy, buckfast76

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1802 downloads

Uploaded:07-28-2007

Luna

luna_v2.0.zip | 1.16 MB

for best effect, turn off the skybox and the background image in your graphics settings. Check out the screenshots to see how this looks . Download and enjoy! For Installation help, see our handy \'installation overview\' section on the LHS of your screen. -Buckfast76

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1604 downloads

Uploaded:07-23-2007

Crater Moon

cratermoon.zip | 1.57 MB

more moony) play / enjoy / comment. -Buckfast 76 [quote] Swiss cheese anyone? I have wanted to create and use my own custom textures for a while now. I started by doing some simple cratered surface texture, and then I fiddled around with a 10k map where I did a lot of craters in various sizes. Before I knew it I was doing a full blown 10x10 6 player FFA map with hundreds of props and decals, and trying to balance it for some great multiplayer gaming. by Johanaz [/quote]

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733 downloads

Uploaded:07-19-2007

Elephant Graveyard

elephantgraveyard.zip | 473.63 KB

don't forget to comment! -Buckfast76

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1053 downloads

Uploaded:07-16-2007

Scorpion Canyon, Beta

scorpion_canyonbeta3.zip | 1.11 MB

passable terrain and more importantly this map supports 2 vs 2 teamplay. Again your fighting over a dried up river bed in a desert enviroment. I had a go with the computer ais and the map played very well. Its been marked as a Beta so there'll probably be future releases, but in the mean time its still a great map so give it a go. For all help with installing maps you can see our new 'Installation Overview' section on the LHS of this page. -Buckfast76

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1859 downloads

Uploaded:07-13-2007

Waterworld wars

scmp_mvcx_03.zip | 4.05 MB

Download

1155 downloads

Uploaded:07-11-2007

Land of War

landofwar.zip | 4.31 MB

with all its contents into your SupCom game \"Maps\" folder. It should then be available in the game\'s map listing to be selected. To uninstall the map, just delete the file folder \"landofwar\" from the SupCom game \"Maps\" folder. -Buckfast76

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2872 downloads

Uploaded:07-05-2007

Outpost 7

outpost_7.exe | 2.61 MB

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1210 downloads

Uploaded:06-24-2007

Poseidon's Graveyard

poseidons_graveyard_mp.zip | 924.51 KB

by Cleopatre. - Buckfast76

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4754 downloads

Uploaded:06-13-2007

Quick Map Editor Guide

quick_editor_guide.pdf | 1.75 MB

the guide is in pdf format, so you\'ll need a reader such as Adobe Acrobat Reader in order to open it. Have fun and let the maps start rolling in! -WindowsVistaGeek19

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2370 downloads

Uploaded:06-02-2007

Spine of Zues

spineofzeus.zip | 6.08 MB

the middle. Multiplayer suggest teams 1v1, 2v2, 3v3. Map size 20x20. Thanks to the usual people gpg, fans, testers, tut posters etc. Also, Seeders for posting the code to get it working with the newest patch. This is the map I eluded to in the Helena's Embrace post as being the one that blows both it and Forgotten Valley out of the water. It's got way more detail than FV and the movement styles for Helena's. It took about twice the development time and brought Hazard's editor to its knees toward the end. I would have liked to do a little more detail in it but between my slightly aging pc and the beta nature of the unofficial editor it just wasn't possible. Let's hope for the official editor soon and maybe that will take me a little farther. Until then enjoy. Changelog Version .01 Map Release Version .55 Modified heightmap Changed texturemap to better suit decals and lighting Major changes to normalmaps Additional and more appropriate decals placed Additional areas of woodland placed 1 Extra mex placed on each of the center cliffs AI markers rearranged New screenshots and preview image Version numbers will now match dev numbers to facilitate updating Code updated to comply with patch 1.1.3251 A real great map, painkiller put a lot of effort into this map, he puts emphasis into using strategy in this map by adding in the cliffs to stalk your opponent and bieng clever or just bieng a complete numpty an goin through the middle and your units bieng obliterated. Digz

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2024 downloads

Uploaded:06-02-2007

NA Alps

na_alps.zip | 1.86 MB

attack force capable of taking on water based defence. On the other hand people without water or much of are able to use the larger base aria to there advantage for larger bases. To install extract the na_alps folder to: ...\\THQ\\Gas Powered Games\\Supreme Commander\\maps\\ A fantastic map if you like all out war and huge battles, to get to attack other players you must go through the middle so there is a 99% chance of a battle there with maybe 3-4 other players when other players will also join in. It\'s a great map which lasts hours upon hours of great intense fighting! Digz

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1071 downloads

Uploaded:05-28-2007

Defence Energy

defenseenergy_v0.2_dql6gyi2gioe.zip | 1.32 KB

feel, and forces you to micromanage your economy even more. Also, it makes crippling your enemies energy a vital strategy. Just send some forces to take out the generators, and WHAM! All their turrets are off line. [quote]Castle-ing not as fun as you thought it was? Random defences across half the map got you down? Want your crippling of the enemies powergrid to pay off tactically? Wanna give your game that TA classic feel? You need Defence Energy!!!! Adds energy requirements to all base defence structures including: -Point defences (between 15 and 90 energy per shot) -AA (between 20 and 50 energy per shot) -Torpedo Launchers (between 40 and 80 energy per shot) 0.2 Changes: - Added SAM launchers to the list - improved documentation [/quote] This is one of my favorite mods on the site, and well worth your download. -WindowsVistaGeek19

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1238 downloads

Uploaded:05-25-2007

Lost Island

lost_island_axi4tqxhc656.exe | 3.93 MB

ocean planet, the only one territory is the strange lost island. She has many ressources, forests, lakes and many positions for a epic battle on Earth, Sea and Air (ESA)...find your way to the center. Thanks many supports, Darkhan.[/quote] A very nice map, and well worth the download. -WindowsVistaGeEk19

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3111 downloads

Uploaded:05-25-2007

Moo Powered Shields

moopoweredshields2.1_671y1z7corok.scd | 2.56 MB

under the experimental group for each faction (thankfully) which may delay you building it for a while, for balance. [quote]Moo powered shield is a nearly impenetrable shield that is quick to build their is 1 for every faction. They are under the experimental section [/quote] My only complaint is the quick build time. For such a powerful building, I would think it should take longer to build. However, building multiple shields so they overlay each other is a very good defence technique incase one goes out; however, one going out is unlikely to happen, lol. :D Note: this mod has been fixed by Killers2 to work with the new patch. -WindowsVistaGeek19

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1505 downloads

Uploaded:05-11-2007

Onslaught

onslaught.rar | 4.47 MB

hopefully (and with any luck) we should expect a few more maps from him at some point in the future ;) Good Start, nonetheless. - Ash

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2240 downloads

Uploaded:04-30-2007

Siege Tank

siegetank.zip | 690.88 KB

great job author Totally RECCOMENDED! - BCDS

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1141 downloads

Uploaded:04-29-2007

Dangerous Territory

dangerous_territory_6ejbbgyltg86.zip | 2.32 MB

deposits. I kept thinking supcom need some lava love so I pushed this little map together. 20x20, 4 Player This map is designed for FFA or 2v2 play. Changelog Version .01 Map Release Version .02 Small texture map fixes Fixed AI markers GPGNet Map Vault compliance[/qoute] Another great \"lava\" map from PainAngel. Good quality for our current map editor. Looks promising and it is very fun, and it comes with an exe! Isn\'t that nice? -WindowsVistaGeek19

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1293 downloads

Uploaded:04-21-2007

Jungle Assault

jungle_assault_v1.zip | 1.02 MB

whether it would be much fun though. Download and see ;) - Ash

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1121 downloads

Uploaded:04-15-2007

The Pass

the_pass.zip | 2.23 MB

Deposit to each starting point. The map is a 5x5 km map, which is quite small really, which is why a 20x20 version has also been included. As i didn't originally own Total Annihilation, i wont be able to give you any ideas as to its cannonity to the original. Therefore, I'll let you guys rate it. - BCDS

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1872 downloads

Uploaded:04-11-2007

A Hike Through The Woods

a_hike_through_the_woods.zip | 1.33 MB

really fun. You'll end up having to fight for control of the two passages across the map, which makes them choke points. This is where some really good battles will take place. This is my first map, and the textures get all messed up when you switch graphics quality so try not to complain about that. Other then that, have fun, and any constructive criticism is welcome as well as some suggestions on improving it. I will post some battle pic's when I have time to play it again. This took me about a half hour to do with Hazardx's unofficial map editor, so everyone download a copy and try it out! It's pretty easy to use (though I am bad with the textures) so you can make some pretty cool maps with it. Be more active in the community so it will grow! Other then that, have fun with my map, and look forward to the next version (if you liked it :) To install, place folder in your Supreme Commander Maps directory (default should be c:Program FilesTHQGas Powered GamesSupreme CommanderMaps or something along the line) - WindowsVistaGeek19

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1313 downloads

Uploaded:04-04-2007

3v2 Map

3v1_map_cgnp0rr8jvi8.zip | 389.28 KB

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2860 downloads

Uploaded:04-04-2007

Battle Beach

battle_beach1.1.zip | 315.19 KB

island. This map also offers many chances for naval battles.

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2303 downloads

Uploaded:04-04-2007

The Thousand Islands

the_thousand_islands11755747631.0supcomsource.zip | 2.33 MB

mi (80 km) downstream from Kingston, Ontario. The Canadian islands are in the province of Ontario. The U.S. islands are in the State of New York. The islands, which number 1,865 in all, range in size from over 100 km² to smaller islands occupied by a single residence, to even smaller uninhabited outcroppings of rocks that are home to migratory waterfowl. The number of islands was determined using the criteria that any island must be above water level for 365 days per year and support at least one tree or shrub. To commanders that work at this area, be advised that the pathways between islands are too small for battleships to move through. using air transports and making forward Ops at the smaller islands will make it ordeal to deal with your opponent.

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1486 downloads

Uploaded:04-02-2007

SCMP MVCX

scmp_mvcx.zip | 25.72 MB

for naval units. Have test played this several times and seems to work well. If playing against AI, build quickly, as the AI seems to play this map well, especially on supreme level. To install: as usual, unzip file and place map folder with all its contents into your Supreme Commander map directory. To remove, just delete this map folder from the map directory.

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1025 downloads

Uploaded:03-21-2007

Shore 2 Shore

1041.3shore_to_shore_2supcomsource.rar | 618.33 KB

Annihilation itself) but I'm sure this is fairly accurate. - Ash

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1871 downloads

Uploaded:02-27-2007

Blasted Pass

311.0blasted_passsupcomsource.zip | 845.57 KB

built for 1 vs 1 play with resources spread throughout the center of the map. 2.)Installation: Download .zip file and unzip it to your Supreme Commander Maps directory. 3.)Uninstallation: Delete folder scmp_DI_004 from your Supreme Commander maps directory. 4.)Notes: 1vs1 map with an abundance of choke points. (Turtle players rejoice). If I\'ve learned anything however, all those choke points wont help you against truly skilled players. T2 artillery cannot shoot over the mountains in this map, just too damn high. In terms of borders, the map is as large as Isis. Map made from scratch by DI_Cael of www.deathincarnate.com Made using Hazardx\'s mapping program. (thanks Hazard. you rock)[/quote]

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829 downloads

Uploaded:04-16-2011

BIG B terraform mod

big_b_terraformer.zip | 7.29 MB

engineer or acu to go onto their t3 menue and there is a list of terraforming things if you go right to the end of the menue(its not hard).

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953 downloads

Uploaded:12-05-2010

SupremeCommander2: Scale Mod and FA Economy

14scale_mod_fa_economy_0.92.zip | 14.46 MB

predecessor- Forged Alliance. By scaling down most units and tweaking others, the overall look becomes much more impressive and realistic. Its not a walk down the street to the enemy\'s base anymore, but a marathon. This mod also brings back the drain-system of economy that Forged Alliance had to make the game much more strategic and fun. Features;- - Rate-based economy system, i.e FA/Supcom1/TA system - Scaled down units, projectiles and most effects, - Debug features, - Z key for console, - Ctrl+N rename dialogue, - X key for economy overlay,

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357 downloads

Uploaded:09-25-2010

first try to make a mod (1.1)

60meinmod.zip | 10.92 MB

Download

1399 downloads

Uploaded:01-24-2010

Barren Lake

barrenlake_slifox.zip | 3.69 MB

versions (newest beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.3ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Windows 7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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435 downloads

Uploaded:01-11-2010

Crater

crater.rar | 182.12 KB

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551 downloads

Uploaded:12-28-2009

Big O's new ASF's V4.2 (Vanilla)

bigo_asfv4_2_drv6dc2on1hn.zip | 34.34 KB

ADD SERAPHIM ASF There is no seraphim in vanilla!!! To Install simply place the "BigO_NewASF" folder in the Mods folder of your sup com game. The folder structure should look a little something like this: C:Program FilesTHQGas Powered GamesSupreme Commandermods Enjoy! All the credit goes For Big O (Keep up the good work!)

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553 downloads

Uploaded:10-04-2009

Ultracrete

ultracrete.zip | 2.57 MB

Download

513 downloads

Uploaded:08-07-2009

Forts

forts.zip | 1.22 MB

Download

261 downloads

Uploaded:06-22-2009

F v1

f_v1.zip | 231.96 KB

Download

245 downloads

Uploaded:06-13-2009

Thick Stripe

thick_stripe.zip | 237.04 KB

of map. YOU MUST TURN THE WORLD BORDER OFF TO PLAY IN FA!

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225 downloads

Uploaded:06-12-2009

Mini Stripe.zip

mini_stripe.zip | 102.15 KB

places. there is tons of mass in the middle and there are 4 hydros. It is in beta because it crashes the game at the loading screen. if anyone can find the solution please post it an the gaspowered games forums. proper credit will be given.

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920 downloads

Uploaded:06-12-2009

Six Leaf Clover3

six_leaf_clover3.zip | 871.82 KB

differently, to stop turtling. It is a 10x10km map, which looks almost the same as Four Leaf Clover.

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495 downloads

Uploaded:05-28-2009

Lost Island 5

darkhanlost_island_5.zip | 4.87 MB

26-05-2009.

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2471 downloads

Uploaded:05-26-2009

Lost Island 4

darkhanlost_island_4.rar | 1.55 MB

Download

439 downloads

Uploaded:04-11-2009

Flat Isis

flat_isis.zip | 1.91 MB

are equally shared between air and land combat, due to the lack of water naval combat is not possible here.

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983 downloads

Uploaded:02-11-2009

Hotstats UI Mod

hotstats.zip | 420.08 KB

right? :p well some of the new stats you can get with this mod are: units still alive energy rate mass rate total kills total units built total lost total killed and each type (air land navy building t4 of each stat) You can look at the pictures to see exactly what this does. and the best part is that you can play with it online :p

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238 downloads

Uploaded:01-10-2009

No Crash

nocrash.zip | 2.09 KB

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1088 downloads

Uploaded:08-16-2008

Sacrifice

sacrifice.zip | 1.3 MB

need to fly there. Theres a lot of trees on the land mass u start on. I mad this map useing the frist SupCom and i jsut put the folder in my FA maps folder when i was done and it worked. So this map is for both SupCom's.

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402 downloads

Uploaded:08-13-2008

Final Richies

final_richies.zip | 1.21 MB

to the NE corner with 2 Hydorcarbon plants and the same to the SE corner. There are 4 areas with trees. There are also rocks around the map. On the map there are 6 creators that over the years have build up land mass with some water in them.

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495 downloads

Uploaded:05-28-2008

omicron47.zip

omicron47.zip | 384.04 KB

have been placed on the map for AI play. ***If you play this with Forged Alliance, be sure to have you World Border turned OFF for the map to display correctly.***

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5562 downloads

Uploaded:04-19-2008

Hawksmod FA, v2

hawksmodfav2.rar | 28.33 MB

some totally new units as well. For those who haven't played any of my mods, well...have fun and i hope you like the mod is all i can say

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462 downloads

Uploaded:04-17-2008

Center Richies 2

center_richies_2.zip | 1.09 MB

the center of riches you\'ll have to fight through civilian controled cybran outposts.

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1001 downloads

Uploaded:03-09-2008

Supreme 7.5

supreme_7.5.zip | 8.13 MB

Download

546 downloads

Uploaded:02-27-2008

Supreme 7(v1)

supreme_7v1.zip | 794.44 KB

Download

1119 downloads

Uploaded:11-26-2007

Desert Quarry

scmp_libra3.v0002.zip | 550.8 KB

mass points and a hydrocarbon point on their side of the map, theres 8 further mass points in the centre of the map to fight over. Theres no water so its land and air units all the way! I had a quick game on the map and really enjoyed it. Theres a nice use of ridges of land, meaning you have to funnel your units through choke points. As you can see from the screenies it looks good and I believe this is Libra's first map. If this is anything to go by, lets hope he keeps up the good work! Feel free to comment your thoughts on the map. -Buckfast76

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933 downloads

Uploaded:11-10-2007

Tainted

tainted.v0001.zip | 443.82 KB

and theres a further 10 mass and 5 hydrocarbon points to fight over. This is a great looking map, and i hear theres a hidden picture when you zoom out fully (although I can\'t see it :p) Download and enjoy! -Buckfast76

Download

774 downloads

Uploaded:10-27-2007

Permafrost Pass

permafrost_pass.v0001.zip | 560.99 KB

colder! Each player gets 4 close-by mass points and theres 11 further ones to fight over, 4 on each players side of the map + 3 centralized ones. Theres no hydrocarbon so early game power output requires particular attention. The map consists of a circular mountain chain bordering a frozen river, surrounding a central lowland island. This is definately a map were the case is, you snooze you lose. You'll need to be aggressive and try and gain an early artillary advantage. Visually the map is very good (as you can see, even from the poor max settings on my humble laptop). Tactically the maps abit limited but overall it will be a welcome addition to any players map list. Download and enjoy! -Buckfast76-

Download

695 downloads

Uploaded:08-16-2007

Volcano Island

volcano_island.v0004.zip | 456.73 KB

split into four equal portions with each area connected to the 2 adjacent ones by a land bridge. These bridges are essential defence points to ensure you stay in control of your quarter of the map. Each player starts on a raised plateau in a corner of the map.This height gives a distinct defensive advantage allowing you to rain hell down on an assaulting army. In your immediate starting location each player gets four mass points and one hydrocarbon point, theres also plenty of other resources dotted around the map that you\'ll need to push forward and win the battle. This is a well thought out map that is good for turtling. The volcano really looks the part and the lava pools really add to the map, it would have been better if the rivers were lava aswell. It would also have been nice if the volcano played a part in the action eg. bridges to it, allowing you fight around its summit. Note: The screenie showing a battle inside the volcano was just me messing about and spawning them to see what it looked like. All in all a nice map and well worth a download! -Buckfast76

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650 downloads

Uploaded:08-14-2007

AI Name T4 Units

ainameunits.zip | 1.7 KB

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968 downloads

Uploaded:07-09-2007

Hundred Acre Wood

100_acre_wood.rar | 979.59 KB

good defencive options but a huge batch of recources in the center of the map to get the fight going outwards. The lay out consists of high mountains and low hills surrounded by forests and a warm glow from setting sun great for FFA games and 2v2. Installation: Place \"100_Acre_Wood\" folder in your Supremecommander\\maps directory. How to play: Select skirmish for AI battles in game and select 100_Acre_Wood map or, log onto GPG net and play with others online. Contact: pete.b.187@hotmail.co.uk

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1301 downloads

Uploaded:06-29-2007

Hawk\'s Mod Pack

hawksmodpack3.rar | 28.77 MB

sec) Weapons:Air to Surface Missilesx4 Depth Chargesx2 Fizz Launchersx2 Mini-Quantum Beam Generator Built By: T3 Air Factory Mini-Monkeylord:(Venom) Health:5250 Cost Energy:45000 Cost Mass:6750 BuildTime:13500(7mins 30sec) Weapons:Pusle Lasersx2 MicroLaser Abilities:Stealth Built By: T3 Land Factory Mini-SoulRipper:(Revolutionary) Health:1500 Cost Energy:63000 Cost Mass:4200 BuildTime:12600(aprox 7 mins) Weapons:Burst Rocketsx2 (4 rockets per salvo) Cerberus Laser Nanite Missile Systemx2 Built By: T3 Air Factory Mini-Scathis:(Rebel) Health:800 Cost Energy:71250 Cost Mass:4750 BuildTime:14250(aprox 8 mins) Weapons: Rapid Fire Artillery Abilites: Immobile while firing Shots stun enemies Nano Bots: Can repair itself Built By: T3 Land Factory Mini-Tempest:(Stormfront) Health:45000 Cost Energy:150000 Cost Mass:18750 BuildTime:22500(approx 12 mins 30 secs) Weapons: Burst Oblivion Cannon(3 shots per salvo) Chrono Torpedosx6 Abilities:Submersible Built By: T3 Naval Factory Mini-Mavor: Health: Cost Energy:840000 Cost Mass:360000 BuildTime:18000(approx 28 mins with engineer 10 mins with SCU) Weapons: Hyper Velocity Flak AA Hyper Velocity Artillery Cannon Abilities: Switch Weapons Air/Ground Built By: T3 engineers and Coms Mini-Fatboy:(FireStorm) Health:2500 Shield:2500 Cost Energy:350000 Cost Mass:24500 BuildTime:10500(approx 12 mins with engineer 5:50 with SCU) Weapons: Hells Fury Napalm Cannonsx4 Side Mounted Riot Gunsx2 Angler Torpedo Abilities: Amphibious Sheild Built By: T3 Engineers and Coms. Mini-Galactic Collosus:(Hercules) Health:8000 CostEnergy:350000 CostMass:30000 BuildTime:12000(approx 13 mins with engineer 7 mins with SCU) Weapons: Pulse Eye Laser Tractor Clawsx2 Abilities: Amphibious BuiltBy: T3 Engineers and Coms Mini-Atlantis: Health:4000 CostEnergy:80000 CostMass:6000 BuildTime:12000(approx 6 mins 40 secs) Weapons: Angler Torpedox4 Hyper Velocity Missile Abilities: Sonar Radar Submersible BuiltBy: T3 Factory **************************Changes in V5.2******************************* -Mini Mavor is now AA only :( **************************Changes in V5.1******************************* -Mini-Tempest doesn\'t work with formations yet(fixed) -Mini-Atlantis doesn\'t work with Formations as of yet.(fixed) **************************Changes in V5********************************* -Added Mini-GC -Added Mini-Atlantis -Added Mini-Fatboy -Resized ML beam, GC beam, and Czar beam to proper sizes -Added new visual effect to the Scathis Shells **************************Changes in V4********************************* -Added Mini Tempest -Added Mini Mavor **************************Changes in V3.5******************************* -Slowed Mini-ML down a bit and fixed the sliding when it turned issue -Gave the Mini-ML health increase 5250--->5500 -Slowed Down ROF of Mini-Czar Fizz from 2--->1 -Increase in health of Mini-SoulsRipper from 1500---->1750 -Increase in Health of Mini-Czar from 1250--->1500 -Reduced Czar Death Crash Damage. **************************Changes in V3.0******************************* -Added Mini-SoulRipper -Added Mini-Scathis -Mini-ML is now transportable **************************Changes in V2********************************* -Mini-ML tweaked a bit -Added Mini-Czar **************************Changes in V1********************************* -Mini-MonkeyLord!! **************************Known Issues********************************** -Mini-Mavor cannon barrel doesn\'t telescope like it should -Force Firing the Mavor will cause it to shoot straight up and destroy your own base Hawks Unit Addon Mod This mod adds 7 new unit(s) to the game, some more are on the way. ********************************V2.1************************************ -Rapier now has icon -Bismark now has icon and new projectile -Beam weapons aiming too far in front of targets issue fixed ********************************V2************************************** -Aeon tech 3 PD: Judgement Weapon: Heavy Beam Cannon -Aeon Hover Cruiser Genesis Class Weapons: Rapid burst Oblivion Cannonsx2 Rapid fire AA Pulse Cannon Can Hover and has personal shield -UEF Laser Assualt Bot: Rapier Weapon: Rapid fire assualt lasers Personal Shield -UEF Super Battleship Bismark Class Weapons: Heavy Long Range cannonsx3 Dual Barreled Laser PD/AAx4 Phalanx TMDx2 Has a personal Shield ******************************V1************************************* -Adds Cybran Heavy Destroyer: Reaper Class Weapons: Dual Barreled Beam Cannon Quad Barreled AA/PD Cannon Nanite Torpedosx2 Can Be built on land as well -Adds Cybran Heavy Battleship: SeaDragon Class Weapons: Front Mounted Heavy Beam Cannon Back Mounted Proton Cannon Quad Barreled PD lasersx2 Zapper Anti-Air Gunx2 Nanite Torpedosx2 -Addes UEF T2 Chaingun Defense: Saw Weapon: Chaingun Built at Tech 2 Abilities: Switch targets(air/ground) **************************Installation:******************************** Just extract the HawksMod.scd to you supremecommander\\gamedata folder then enable the mod(s) in the mod manager be sure to delete any old versions of my mod. **************************Credits*************************************** Lt_hawkeye - modder/mod creator Exavier_Macbeth - Modder: for letting me use his old Wildfire Weapons and his HVMs and for teaching me a lot of stuff. (check out his mod at http://forums.gaspowered.com/viewtopic.php?t=3164 ) Thanks to MordainThade for most of the unit names Thanks to PUREVENOM for the name of the GC Thanks to RAZORLIGHT for the ML name and for Bismark name Thanks to budurahm for the Reaper\'s Name Thanks to Ultimentra for the Genesis idea and name, and for the Rapier name

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966 downloads

Uploaded:06-26-2007

Voices Are Over

voicesareover.zip | 7.01 KB

enemy buildings/ commanders, your resources are low etc etc etc all the voices are listed below in the readme. I've found it means you don't have to constantly scroll in and out to keep an eye on all your units, and the pretty ladies voice takes the harsh edge off war!! Definately a beneficial addition to anyones game. Note: As its not currently a UI only mod, if you want to use it in multiplayer-every player will need to have it. But if your playing a solo skirmish, you'll be fine. -Buckfast76 PS : no moaning about no screenies- they really don't do justice to a sound only mod :rolleyes:

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1055 downloads

Uploaded:06-24-2007

Tucon

tropicalcrusade.zip | 6.06 KB

naval combat, this map is fun with teams or one on one. Note: this map is 20 x 20 kilometers. This map is based roughly on Two Continents from Total Annihilation, though there was no reference used in the making. -WindowsVistaGeek19

Download

907 downloads

Uploaded:05-29-2007

Strike Fighters

strike_fighters_alpha1180366451supcomsource.rar | 4.32 MB

[/quote] A useful mod, but it does make gunships a bit useless now. It\'s still a great mod though. -WindowsVistaGeek19

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2446 downloads

Uploaded:05-17-2007

Pegasus Laser Cannon

pegasus_laser_cannon.rar | 3.09 MB

that i would like to see mods for other races apart from the UEF. 9/10 - BCDS

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549 downloads

Uploaded:04-29-2007

The Beltway

the_beltway_stv1xorbvvhy.zip | 830.93 KB

Players Multiplayer map designed for free for all or 2v2 teams. Map Update Changelog Version .01 First Release Version .02 Balanced mass points Added props to spawn points [/quote] This map is another fun installment from PainAngel for you guyz to enjoy! Have fun, and it\'s an exe, so no install instructions! :) -WindowsVistaGeek19

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1543 downloads

Uploaded:04-29-2007

Desert Fox

desert_fox_usmkdqxg6qa4.zip | 503.22 KB

10x10 Multiplayer suggested 1v1 Thanks to: Hazardx for his latest editor build, much more stable gj. All the people downloading and playing my maps and giving feedback to improve them. RTSC, GameReplays, and SupComSource for hosting the downloads[/quote] Well, everything above mostly says it all. This is another great map by PainAngel. Now with a desert theme, this map makes for great gameplay. No installation instructions required because it\'s an exe. -WindowsVistaGeek19

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877 downloads

Uploaded:04-29-2007

Helena\'s Embrace

helena_s_embrace_23t8kgsfhzai.zip | 863.32 KB

area. Securing it for your faction is crucial. Map Size 10x10, Multyplayer suggested for 2v2 or FFA. Special thanks to Aralez who asked if he could get that in \"cornflower\" blue. [/quote] I have personally tested this map and it is really fun, plus the author integrated his map into the game\'s storyline with a nice little introduction. Additionally, the file comes as an exe for an easy install. Follow exe for installation instructions. Have fun! -WindowsVistaGeek19

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1114 downloads

Uploaded:04-17-2007

Four Steps to Glory

scmapfoursteps_vdirey10ky4f.zip | 1.21 MB

in a Fatal Four Way. :) - Ash

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1204 downloads

Uploaded:04-04-2007

CPIA Road to Hell

cpia_rth_vjoqtale1uxm.zip | 329.62 KB

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1057 downloads

Uploaded:04-04-2007

Arty of War

arty_of_war_metal_mod_eh4aa2873juq.zip | 30.13 KB

there were major camera issues, so their tiny now and create minimal camera problems, so it should be fine. oh, and its colorful.

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2658 downloads

Uploaded:04-02-2007

SupCom CP

supcomcp_55jxctdfssn7.zip | 4.2 MB

with your friends via ZIP. SupComCP is still Beta and can contain errors or simply crash. Please tell us such a behaviour and write to supcomcp@supcomdev.net Changelog 0.8.0 (22th March 2007) Launchpad: New ability to save command line as a shortcut Launchpad: Fixed a bug where the Launchpad could not start SupCom Launchpad: Replays, Savegames and Maps are not more starting directly SupCom, they are now using Launchpad Replays: Ability to define additionally folder where Replays are stored. This is in case you change the default location in GPGnet Screenshots: Ability to launch Screenshots in external application like ACDSee Online: Notify of new update is now working as it should. Current 0.7.5 Installation are NOT showing new updates! New Menue containing SupComCP Items Some UI and Icon Tweaks Changelog 0.7.5 (05th March 2007) New Feature: AI Personalizer. Rename AI\'s to customize your needs. For example, name your AI like your best friend. Replays: Supporting now the Build 52 and higher (53, 3189, 3217, 3220, ...) Replays/Savegames: Working also with space in directorynames Filedetails: Sizes are now shown in KB/MB/GB instead bytes Importer: Supporting import of SCD (Mods) without ZIP/RAR Mods: Filedetails not more uppercase Launchpad: Now saving the last 20 command line for reuse UI: Bigger Icons for Toolbars, location changed to top (they were left) Folder for screenshots, savegames and replays are now created by SupComCP + Smaller fixes Changelog 0.7.0 (1st March 2007) New Tweaker Addition: Disable THQ/GPG/nVidia Logos and Intro Blueprints: Numerics are now treated as such; affects sorting Blueprints: Compare now works with selected Blueprints Blueprints: Improved Caching, added refresh button GUI: Added Tooltips for every icon GUI: Fixed a rare crash by exiting SupComCP Launchpad. New Feature. Build a command line for SupCom Launchpad: SupCom, supporting different command line switches: novalidate, nosound, fullscreen, windowed, dualhead, perftest Launchpad: GPGnet, enables you to start GPGnet in a different language Statistics: New Feature. How many space are my SupCom Savegames consuming? How many... Statistics: Supporting Maps, Mods, Replays, Screenshots, Savegames, Size of whole Profile and SupCom Installation SupComCP offers you also: Tweaker Mission Unlocker - Unlock all Missions Language Switcher - Change your SupCom language to another, for example switch DE version to US (international versions only) Unitdatabase - Compare, filter, search, categories all Units in an advanced tableview, export the view Convert .BMP-Screenshots to .JPEG (single file or all) Restore damaged fileextension (for example after Demo) Let Windows show hidden folders (\'Local Settings\') Textfiles like Game.prefs can be edited directly Delete the whole profile Delete the SupCom Cache Enable/disable debug facilities Configure also your Windows Firewall, start UPnP Filebrowser Import Mods, Replays, Maps and Savegames directly from ZIP- and RAR-Archives Import possible via filedialog and also Drag\'n\'Drop - Just move an archive to SupComCP and Mods, Replays, Maps und Savegames will be detected and copied to the correct folders automatically. Optional SupComCP deletes the source Archive for you. With the Tray it is also possible to minimize SupComCP. Manage Mods, Replays, Maps und Savegames (rename, delete) Share files with your friends via ZIP-Export You are able to browse through SupCom\'s datafiles (.SCD), view inside LUA Scripts, Blueprints and Bitmaps (.PNG/.DDS/.BMP/etc). View inside Mods (\'mod_info.lua\'), Savegames, Replays (game details) and Maps incl. details and a picture (where available) See the Version of Replays and Savegames and delete old ones Launch SupCom to view Replays, Maps and Savegames Open all gamedata-folders also in Windows Explorer Start SupComCP and GPGnet with a commandline (like /nosound) Start SupComMark (perftest) For the next version we plan to integrate: MoviePlayer - View all Movies from the game SupComCP Multilanguage (EN, DE, FR, ?)

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1997 downloads

Uploaded:03-23-2007

Ship Wreckage

129_tf_shipwreckage.zip | 9.78 KB

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382 downloads

Uploaded:03-23-2007

Beta Mobile AA Shield

640.4_betamobile_aashield_no_suicidingsupcomsource.zip | 18.14 KB

now hang back with the rest of your army instead of charging forward to certain death.[/quote]- Ash

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506 downloads

Uploaded:03-21-2007

Closed Fist

341closed_fistsupcomsource.zip | 823.16 KB

is). - Ash

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1181 downloads

Uploaded:03-21-2007

Deep Valley

301.0deep_valleysupcomsource.zip | 2.46 MB

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1229 downloads

Uploaded:03-21-2007

Finns Revenge (X3)

finns_revenge.zip | 3.43 MB

bigger) version. - Ash

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702 downloads

Uploaded:03-21-2007

Deepwater Pass

deepwater_pass11730677911supcomsource.zip | 2.42 MB

good (or bad) this may be. - Ash

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365 downloads

Uploaded:03-21-2007

Vale of Isis

isisvale.zip | 3.23 KB

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124 downloads

Uploaded:05-06-2011

Mass Fab Fix for (No Campaign Restrictions FA)

massfabcampaignfix.zip | 2.45 MB

from -3500 / sec to -1000 / sec. This has not been extensively tested and I have not yet gotten to Hex5, so please excuse me if this doesn\'t work. I am not a modder by any means, only someone trying to make a quick fix.

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559 downloads

Uploaded:08-30-2010

storage mod

the_storage_mod.zip | 2.55 MB

mod that makes T1 pgens store 80 energy, T2 pgens store 2000 energy and T3 pgens store 122k energy. If this mod gets lots of downloads or there are comments that say i should I will. to use it just extract it to. C:Documents and Settings(YOUR USERNAME)My DocumentsMy GamesGas Powered GamesSupreme Commander Forged Alliancemods

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498 downloads

Uploaded:05-24-2010

King's Map 2.2

kings_map_2.2.zip | 3.54 MB

my tests, I can safely say that the AI WILL nuke you! Even with Normal AI. So if you're like me and play on Supreme, build anti nukes lol. Don't bother trying to fly up the side of the mountain unless you fly up the ramps cause it will take way to long. Also, if you fly off the sides your ships will stay up very high which is also out of reach from ground units until they fly back down, I think SAM's can reach though. Let me know if it's good and maybe I'll upload more. I know I will make more at least.

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1547 downloads

Uploaded:04-12-2010

BrewLAN

brewlan_029b.7z | 9 MB

SVN. Some of the things in the screen shots might not have made it into this release.

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1509 downloads

Uploaded:01-21-2010

Mars-Mining Sector Alpha

marsmsa_slifox.zip | 4.05 MB

Commander Forged Alliance with the 1.5.3599 patch and has not been tested with earlier versions, later versions (newest beta patch) or the original Supreme Commander. HazardX MarkerEditor (v.921) and ScenarioEditor (v.471) was used to finalize the map. 1)Stick it in your '...THQGas Powered GamesSupreme Commandermaps' folder. 2)Grab some friends 3)Play and have fun! Any problems, send me a message at ModdDb.com 1) Make sure to have the patch for Supreme Commander Forged Alliance (1.5.3599) 2) HazardX MarkerEditor had to have this in order to load maps, I don't know if it affects SupComFA: C:Documents and Settings...YourAccount...My DocumentsMy GamesGas Powered GamesSupreme Commander Forged AllianceMaps 3) The following are my system specs and it runs just fine: eVGA 780i Intel Q9650@3.6ghz 4gb RAM Nvidia 8800GTX (Dual Monitor 22"ws & 20"ss) Windows7 64-bit Permission is granted to post this map to another site only if the ReadMe and this entire description is included in the post. Contact Info: http://www.moddb.com/members/sli-fox

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834 downloads

Uploaded:01-21-2010

WinterPlanet FA

winterplanetfafinal.zip | 1.72 MB

enemy. Small battles raged but the big ones still have yet to come.

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992 downloads

Uploaded:12-31-2009

Experimental Wars 1.95

experimental_wars.zip | 32.63 MB

Wars, you must rediscover the game and forget the fine details of the original game. In the 1.92 you discovery the naval bases and the news 3 engeneer ( air / land / sea ) and the new naval ressources system. But in the 1.95 you will discovery the Heroes Commanders, those one can come in the game in the tech 1. Have good game :) If you want more informations come in the mod's topic :)

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420 downloads

Uploaded:09-09-2009

4th-D Phased Aeon Units Beta

4thd_phased_aeon_units_beta_0.1_9_sept_2009.zip | 144.85 KB

advantage to this is that a unit so enhanced can avoid a percentage direct fire weapons by allowing them to pass thru it harmlessly! While protected from direct fire projectiles, a Phased unit is still very vulnerable from laser weapons, damage over time weapons, and projectile with significant splash damage. T1 Units: 33% phasing, 33 energy cost T2 Units: 50% phasing, 50 energy cost T3 Units: 75% phasing, 75 energy cost Installation Install it the same way your other 4th Dimension files are installed. Notes This is a Beta mod it isn't an offical 4th-D release yet and Optimus has nothing to do with it directly. (He has given consent for me to release a Beta though) As such, please do NOT post about this mod within the regular 4th-D thread. All bugs and balance issues should be posted here. Resin

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345 downloads

Uploaded:08-22-2009

Supreme Commander Wallpaper

sc_01.jpg | 376.56 KB

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2551 downloads

Uploaded:08-13-2009

SFCA_Nuke_Mod 1.4

scfa_nuke_mod_1.4.rar | 31.36 KB

Address: http://www.youtube.com/watch?v=K8AD0ZHZDCw&fmt=18 All nukes including the Submarine ones, and the experimental ones, have been modded and balanced in a way that it both fulfills your satisfaction after the holocaust of a devastating nuke, but it also keeps the game balanced. If you like it you can subscribe to my youtube channel. Cheers ;)

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550 downloads

Uploaded:07-12-2009

Pillar weapon modification

pillar.rar | 652.24 KB

http://forums.gaspowered.com/viewtopic.php?t=38041 Resin_Smoker

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192 downloads

Uploaded:07-11-2009

Battle for Omnecron

battle_for_omnecron.zip | 217.44 KB

weapons.

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473 downloads

Uploaded:06-12-2009

Six Leaf Clover2

six_leaf_clover2.zip | 873.04 KB

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499 downloads

Uploaded:06-12-2009

Six Leaf Clover

six_leaf_clover.zip | 870.43 KB

in Forged Aliance, until I released it else where.

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642 downloads

Uploaded:06-05-2009

Uneven Odds (beta 1.5)

uneven_odds_beta_v1.5.zip | 1.1 MB

resulted in heavy losses for both sides, and was a pivitol moment in the war. This is a map made to challenge even the best of players by pitting 2 against 6. This map is best played with naval and land units, as using both together effectivly will mean a sure defeat for your oponent. But beware of missiles...

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396 downloads

Uploaded:06-02-2009

Lost Island 8

darkhanlost_island_8.zip | 4.64 MB

isle, conquer the map. Made by Darkhan. 01-06-2009.

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634 downloads

Uploaded:06-02-2009

AutoGive (with unit/res donation)

autogive.zip | 9.32 KB

that provides two different functions. The primary function is that it detects when a game is started with the Assassination victory condition and automatically begins monitoring the commander's health. As your commander loses health, you will be notified. Then, upon death, all assets are automatically transferred to the first surviving ally. You can also assign AutoGive to the ally of your choice (details below). The secondary function is that it allows you to easily give resources or units to an ally at any point during the game. AutoGive was inspired by One Key Unit Donation (OKD) by Jiver and LazyShare by SvartfaR. Each of these mods provide the ability to give resources/units to allies during the game. I used what I considered to be the best features from each one during the development of this mod, with permission, of course. Also, since I used the ally-to-key mapping method from OKD, I worked with SvartfaR to include compatibility with LazyShare, for those that prefer his way of mapping allies to keys. [u]Compatibility[/u] [b]* One Key Unit Donation: INCOMPATIBLE[/b] The unit and resource donation functionality provided by this mod is very similar to what is provided by One Key Unit Donation. Running both would be redundant, so One Key Unit Donation is considered incompatible. [b]* LazyShare: COMPATIBLE[/b] The way that allies are identified by LazyShare is unique in that players are assigned an identifier that is indicated on the scoreboard. Since some users may prefer this over the static user assignments that this script uses, this mod has been made compatible with LazyShare. At the time of release, AutoGive is not known to be incompatible with any other major UI-mod. [u]Installation[/u] If you got it from the Vault, it's already installed, so you just need to enable it via the Mod Manager. Otherwise, you need to place the AutoGive folder in your mods directory, and then enable it via the Mod Manager. Once enabled, start a game or replay and bring up the Key Bindings menu (normally by pressing F1). You will be asked if you would like to set the AutoGive default keys. Choose "Yes". You'll find the defaults listed below. You may reassign them if you'd prefer something else. [u]Usage (without LazyShare)[/u] If LazyShare is not installed, the following default keys are assigned: [b][Shift-Fx] donates 50% of stored mass to ally x [Ctrl-Fx] donates 50% of stored energy to ally x [Ctrl+Shift-Fx] donates selected units to ally x [Ctrl+Alt-Fx] establishes AutoGive to ally x[/b] So, what is x? x is a number from 1-6 that is used to identify which ally you are choosing. The ally numbers are determined from the order that your allies are listed on the Diplomacy Menu (normally accessed by pressing F4 in game). So, for example, if you want to give 50% of your stored mass to the 2nd ally listed on the Diplomacy Menu, you would press [Shift-F2], or, if you want to give all of your assets to the 3rd person listed on the Diplomacy Menu when your commander dies, you would press [Ctrl+Alt+F3]. [u]Usage (with LazyShare)[/u] If LazyShare is installed, the following default keys are assigned: [b][Ctrl+Alt-Numpad1] establishes AutoGive to ally 1 [Ctrl+Alt-Numpad2] establishes AutoGive to ally 2 [Ctrl+Alt-Numpad3] establishes AutoGive to ally 3[/b] If LazyShare is installed, the key assignments for donating resources and units are controlled by LazyShare. This mod simply adds the AutoGive functionality. If you are using LazyShare version 1, this script will always AutoGive to ally #1, as assigned by LazyShare. However, if you use the latest version of LazyShare, you may choose which ally you would like to AutoGive to using the key assignments above. These key assignments correspond to the ally IDs assigned by LazyShare. [u]AutoGive Notes[/u] If you're playing an assassination game, AutoGive is automatically enabled, and you will see a message at the beginning of the game indicating this. As such, if your commander dies, all of your units/resources will be donated to the the first non-dead ally on the list automatically. However, if you would like to AutoGive to a specific ally, you may press the corresponding key assignment any time before you die to reassign AutoGive. Once AutoGive has been manually reassigned, the key assignment becomes a toggle, so pressing it a second time will disable AutoGive. It should also be noted that if your chosen ally is already dead, AutoGive will automatically revert to using the first non-dead ally in the list. AutoGive can not be used in non-Assassination games. [u]Miscellaneous[/u] This mod remaps some of the user debug keys in order to make room for it's standard default keymapping. If you use the debug features in FA, take a look at hookluakeymapdefaultKeyMap.lua to identify the changes. This is a UI only mod, which means that you may use it in multiplayer games regardless of whether anyone else has the mod or not. Bug reports welcome. [b]Also available from the Vault. Search for AutoGive.[/b] Enjoy! falcontx

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455 downloads

Uploaded:05-28-2009

Lost Island 6

darkhanlost_island_6.zip | 4.73 MB

Made by Darkhan. 27-05-2009.

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455 downloads

Uploaded:05-28-2009

Lost Island 7

darkhanlost_island_7.zip | 4.28 MB

28-05-2009.

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2439 downloads

Uploaded:05-27-2009

Global Icon Support

blackopsiconsupportv10.zip | 19.07 KB

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638 downloads

Uploaded:05-09-2009

Chain of Command

chain_of_command.zip | 498.05 KB

Assassination game mode (only when it is active in mod manager, otherwise assassination mode is unchanged) victory conditions so that all Commanders and Support Commanders must be destroyed. I felt this was more fitting to the style of the game, as when a Support Commander is warped in it is another human being on the battlefield. The change basically turns the Assassination game mode into a 'Destroy all Humans' type of mode, where once the Support Commanders and Commander are destroyed the game ends. I have tested multiple times and it is fully functional. On a side note, if while you are playing you check game info via the button on the top of your window, under victory conditions it will/should say 'Assassination (Chain of Command Mod Active)' and the description should also be changed to include support commanders, if they have not been changed under this window, it is likely that the mod isn't functioning for some reason. That is all, I hope some of you enjoy this new game mode, I personally like it, Assassination has always been my favorite and this is a way of giving yourself extra lives I guess. Have Fun!

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2810 downloads

Uploaded:01-06-2009

Experimentals Wars

experimentalswars189beta.zip | 62.13 MB

friends.

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521 downloads

Uploaded:12-09-2008

Commanders Revenge

commanders_revenges_fa_uef_cybran_aeon_seraphim_v40.zip | 9.48 MB

better (thou the author said he is going to change it back in the next version) and now the AI will use upgrades (thou I think its with sorians AI only, dont quote me on that :p ) - Eluvatar

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573 downloads

Uploaded:08-26-2008

Custom Faction Support mod

customfactionsupport.rar | 27.8 KB

words for all you other players just look away and play and wait for someone to use this mod to make a new race. - Eluvatar

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1276 downloads

Uploaded:08-19-2008

Sorian AI

sorian_ai_pack_1.6.3.zip | 203.9 KB

you pc) now note that because the ai is smarter it is also better and stronger so the game will be harder. but that is not the main feature of this mod. the main feature is support by mods if you use this ai with a mod that says it supports "Sorian AI" then that means that if you use his AI they will build the new units and building like they should (note this also makes the game harder :p ) another cool feature is that you can tell your AI allies where to attack and respond to map pings. they also support chat so if you say "target bob" and you are playing with a player named bob then your allie will start to attack him. you can read more about it in the read me. but come on lets start playing already. - Eluvatar

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153 downloads

Uploaded:07-24-2008

Gilbot-X's ModPack with Resource Networks

gilbotscoremod.zip | 285.34 KB

range but lower bonus the longer it is. the all purpose slider control factory toggle ect... (their is a long list look at the home page^^)

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785 downloads

Uploaded:06-11-2008

Fixed unit restrictions

added_restrictions_v2.rar | 1.7 KB

every one cause they don't build nuke defense cause nukes are disabled, And as an added bonus the strategic nuke defense is disabled so if you forget that you are playing a no nuke game you don't waste time building it even you don't need it ( and yes I have done that once). done with the fun part now down to the official stuff with no nukes enabled you can't build: [list] [*]T3 nukes [*]T3 nuke defense [*]T4 seraphim nuke [/list] with no game enders enabled stuff to be disabled you can't build: [list] [*]T3 nukes [*]T3 nuke defense [*]T4 seraphim nuke [*]T3 artys [*]T4 mavor [*]T4 Scathis [/list]

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388 downloads

Uploaded:04-08-2008

Lordmaniac\'sModVer2.5

lordmaniacsmodver2.5.zip | 6.22 KB

If you assist your factories with your commamnders units will be built in 1 to 5 secounds. Battleships take 5 to 10 secounds. Tech 4 uints take 17 seconds to 8 mins to build. Read the readme to see extact build times. Hope you enjoy.

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478 downloads

Uploaded:04-03-2008

Lordmaniac\'sModVer3

lordmanniacsmodver3.zip | 120.9 KB

build rates have gone back to normal. Be sure to read the bugs section of the readme.

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400 downloads

Uploaded:03-29-2008

CenterRichies

centerrichies.zip | 1.65 MB

income they\'ll need to fight for the ceneter of the map where its filled with mass extracters and hydrocarbon plants. Also there are big rectangular plateaus surounding the center to build outposts to defened your base and cover your mass.

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602 downloads

Uploaded:03-29-2008

Dark Destiny

drak_destiny.zip | 2.32 MB

extracters the small isalnds to the north, south, east, and to the west. The large island in the center is rich with mass and some hydrocarbon plants. Suround yourself with navel froces and use the navy to take the cenetr island. You can build on some of the small islands(maybe some artillary). Are you destined to have that rich island or die for it.

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1442 downloads

Uploaded:02-16-2008

Supreme 7

80supreme_7.zip | 742.16 KB

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1107 downloads

Uploaded:01-30-2008

Totalveterancy

totalveterancy.zip | 49.64 KB

level your units are at rather than guessing. the style for going up is different you have to get 4x the amount of health killed than your unit (is that right ;)) or 4x damage taken. so your unit has 100 HP and if he takes 400 damage he goes up a level. now I know that sounds... odd but because the unit regens it all works out. or if he gives 400 HP damage he goes up a level. another cool feature is shields gens increase veterancy as they take damage as well their are also more changes read the readme. thanks for making Eni cant wait for the next one - eluvatar

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1424 downloads

Uploaded:12-09-2007

FA Airstaging Firebase Update

fa_airstagingbases_update.zip | 1006.65 KB

expansion pack, Forged Alliance. However, the structures still only apply to the original 3 factions from the first game. Overall, there isn\'t much that\'s exciting about this update. I would have enjoyed an update with a Seraphim firebase as well. However, it is pretty fun to play with one of my more favorite mods in the expansion pack. Still, everytime I turn the game on, I long for the Seraphim Airstaging Firebase. So everyone must now get down on their knees and beg for him to release another update. While not included in the readme, I think installation is obvious. Just dump the .scd file into the old gamedate folder and viola! You\'re done! So, in the end, if you want to play with the mod in Forged Alliance, feel free to download and enjoy to your hearts content. Hopefully, Resinsmoker will release an update with a Seraphim base and we\'ll all live happily even after. It\'s still a great mod, regardless. -WindowsVistaGeek19

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1110 downloads

Uploaded:10-08-2007

Carpet Bombing

carpetbombing.zip | 1.3 KB

Powered Games\SupremeCommander\Mods" - Activate the mod in the mod manager when creating a game. - This is a Sim-Side mod. All players must have this mod in order to play together. --------------------------------------- v0.90 - First release, after some self-testing and tweaking - Certain Bombers will now continuously drop bombs straight down if they are moving over an enemy target. - Units affected: T2 UEF Bomber (Janus) T1 Cybran Bomber (Zeus) T1 Aeon Bomber (Shimmer) (I've left the T1 UEF Bomber alone since they have the Janus.) - The best way to use this is to get a bunch of bombers and use MOVE or Formation-MOVE to make them fly over some enemy targets - Another interesting use is to ASSIST a point on the ground, or another unit. For extra fun, get 50 or so Shimmers and ASSIST a CZAR! - Attackinging a target will cause the bombers to ignore everything else and only bomb the selected target. PATROL has similar behavior. - Specific changes: --> Janus' bombs do double damage, but instead of dropping 8, it now drops 2. I had to drastically reduce the number of bombs dropped across the board as 100 or so bombers carpet bombing a base pretty much killed my FPS :) --> Shimmer has twice the rate of fire, since they only drop one bomb. They also have some homing ability. --> Zeus now drops 3 bombs instead of 6. Rate of fire increased by 1.5 times. Damage per bomb doubled, so that single-target damage I'snt reduced too much. A Small Video for you to enjoy about the mod:

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505 downloads

Uploaded:10-08-2007

Factories Buildable By Engineers

factories_buildable_by_engineers.zip | 2.29 KB

factories into actually T2 factories and T3 factories into actually T3 factories - originally they are seen as T1 and T2 buildings. They programmed it that way so that they show up on the same build menu as the units built at the factory. I had to work around that and make the factories represent their tech level so they were built correctly by engineers, but this also made the upgraded versions of the factories on a higher tier, where the only thing to be built there is them. When you first select your factory, it will have you on the tech level above the factory that you are at and you can only build the upgrade there (example : T1 factory goes to T2 build menu), so to build normal units you have to select Tier one every time. Sorry about this, there was no other workaround I could do.

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929 downloads

Uploaded:09-17-2007

Airstaging Firebase

airstaging192.rar | 998.53 KB

:) -WindowsVistaGeek19

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1770 downloads

Uploaded:08-27-2007

Firebase

firebase1.87.rar | 182.09 KB

useful mod for your use. With this mod, all airstaging platforms are upgradably to Air Staging Fire-Bases. Basically, when you purchase the airstaging platform for whatever faction, you have the ability to upgrade the structure. The upgrades are available at 6 different stages. As you progress through those stages, the airstaging platforms are surrounded by other buildings and emplacements, as well as gaining AI drones to protect the base. Each time you upgrade this facility, you gain more drones, and additional emplacements, such as AA turrets, point defences, etc... The further you upgrade it, the tech and usefulness of the additions that are added increases. List of stages with additons: Stage 1: Form Fitting Shield (1k), Hit-points (2k), 1 Multi-Role Drone. Stage 2: Sphere Shield (4k), Hit-points (4k), 1 Multi-Role Drone, 1 Anti-Air Drone. Stage 3: Sphere Shield (7k), Hit-points (6k), 1 Multi-Role Drone, 1 Anti-Air Drone, 1 Gunship Drone, 2 Anti-Air Turrets (T2). Stage 4: Sphere Shield (10k), Hit-points (8k), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2). Stage 5: Sphere Shield (15K) Hit-points (10K), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2), Basic Radar, Tactical Missile Defense. Stage 6: Sphere Shield (20K) Hit-points (12K), 3 Multi-Role Drones, 3 Anti-Air Drones, 3 Gunship Drones, 2 Anti-Air Guns (T2), 2 Point Defense Guns (T2), Basic Radar, Tactical Missile Defense, 1 Artillery Gun (T2), 1 Tactical Missile Launcher (With auto-fire enabled). Overall, I find this to a useful mod. It's useful for protecting your aircraft as you refuel at the station, and acts as quite a good firebase, as the name suggests. As I used it, I found myself using it more for as a firebase then an airstaging facility. The weapons and defences that it gives in a small little package are very useful, and upgrading a few of these can provide a decent defence for your base. Unfortunately, the author did not detail how to install, so to use the mod, place the mod in it's own folder named accordingly, inside your Supreme Commander gamedata folder. Overall, I'd give it a positive rating, as it was a very useful mod, and was quite innovative in design. Very well done Resin_Smoker. -------------------------------------------------------------------------------- This is an update to Resin_Smoker's popular Firebase mod. This will bring it up to version 1.55. In the update, the author tweaks a few things, such as cost, and enabled other things, such as adjacency bonuses with Mass Extractors and Power Generators. Additionally, it includes updated swarm drone veterancy data, and a "production toggle" option to stop producing drones as they are killed. One added thing I liked is the addition of a shielded czar with 12 swarm drones. That should make for some interesting gameplay. All in all, it is a very good update to an already great mod. The small tweaks and improvements, in my opinion, make the mod, overall, more enjoyable and useful. The shielded czar was a nice added bonus and should add some appeal to the mod. Things such as the adjacency bonuses being enabled and minor cost tweaks make for, in my opinion, an overall more useful mod. [/quote] This is the second update to Resin_Smoker's mod, Firebase. This version has been dubbed 1.81, although the archive says 1.87 (this is a mis-naming on my behalf.) In this update, the author fixes several bugs and adds more features and revisions to the existing mod. For example, the artillery piece that was auto-spawning at the Cybran Firebase has been removed. Some nice features that were added are that repair bots can now be selected and given commands (you can control them like a regular unit) and point defences are no longer built automatically, but rather put in the queue for the building. The author states that is adds much "flexability and tailoring options" and I have to agree with him there. And one amazing feature that was added is that firebases are now AMPHIBIOUS! Now you can build your defences underwater, and the firebases can build torpedo launchers in order to act as anti-naval forces. In my opinion, this is an amazing update and far outshines the last one. The major seller for me was the amphibious ability, as it added great strategic and defensive value to an already strategic and defensive structure. With this mod, I found myself having loads of fun with friends on naval maps due to the underwater defences. My only complaint here is that one could possible spam said defences, hence eliminating the fun of naval warfare (I.E. Players stop building ships because they'll just be murdered by the opposing players defences) though I haven't seen this occur in any of my games. Just a thought. ;) Overall, this is a great update, and as always, a great mod. Now submit bandwith to this masterpiece so you have something to do until the next update. :p -WindowsVistaGeek19

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673 downloads

Uploaded:07-23-2007

Shield and AA movement adjustment

shield_and_aa_movement_adjustment.zip | 2.12 KB

mods like this that incoporate features that hopefully gpg will take on for future patchs. -Buckfast76

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3152 downloads

Uploaded:06-28-2007

SCA UI MOD FINAL

2.11_finalsca_ui_mod.zip | 628.61 KB

delete it first extract the zip unzip SCA_mod.zip into gamedata or copy UIMOD_SCA-ver21.scd in supremecommander/gamedata uninstall --------- remove UIMOD_SCA-ver21.scd from supremecommander/gamedata content -------- A miniaturised UI for supreme commander including awesome draggable, minimizable and resizable windows. Includes a home made UI manager with the ability to save and load layouts as well as the ability to remap your keys and use shortcuts to build buildings and units. New features coming soon. updates -------- 2.11 final (May 2007) -Several bugfixes and optimisations. 2.1 final (May 2007) -Improved the keymapping system alot The keymapping is now more user friendly and optimised. -Improved the build hotkey system alot: You can now bind several buildings and units to the same key Hitting several time the same hotkey will either cycle through the assigned buildings or build all the units depending on the selected unit Optimised the build hotkeys by making an independant system It does not rely on gpg\'s buildmode anymore -Added the ability to hide any interface window -Minor changes and fixes to the user interface -Included Mereths easy enhance mod (thanks to Mereth!) 2.0. final (April 2007) -Redesigned the mod,access a popup panel with shift-Tab with many options -Added multiple custom and predefined layout saving and loading -Redesigned the move and resize system, you now have access to options for each panel -Added vertical layout for most panels -Added icon resizing -Added key remapping panel, you can now bind your keys -Added Build Hotkeys, you can define and use shortcuts to build buildings and units -Added Radial Orders menus, press ctrl/alt middle mouse button to access -Added mouse wheel scrolling for tech levels while over construction -Added strategic build icons (Thanks to ()((() for the code and III_Demon for the icons) -Multiple changes to the code structure 1.0.final (March 2007) -Added camera option panel -Added III_Demon\'s zoom pop feature -Added language selection: french or english -Added nice layout, layout now adapts to your screen resolution on first launch or on mod reset. -Modified unit view to fit better with the ui -Fixed several internal issues, made the code cleaner -Fixed all known bugs to make a bug free release 2.1.beta (March 2007) -Mod made compatible with mod manager -Update of the ui manager -Added a slider to control max zoom -Added a button to invert the energy bar -Added a checkbox to enable ressource sharing at launch -Score window is now movable -Unit view window is now movable -Fixed various minor bugs 2.b. (Febuary 2007) -Updated for patch 3217 -Added a max zoom slider in the ui manager -Mod works while watching replays -Fixed various bugs 2. (Febuary 2007) -Mod made compatible with the latest patch -Added UI manager which includes: -Ability to save and load layouts -Ability to Drag, minimize, Resize and set the transparency of windows. -Made the minimap resizable, doesn\'t work perfectly yet. 1.2.1. (Febuary 2007) -Fixed the economy bars -Made the options menu draggable -Changed default layout 1.2. (January 2007) -Made the economy bars draggable -Added a Dragger Enable/Disable feature -Made The Construction panel draggable independantly from the minimap 1.1. (January 2007) -Fixed critical bugs 1.0. (January 2007) -First Version Overall, this is one of the best mods ever to be released for the game so far. The innovative UI features allow you to take your User Interface customation to a whole new level. This mod is definitely well worth your download. -WindowsVistaGeek19

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2083 downloads

Uploaded:06-27-2007

Sorian/Jaws2002 AI Pack

01_sorian_aipack_24.zip | 203.72 KB

on land maps, you get constantly harassed by a varying stream of units that probe your defences looking for weak points. The Jaws AI is a must for any water map. As I'm sure you've found, the in-game ais aren't great at water maps. One really cool feature is the chat. If your allied with one of the ais, they will send you messages letting you know, who they're concentrating their fire on, so you can help them in a big push. If like me, you want more of a challenge from an offline skirmish give it a go. You won't be dissapointed! -Buckfast76-

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937 downloads

Uploaded:06-19-2007

Zone Control v5

zone_control.v0005.rar | 93.21 KB

near future that allows more players and AI. Hope you enjoy, Crocatowa

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1425 downloads

Uploaded:06-18-2007

Battlefield

map_battlefield.rar | 110.55 KB

plots. The ai works very well on this map. Installation is standard, read more in the readme. The only bug (so far) is that you cannot load saved games from this map. All in all, a very interesting map. -WindowsVistaGeek19

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1239 downloads

Uploaded:05-28-2007

Mass Cannon

masscannon1.1_ulwem36pbzll.zip | 775.35 KB

and textures for the units added. [quote]I have just released my first new unit mod, Mass Cannon. Mass Cannon adds a new tech 3 defense turret to each faction that uses mass when it fires. It deals an extremely high amount of damage and thus is an excellent defense against experimental tech units. Its slow rotation and high firing cost make it less suitable against smaller and faster units. The mod features entirely new meshes and textures, as well as the new ability to use mass in weapons. It hasn\'t been thoroughly play tested yet, so I\'m looking for your feedback for future improvements. [/quote] A very good mod to have, and very fun to play with. -WindowsVistaGeek19

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2160 downloads

Uploaded:05-28-2007

BigO\'s Terminator: Mobile Nuclear Artillery

bigo_mobilenukearty_6ftgse0xqluc.zip | 11.39 KB

[i]NUKES!!![/i] [quote]#==============================# # BigO\'s New Experimental Unit # # - - - # # Mobile Nuke Artillery # # - - - # # The Terminator # #==============================# ----------- Version 1.0 ----------- This is just a scaled up version of the UEF\'s t3 mobile artillery. Except now it shoots a SINGLE HIGHLY accurate Nuke, or several smaller nukes. It cant fight on its own so it\'ll need protection. If the enemy manages to airdrop a bunch of fast units within the Terminator\'s Min range, its as good as dead without at least SOME units protecting it. #===============# Main Features #===============# ----------- Weapons: ----------- It has two firing modes which you can switch between using the weapon toggle button. Single Nuke Mode -- Fires a single accurate nuclear shell. Same damage as a regular silo nuke. HellFire Mode -- Fires off a volley of 11 shots with about 1/2 seconds between each shot. It\'s less powerful than a single nuke, but it covers a far greater damage area. ----------------- Range and Health: ----------------- Health = 20000 MaxRange = 200 MinRange = 75 ----------- Radar: ----------- Equivalent radar coverage of a T1 radar station. ----------- Cost: ----------- Exactly the same as a nuke silo. The fact that this unit doesnt need to build nukes before firing is offset by its crappy range (compared to nuke silo) and long reload time (which cant be sped up by engineers). ---------------------------------------------------------- #===============# How to INstall #===============# Just extract and put the folder BigO_MobileNukeArty into your mods folder Then Select it from the mods menu in the game #===============# How To Remove #===============# Just go to your mods folder and delete the folder BigO_MobieNukeArty ---------------------------------------------------------- #===============# Known Issues #===============# * The tool tip of the Weapon toggle button says it switches between firing at air or ground targets, but that\'s because i dont kno how to change the tooltips. It should say it switches between single and multi shot. * FUnky stuff happens if u build more than 1 terminator at a time. It has something do with the weapon toggle button =\\ [/quote] In the end, this mod is great, because everyone loves to blow stuff up! -WindowsVistagEEK19

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1424 downloads

Uploaded:05-28-2007

Quantum Gate Teleporters

quantumteleporter_qenc7jauz72u.zip | 16.58 KB

teleportation network is very fragile, so you have to be careful with what you\'re doing. [quote]This is a mod that allows Quantum Gates to be used as a teleporter. It uses the original teleport system in the game (ofcourse modified a little) V 1.0 is pretty much playable , there\'s no major bugs I know of, and won\'t be ( I hope..) How to use: Build 2 gates, click on LOAD and then click on the other gate. Send the units you want to teleport in the gate, after they teleport they should move to the destination gate\'s rallypoint. ( It\'s best to let the units go into the gate using the ferry toggle, because telling them to go into the gate will scatter them around if the group is big.) To be able to send just built units into the gate without your interaction, switch the \'Ferry Toggle\' on, and set the factory\'s rallypoint to the gate\'s rallypoint. Any units standing on the rallypoint will move into the gate. Be sure to switch the ferry toggle off on the destination gate! The energy cost to maintain the quantum tunnel while teleporting is 4000 energy for the main gate and 2000 energy for the destination gate, plus unit\'s energy cost * 0.3 to teleport a unit. The time to teleport is unit\'s energy cost * 0.00025. ( So to teleport an UEF support commander it costs 12000 energy + 6000 for the gates, and 10 seconds) You cannot teleport to gates which are sending units, but you can which are recieving. Be Warned ! If you are teleporting to one gate from multiple gates, and 1 unit dies in the tunnel, the whole system collapses! When the teleporter/destination/unit is killed, the gates and their areas will be damaged for 3000 damage. Also all units currently \'halfway\' in the tunnel will die. NOTE : UEF gates teleport units in a group of 3\'s because they have 3 attachpoints, I can\'t edit that, but anyways we love UEF , don\'t we? ======================= CHANGELOG ======================= [Known Bugs] When sending units into the teleporter in groups, and a unit gets stuck with the pathfinding , the whole group won\'t teleport. When you send units in one-by-one quite fast they started teleporting outside the gate, while I made it so units can\'t teleport if they are not atleast 2 range away from the gate, but they still stop and do nothing. This is again a weird bug I can\'t fix =/ So take it easy and don\'t rush things :P Version 1.2 [FIXED] Alotof bugs. [FIXED] More bugs. [CHANGED] Adjusted effects. [CHANGED] Now if the destination has \'Ferry toggle\' on, it won\'t use it till it is no longer recieving units. [CHANGED] Recieving gates can no longer send units, however if you send a unit in them , they will stop recieving units. ( you can just tell the unit to stop to let the gate recieve units again, another bug I can\'t seem to fix) [CHANGED] After a gate\'s tunnel collapses it won\'t be able to create another tunnel for 20 seconds [CHANGED] Gates now do 5250 damage in a range of 10 when a tunnel collapses. [CHANGED] Other stuffs :p Don\'t let your gate\'s hp drop too low ! Version 1.1 [FIXED] The gates only cleaned it\'s tables of teleporters/ units when it was shut down, so when multiple gates were connected to one gate, and you \'disconnected\' several , but one was still sending units to the destination, and it was destroyed, all of them were taken as connected gates. Version 1.0c [CHANGED] Now gates won\'t shut down when they have teleport commands queued up. Version 1.0b [CHANGED] Adjusted teleport in effects. [FIXED] A typo which caused units not to teleport to gates. [CHANGED] Now if the unit the unit/gate gets damaged for more than 2000 damage while teleporting, the unit will get killed, causing a chain reaction with other connected gates. Version 1.0 [CHANGED] Adjusted effects. [CHANGED] Gate\'s effects are now controlled seperately and should only switch off when there are no units teleporting. [CHANGED] Progress bar is now by units, because I didn\'t want the uef gate to be so different. [FIXED] Few minor bugs. [NOTE] I hope I haven\'t overlooked any typos in the code, I\'ve tested it for an hour I think I\'ve tried every possible solutions that could happen, and there were no errors, however it only deletes the teleporter\'s unit table when it closes the tunnel, but I don\'t see any need to do otherwise as it always closes before another unit can make it stay open. Version 0.9 [FIXED] Units now move out from the destination one-by-one when teleported in a group [CHANGED] Adjusted the effects. [REMOVED] \'Teleport\' toggle. [ADDED] \'Ferry\' toggle. [CHANGED] Units will be destroyed if they are teleporting and the teleporter/destination is destroyed. Version 0.8 [CHANGED] Now using a whole different system ( the original one in the game) ======================= CHANGELOG ======================= [/quote]

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556 downloads

Uploaded:05-27-2007

Scout Enhancement Pack

scout_enhancement_pack_v2.0.zip | 1.32 MB

added: Cybran Leech - Stealth Relemation Unit. UEF Spoof - Special Warfare Unit. AEON Ghost - Riot Pacification Unit. Installation notes: Unzip the SCD file and paste it inside your gamedata directory. Mote: Unit help text does not function in this version... Still figuring out the pathing needed for this to work. Other then that, everything else is good to go! Please feel free to add comments about these units as I\'d like to have some feedback on the balence and feel of this MOD.

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605 downloads

Uploaded:05-25-2007

Cybran \"Leach\" Stealth Reclamation Unit

cybran_t1_leach_stealth_reclamation_unite_.zip | 450.13 KB

unit, “Leach” (Stealth Reclamation Unit): Note: Uses modified Cybran \"Mole\" T1 Scout chassis. -Added Basic reclamation abilities, and the Leach will reclaim while patrolling. (Will reclaim 3 units per second, little more then 1/2 what an T1 engineer can do) -Increased unit speed by 50%. -Reduced unit size by 50% and decreased hit points to 1/3rd. -Reduced unit vision area to 10. -Removed Radar. -Increased unit turn rate. -Increased build cost by 20% and build duration by 50%. -Unit stealth default is on, but can be toggled off. (maintenance cost of 10 per second) -Unit UI icon now works -Explodes on death and damage is scaled by range. 300 point-blank and 50 at a range of 5. Uses the SCU graphic thats been scaled down drasticly and the shockwave removed. Usage notes: Just set the Leach patrolling near an opponents base and watch as the leach consumes everything in sight! Installation: Just decompress the zip file to your gamedata directory. Side note: if you\'d like to use this unit in your mod thats ok, just please credit me. Your feedback and comments are welcome... Enjoy the mod! [/quote] A very good mod in the end, and fun to play around with. -WindowsVistaGeek19

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1461 downloads

Uploaded:05-25-2007

Power Generator Enhancer

powergeneratorenhancer_c3mg7xdw9ycc.scd | 6.91 KB

things! [quote]Power generators produce more power now 1000 on hydro carbon 80 on tech 1 1250 on tech 2 7500 on tech 3 [/quote] This is a very useful mod for those who can\'t manage an economy in the original game, and goes hand in hand with the \"Mass Fabricator Enhancer\" for even more fun gameplay. -WindowsVistaGeek19

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1641 downloads

Uploaded:05-25-2007

Mass Fabricator Enhancer

massfabricatorenhancer_fj5lujvp1ara.scd | 3.9 KB

will go away with this mod. [quote]Enhances mass fabricators 15 mass on t1 500 on tech 3 but tech 3 makes a large explosion when killed [/quote] Personally, I like the explosion part the best :) I\'m just imagining a train of them going off, lol. Anyway, this will let you stay in the war effort longer then ever before due to your now more stable and efficient economy! (Explosions aside.) Take note that this mod is compatible with the \"Power Generator Enhancer\" mod by Killers2 as well. -WiNdOwSvIsTaGeEk19

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362 downloads

Uploaded:04-30-2007

Unit Chase Camera

unitchasecamera.zip | 6.13 KB

print the code and wipe myself. - BCDS

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1134 downloads

Uploaded:04-17-2007

Aeon Tech 3 Artillery "Popper"

aeon_tier_3_artillery_popper.zip | 1.37 MB

amount of damage is caused once the shield decays. The shielding effect will pass through another shield. Install to C:\Program Files\THQ\Gas Powered Games\Supreme Commander\Mods Create the Mods directory as neccesary - BCDS

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602 downloads

Uploaded:04-15-2007

Veterancy Rate Changes

veterancychanges.zip | 1.38 KB

20. Installation: Unzip into /supreme commander/mods/ By Default your Supreme Commander directory is located at: C:\Program Files\THQ\Gas Powered\Supreme Commander I haven't personally used this mod as i find it a bit of a silly idea. - BCDS

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579 downloads

Uploaded:04-15-2007

The Beltway

beltway.zip | 796.01 KB

really good for an improvement to this map would be to script in meteor strikes and to make it less geometrically reflective. But it\'s also a multiplayer map, which is why we should give the author kudos! Check out the screenshot for a general idea of the map I\'ll let you guys rate it. - BCDS

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1612 downloads

Uploaded:04-11-2007

Build Queues - Drag and Drop Mod

drag_n_drop.zip | 6.3 KB

build queues by dragging and dropping them. This should make changing your build queues much easier.[/quote]

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476 downloads

Uploaded:04-04-2007

Weight of Fire Mod

5.2bweight_of_fire_mod.rar | 2.8 KB

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587 downloads

Uploaded:04-02-2007

Great Divide 2v2

gd2_v2_erulppnmlk9c.zip | 247.8 KB

fun too. To install, just extract it to your supreme commander directory, the file tree is already in the zip file

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549 downloads

Uploaded:04-01-2007

T3 Scouts

t3_scouts.zip | 1.33 MB

activate the radar (with the radar toggle button), if I did it with seperate buttons you coould turn the radar or ability of and get the other for no cost.

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2909 downloads

Uploaded:03-27-2007

Giants

giant_fatboy11746471751.0supcomsource.rar | 4.07 KB

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1058 downloads

Uploaded:03-23-2007

No Nukes

nonukes11734276261.0supcomsource.zip | 21.98 KB

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463 downloads

Uploaded:03-22-2007

Volcano

volcanob6_r1l8my33gmja.zip | 242.51 KB

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1049 downloads

Uploaded:03-21-2007

Bush

am_bush1172842189200bsupcomsource.rar | 783.73 KB

see looks to be something of a battleground. - Ash

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424 downloads

Uploaded:03-21-2007

Foxholes

241.0foxholessupcomsource.zip | 887.64 KB

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915 downloads

Uploaded:03-21-2007

Global Warming

111v0.2_betaglobal_warming_water_mapsupcomsource.rar | 3.57 MB

interesting game. - Ash

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876 downloads

Uploaded:03-21-2007

Icebowl

321icebowlsupcomsource.zip | 668.18 KB

Download

747 downloads

Uploaded:03-21-2007

Gods of War

221.2gods_of_warsupcomsource.zip | 507.79 KB

map. - Ash

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422 downloads

Uploaded:03-21-2007

Extended Construction Bars for Version 3217 Mini UI

extended_construction_bars_for_3217_mini_ui_qx338leru3vj.zip | 4.73 KB

nicely on a 1280*1024 res, which is what I use (it will be too wide for a lower resolution). I have no idea if it's compatible with other UI mods since I don't know enough about lua or hooks to ensure that it is, and I don't use any other UI mods. To install, extract the files in the archive to your \Supreme Commander\mods\ folder. If you don't have a mods folder, create one. It will then show up in the mods section in-game. It is set as a UI only mod, so it should be usable in multiplayer without everybody having it, but I can't play multiplayer atm to test that one.

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671 downloads

Uploaded:03-21-2007

Sacred Lands

351sacred_landssupcomsource.zip | 5.34 MB

field. - Ash

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877 downloads

Uploaded:03-21-2007

Pothole

pothole1174416863v1.0supcomsource.rar | 5.62 MB

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1158 downloads

Uploaded:03-21-2007

Tucon

tucon_lmorhe1jxyzt.zip | 1.06 MB

Ash

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474 downloads

Uploaded:03-21-2007

River Blitz

331river_blitzsupcomsource.zip | 403.39 KB

in a screenshot for it. Thanks. - Ash

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1043 downloads

Uploaded:03-21-2007

Tropical Crusade

tropicalcrusade.zip | 6.06 KB

Download

497 downloads

Uploaded:03-21-2007

Treasure Island

treasureisland.zip | 7.76 KB

Download

334 downloads

Uploaded:02-13-2007

E3 2006 Trailer

supreme_commander_e32006.wmv | 26.57 MB

Huge ground battle with plenty of air support that seems to last forever (which is good, obviously) - Base-assault (or more like: "how to overrun a base with sheer numbers") I posted some screenshots I took directly from the video below. Be sure to also [file="75489"]check out the second E3 2006 trailer here[/file]! Enjoy!

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129392 downloads

Uploaded:02-06-2007

Supreme Commander Game Demo

supremecommander_demo.zip | 1.05 GB

the game's three playable factions. It also includes the "Finn's Revenge" skirmish map, which can be played against easy, medium, or hard opponents. According to the in-game fiction, the Cybran Nation consists of a race of cybernetically enhanced humans known as "symbionts" that seek their freedom from the oppressive human regime of future Earth, which is controlled by the aggressive United Earth Federation, a faction that has enslaved the symbionts for fear of rebellion. Meanwhile, the UEF and Cybran Nation will need to contend with the game's third faction, the Aeon Illuminate, a mysterious group heavily influenced by alien philosophy and technology that claims pacifism, but backs its claims with military might.

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2006 downloads

Uploaded:02-02-2007

Supreme Commander - Cinematic Game Intro

supremecommander_introtrailer.avi | 59.91 MB

faster! Oh yeah! \\o/

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191 downloads

Uploaded:09-27-2010

sc fa replay pack

sc_fa_replay_pack.zip | 768.5 KB

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12 downloads

Uploaded:09-12-2010

Gas Powered Games - Game 3

supremecommande39098.wmv | 17.24 MB

Commander videos released so far! Funny guys ^ Length: 3 minutes and 49 seconds

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235 downloads

Uploaded:01-17-2010

Invisible Wars

invisiblewar.zip | 22.48 KB

http://forums.gaspowered.com/viewtopic.php?p=710283#710283

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118 downloads

Uploaded:11-21-2009

black skin

black_skin_v2_for_gpgnet.zip | 4.98 MB

animated version here:[url]http://supremecommander.filefront.com/file/Animated_black_skin;96741[/url] This skin should work for all games using this client (supcom, FA and space siege)

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2473 downloads

Uploaded:08-30-2009

Supreme Shields

supremeshields1_1.zip | 5.94 MB

Download

673 downloads

Uploaded:08-23-2009

Supreme Shields

supremeshieldsv1.zip | 4.32 MB

System" for the Cybran which I think is very, very useful.

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617 downloads

Uploaded:08-04-2009

Advanced Jamming

advanced_jamming_beta.rar | 39.25 KB

Note: Omni does not clear away the holograms as they are seen as real units! -Holograms will pass thru most structures. -They can be targeted by both players and AI... Enemy units will attempt to engage them as if they were real units. Players can spot the holograms because they use a different shader then the "real" units. This is only true if the player has a true line of sight to the hologram as they can't be revealed via radar indirectly. This is why the players will have to "micro" their forces to ensure their forces are attacking the right units and not holograms. -When shot the holograms will disapear and the projectile will pass thru them harmlessly. Holograms are disrupted by the projectile passing thru them and do not give veterancy to the units attacking them. Note: Destroyed Holograms are instantly respawned by the jamming / parent unit. -Holograms will attempt to patrol around the jamming unit that created them if it's a unit or they can be set to a targeted area to form a fake base. (Second part i havent started working on unit as the unit version is important to do first) Whats left to do: I have most of the scripting issues solved so far.. Only have to work on: -Hologram formations. (creating via script) -Unit / hologram collisions. (preventing so th holograms dont play bumper cars with each other) Please report any bugs or game play issues via GPGnet forums. Resin

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2267 downloads

Uploaded:07-13-2009

Experimental Wars

experimentalwars1910.zip | 27.37 MB

veterancy upgrade at 40kills - All Submarines factories have theirs collision bug fix If you see any problems ( bug or other ) please notify it on the forum topic (see link above). Thank you.

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357 downloads

Uploaded:07-09-2009

Time To Tech

timetotech.zip | 6.88 KB

thread, it was put together in a hurry. My version of the mod is now ready, I've named it "Time to tech". Thanks to Meredith by the way, our little brainstorm session was very useful! This name is not half as lame (if it is) as some of the other names I came up with... What does it do? All players start with access to tech 1 only. As time passes progressing tech levels become available. 2 minutes after the game began a vote starts, to decide the time interval between progressing tech levels. There are 4 options to vote: 15 minutes, 20 minutes, 30 minutes and random. Notes - Only human players get to vote. When observing an AI game the time interval defaults to 15 minutes - This mod respects unit restrictions set in the lobby - It appears to work in conjunction with Phantom-N although I did not test this combination extensively - Didn't test online play over GPGnet Known bugs - Sorian AI 1.9.2 to 1.9.9c (and possibly later versions) have a bug that cause the game to lock up after 4 to 15 minutes. I recommend using Sorian 1.9.1 or a version newer than 1.9.9c instead.

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160 downloads

Uploaded:06-17-2009

The War

the_war.zip | 4.16 MB

on Supreme Commander and Supreme Commander : Forged Alliance.

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1092 downloads

Uploaded:05-03-2009

SACU Mod

supercommanders.scd | 7.58 MB

both have greatly enhanced resource generation weapons armor sheilds and build capabilities. Here are the more important changes I've made ACU Upgrades are instant allowing you to adjust ACU config on the fly Generates 2000 energy 200 mass Resource allocation 10000 Energy 1000 mass Advanced resource allocation {Aeon} 15000 energy 1500 mass 30000 hitpoints 100 regen {UEF Aeon} 90000 300 regen{Cybran to compensate for lack of shield} 50000 normal shield 100000 {Heavy Shield Aeon} {Dome shield UEF} Weapon Rate of fire increased to 5 shots per second ,10 shots per second with ROF upgrade {Cyrbran UEF} Can be summoned through Quantum Gate {hefty cost and takes a lifetime} SACU Upgrades are instant generates 1000 energy 100 mass resource allocation 5000 energy 500 mass 30000 hitpoints 50 regen {UEF Aeon} 50000 hitpoints 200 regen {Cybran once again to compensate for no shield} 40000 normal shield 50000 heavy shield Weapon Rate of fire increased to 5 shots per second This is not recommended for campaign use as any ACU especially Cyrbran is very tough nut to crack with low level units this have not altered range on weapons to keep them vunerable to Artillery. Any issues concerns advice let me know.

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552 downloads

Uploaded:04-11-2009

Triple T

triple_t_v7.zip | 898.93 KB

size for a little navle battle in the middle, look at the screenshot to to get an idea of what kind of map it is.

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287 downloads

Uploaded:04-05-2009

Console Plus

faconsoleplus_v20_rel_20090404.rar | 235.51 KB

it.

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268 downloads

Uploaded:02-23-2009

Xing

xing_v2.zip | 263.89 KB

middle along with 2 hydrocarbons each person gets 1 hydrocarbon near their starting point and 4 mexes.

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149 downloads

Uploaded:02-22-2009

Xing

xing.zip | 257.3 KB

markers or no rush circles yet, but as I said this is the authors first map and we should look forward to more of his maps on the site.

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260 downloads

Uploaded:02-04-2009

Faction Diversity Mod

faction_diversity_mod_v4.zip | 1.43 MB

TMD -Seraphim Cruise Missile Sub -UEF Carpet Bomber -more!!!

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317 downloads

Uploaded:01-24-2009

Faction Diversity Mod

faction_diversity_mod_v1.zip | 15.54 MB

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 :p - Eluvatar

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132 downloads

Uploaded:12-28-2008

Animated black skin

animated_black_v2.zip | 5 MB

[img]http://pix.nofrag.com/c/4/a/60b16c4925d3cbdf7c3c6d3116aed.gif[/img] nav-replays.png: [img]http://pix.nofrag.com/9/1/a/467c3c56edd5ae62eb048502a3155.gif[/img] nav-map.png: [img]http://pix.nofrag.com/3/7/f/33e997d09a5203cc5b12abb0218e0.gif[/img] nav-host_game.png: [img]http://pix.nofrag.com/d/a/6/97db52b824a187bfc89cbc14e63a1.gif[/img]

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2532 downloads

Uploaded:12-21-2008

Experimentals Wars 1.8

experimantalswars18.zip | 51.1 MB

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318 downloads

Uploaded:12-01-2008

Commanders Revenge

commanders_revenges_fa_uef_cybran_aeon_seraphim_v038.zip | 9.45 MB

names guys!! but this is nice) but realy this is a cool update it adds the [b][u]seraphim!![/u][/b] (even thou it was in 0.37 I dont care :p )other then that who cares really? ok well if you do care it fixes some bugs with the uef weapons (not sure what but oh well...) a manual attack bug (I thought this was teh uef bug...) and he removed the seperation of the extreme edition (yaya less uploading and downloading woot) and he also changed some stuff with the folder naming so you will need to remove your old version look in the read me

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1675 downloads

Uploaded:11-28-2008

Experimentals Wars 1.6

experimentalswars1.6.zip | 37.55 MB

so if you liked the previous Experimentals mod then you must download this one as it fixes all the bugs and problems found.

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233 downloads

Uploaded:11-20-2008

Commanders Revenge Extreme Edition

commanders_revenges_fa_extreme_v.35.zip | 7.02 MB

it made me wait 15 min to download this cause I had just downloaded the non extreme edition of this mod. note to author next time just upload it to ff :D. ok rant over..... ya new guns bug fix and compatibility with black ops:o ([url="http://supremecommander.filefront.com/screenshots/File/95697/1"]screens[/url]) - Eluvatar

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115 downloads

Uploaded:11-20-2008

Commanders Revenge

commanders_revenges_fa_uef_cybran_aeon_v3.5.zip | 7.02 MB

bugs. now I know we all love this mod but where are the [u][b]seraphim[/b][/u] come on buddy I want to pown some one with teh seraphim tech :p ([url="http://supremecommander.filefront.com/screenshots/File/95697/1"]Screen shots[/url]) - Eluvatar

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804 downloads

Uploaded:11-18-2008

Experimentals Wars

24lastasdrumod.zip | 7.8 MB

them, but the Spaceships defences are disable to firing the lights Air units ( fighters ). All anti air defenses can attack the spaceship but the anti spaceships defenses can only attack the spaceships

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114 downloads

Uploaded:11-15-2008

Commanders Revenge

commanders_revenges_fa_uef_cybran_aeon.zip | 7.51 MB

not to say that your game will still not be balanced your com will just be more of a worrier then before. now unfortunatly because this is still a beta he has not made anything for the seraphim :( but he says it is coming so look at the pics for some ideas.

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602 downloads

Uploaded:10-19-2008

mozza mods

mozza_mods.zip | 8.61 MB

commander to how he should be ... the best. Has few modified units to experimentals. Pluss changing of few wepons and stats.

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307 downloads

Uploaded:10-10-2008

Phantom: Pirates vs NInjas

phantompvn_b2.zip | 9.78 MB

for this mod it fixed an error that he had missed in the last version that made the mod unplayable. for more information about this mod cause frankly I am not cut out do explain this mod cause it is very complicated. you can look [url="http://forums.gaspowered.com/viewtopic.php?t=32151"]Here[/url][/quote]

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23 downloads

Uploaded:10-10-2008

Phantom: Pirates vs NInjas

phantompvnb1_fixed.zip | 9.78 MB

cut out do explain this mod cause it is very complicated. you can look [url="http://forums.gaspowered.com/viewtopic.php?t=32151"]Here[/url]

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37 downloads

Uploaded:10-09-2008

Phantom: Pirates vs NInjas

phantompvn.zip | 9.98 MB

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730 downloads

Uploaded:10-07-2008

4th Dimension

4th_dimension_192.zip | 26.59 MB

makes things clearer about what they changed. well now I am just rambling...... - Eluvatar

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101 downloads

Uploaded:08-25-2008

Nuke collide

nuke_colide_with_sheild.rar | 4.26 KB

the ground. very simple but still a nice add on by our favorite author

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1547 downloads

Uploaded:08-24-2008

Phantom-N

phantomn_1_0.rar | 2.41 MB

this isn't it lol) basically a phantom game is a game where everyone starts out as allies with teams unlocked (you will want to break them later) and after 8 min 1-3 players becomes a phantom (only the phantom knows who he is). now I also know that you don't know what a phantom is, a phantom gets extra income which makes it hard for him to hide and he needs to hide because all the people that are not phantoms (innocents) are trying to kill the phantoms, so if they know that a person is a phantom then they will try and kill him but if he hides and points fingers at other people then he may be able to get the innocents to kill each other and then kill the people left and win the game, because the objective of the phantom is to kill every one (including other phantoms). so that's it now get downloading what are you reading this for:furious: - Eluvatar

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2231 downloads

Uploaded:08-18-2008

4th Dimension [FIXED]

4th_dimension_1.91_fa_fixed.zip | 26.5 MB

nothing has changed in the way of game play but they should have fixed most of the mods. if you want to read what I said about the mod last time you can read it here [quote]well finaly 4th Dimension is out for FA *cheers* ok well as far as the changes from 1.9 original and now the new FA edition their are almost none *crys* so because their are no changes. I will make this short...... Here is a vid [/quote] - Eluvatar

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628 downloads

Uploaded:08-14-2008

4th Dimension

4th_dimension_1.9_fa.zip | 24.97 MB

make this short...... Here is a vid -Eluvatar

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586 downloads

Uploaded:08-13-2008

Lordmaniac'sFAMod

lordmaniacsfamod.zip | 8.3 KB

mod that makes the commanders build everything in 1second. I did not add any high health like in my other mods 4 the first supcom. Have fun makeing big armies in mins.[/quote]

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965 downloads

Uploaded:07-09-2008

Owning Experimental Units

owning_exp_v3.1.rar | 1.91 MB

an average factory. Due to lack of modelling skills you will find this factory looks like the Quantum Gateway, for future versions of this the developer is therefor asking for help regarding the creation of a new model. If you can help out please contact him via the details given in the readme. Download is definately recommended.

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206 downloads

Uploaded:06-25-2008

Useful and Unique, Fatboy and Scathis

uniquescathisusefulfatboy1.zip | 3.21 KB

25) Fireing Randomness is now 0.1 on main cannons Muzzle Velocity on Main cannons is now 50 Scathis: Now costs 81,000 Mass 945,000 energy to build Buildtime is now 27,000 Firing randomness is now 0.7 Max Radius is now 330 Min Radius is now 50 Muzzle Velocity is now 45 and that is it :D later guys -eluvatar

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871 downloads

Uploaded:05-11-2008

Lost Island II

lost_island_ii.v0003.zip | 1.26 MB

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863 downloads

Uploaded:05-11-2008

Lost Island II

20lost_island_ii.v0003.zip | 1.26 MB

map was made by Komikaz(Darkhan) for the GFX, and Daxterfuss for the making.

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354 downloads

Uploaded:04-13-2008

Owning Experimental Units

owning_exp_v3.0.7z | 1.51 MB

mod for FA and its here I included the PD from the past and added in one for the Seraphim. some of the things that I will be fixing in the future are more balance adding the shields and maby adding an experimental unit to the Seraphim cause they only have 3 and the rest have 4 ;) that's about it leave me some ideas at the bottom and I will look into them. - eluvatar

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162 downloads

Uploaded:03-29-2008

Lordmaniac\'sModVer2

lordmaniacsmodver2.zip | 5.76 KB

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238 downloads

Uploaded:02-27-2008

Lordmaniac's Mod

lordmaniacsmod.zip | 3.47 KB

Commander Upgrades: T2 and T3 Engineering build time is 1 sec. - All of Aeon Commander Upgrades build time are 1 sec.

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1974 downloads

Uploaded:01-08-2008

Forged Alliance Movie 1 of 4

famovie1.avi | 391.54 MB

HQ to get some long needed R&R. Mean While a Aeon Command Unit encounters a Cybran Invasion force and must do anything possible to defend the home planet of Zeta Prime.

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506 downloads

Uploaded:12-22-2007

Totalveterancy

totalveterancy.zip | 26.3 KB

level your units are at rather than guessing. the style for going up is different you have to get 4x the amount of health killed than your unit (is that right ;)) or 4x damage taken. so your unit has 100 HP and if he takes 400 damage he goes up a level. now I know that sounds... odd but because the unit regens it all works out. or if he gives 400 HP damage he goes up a level. another cool feature is shields gens increase veterancy as they take damage as well their are also more changes read the readme. thanks for making Eni cant wait for the next one - eluvatar

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1038 downloads

Uploaded:11-26-2007

Dark Star

uaa0xxx.rar | 1.52 MB

refuels them, and builds them, some other nice features are that it is shielded and has teleport which makes it a little unbalanced but still cool, it has no weapons but with teleport that is not really needed. what the author said about his mod [quote]Aeon Airbone Airplatfom. Totally new unit... Original 3D mod, UV Map and textures. Installation: Uncompress the RAR file and place the Dark Star\'s files within your MOD directory.[/quote] good job Resin_Smoker hope to see some more of your mods in the future:thumbsup: - eluvatar

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809 downloads

Uploaded:10-30-2007

Spread Attack

spreadattack.zip | 406.75 KB

way. Since I find it hard to explain what it exactly does, I\'ve added some pictures that show what the mod does. But basically, it makes units attack the enemy more in parallel, then just one enemy unit at a time. A very good application for this mod, and also a good example, is with bombers. Normally, when you issue multiple commands to a group of bombers, they all attack the first enemy, and only when that one\'s dead, they attack the next enemy. Most of those bombers die pretty quick once that first enemy is attacked. And while the first enemy is probably killed, it would have been nice to be able to bomb more units. Most people use groups here, and let group 1 attack unit A, group 2 attack unit B, etc. This way, more units can be attacked simultaneously. With this mod, that\'s (almost) done automatically. Just select a group, tell them which units to attack, press the mod key and all those enemy units will be attacked simultaneously. [/quote] Overall, a very creative, innovative, original and interesting mod. Promising to be very fun to play around with as well! -WindowsVistaGeek19

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543 downloads

Uploaded:10-08-2007

Owning Experimental Units

owning_exp_v2_0.rar | 5.26 MB

all have some health regen rate now it also added shields to most of them aswell they also move faster with increased turn raidus

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594 downloads

Uploaded:09-17-2007

Owning Experimental Units

owning_exp_v1.5.rar | 2.85 MB

reference?) makes his SupComFiles debut with a nice, useful mod for us people who love our experimental units. In this mod, the author beefs up the experimental units for each faction. The weapons for each unit have been upgraded and are now stronger, and each unit carries more health. Additionally, all of the units have some form of health regeneration. Shields have been added to most of the experimentals, and now they move and turn faster. Installation instructions have been included in the readme for those of us who are unsure of how to install it (we have a guide here, you know...). Altogether, it's not a very original idea and has been done before, several times, but it is still a decent mod. The shields are done differently then other mods and the speed increase is a nice addition to the health and weapons increase in my opinion. Personally, I think this mod makes these units overpowered, hence making the game into a case of "Who ever can make it to tech 3 and build some experimentals wins!" which I don't find very enjoyable. Asside from that, if your just messing around, it's a great mod and the idea could be expanded upon to other units besides experimentals (land scouts of death!!!!). -WindowsVistaGeek19[/quote] In this update, the author adds T3 defense turrets to all of the factions. Otherwise, it's basically the same beef-my-experimentals mod from v1. Great concept, but a bit overused I would think, eh? Still, the author did a great job with what the mod was set out to do and hopefully we will see more updates adding on to the base concept. -WindowsVistaGeek19

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414 downloads

Uploaded:09-17-2007

Air Staging Firebase

airstaging.rar | 883.99 KB

added the Graviton to the Firebase pack. (This unit kicks ass!) -The Multi-Role drone now can launch torpedos as well as use it\'s beam weapon. -Added the projectile scripts from \"After the War\" as optional content. (Can be switched on and off seperatly from the other mods) I added this because I found the scripts extreamly useful. (Yes i am runing ATW at home so i included the basic scripts just incase folks haven\'t down loaded the full version of that mod) [/quote] Overall, it\'s a great update to the mod, and a very fun one at that, adding on to one of my favorite mods here on the site. -WindowsVistaGeek19

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357 downloads

Uploaded:08-27-2007

Owning Experimental Units

owning_exp_v1.zip | 117.25 KB

faction. The weapons for each unit have been upgraded and are now stronger, and each unit carries more health. Additionally, all of the units have some form of health regeneration. Shields have been added to most of the experimentals, and now they move and turn faster. Installation instructions have been included in the readme for those of us who are unsure of how to install it (we have a guide here, you know...). Altogether, it's not a very original idea and has been done before, several times, but it is still a decent mod. The shields are done differently then other mods and the speed increase is a nice addition to the health and weapons increase in my opinion. Personally, I think this mod makes these units overpowered, hence making the game into a case of "Who ever can make it to tech 3 and build some experimentals wins!" which I don't find very enjoyable. Asside from that, if your just messing around, it's a great mod and the idea could be expanded upon to other units besides experimentals (land scouts of death!!!!). -WindowsVistaGeek19

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344 downloads

Uploaded:08-14-2007

Firebase

airstagingfirebase.rar | 191.3 KB

Basically, when you purchase the airstaging platform for whatever faction, you have the ability to upgrade the structure. The upgrades are available at 6 different stages. As you progress through those stages, the airstaging platforms are surrounded by other buildings and emplacements, as well as gaining AI drones to protect the base. Each time you upgrade this facility, you gain more drones, and additional emplacements, such as AA turrets, point defences, etc... The further you upgrade it, the tech and usefulness of the additions that are added increases. List of stages with additons: Stage 1: Form Fitting Shield (1k), Hit-points (2k), 1 Multi-Role Drone. Stage 2: Sphere Shield (4k), Hit-points (4k), 1 Multi-Role Drone, 1 Anti-Air Drone. Stage 3: Sphere Shield (7k), Hit-points (6k), 1 Multi-Role Drone, 1 Anti-Air Drone, 1 Gunship Drone, 2 Anti-Air Turrets (T2). Stage 4: Sphere Shield (10k), Hit-points (8k), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2). Stage 5: Sphere Shield (15K) Hit-points (10K), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2), Basic Radar, Tactical Missile Defense. Stage 6: Sphere Shield (20K) Hit-points (12K), 3 Multi-Role Drones, 3 Anti-Air Drones, 3 Gunship Drones, 2 Anti-Air Guns (T2), 2 Point Defense Guns (T2), Basic Radar, Tactical Missile Defense, 1 Artillery Gun (T2), 1 Tactical Missile Launcher (With auto-fire enabled). Overall, I find this to a useful mod. It's useful for protecting your aircraft as you refuel at the station, and acts as quite a good firebase, as the name suggests. As I used it, I found myself using it more for as a firebase then an airstaging facility. The weapons and defences that it gives in a small little package are very useful, and upgrading a few of these can provide a decent defence for your base. Unfortunately, the author did not detail how to install, so to use the mod, place the mod in it's own folder named accordingly, inside your Supreme Commander gamedata folder. Overall, I'd give it a positive rating, as it was a very useful mod, and was quite innovative in design. Very well done Resin_Smoker. [/quote] This is an update to Resin_Smoker's popular Firebase mod. This will bring it up to version 1.55. In the update, the author tweaks a few things, such as cost, and enabled other things, such as adjacency bonuses with Mass Extractors and Power Generators. Additionally, it includes updated swarm drone veterancy data, and a "production toggle" option to stop producing drones as they are killed. One added thing I liked is the addition of a shielded czar with 12 swarm drones. That should make for some interesting gameplay. All in all, it is a very good update to an already great mod. The small tweaks and improvements, in my opinion, make the mod, overall, more enjoyable and useful. The shielded czar was a nice added bonus and should add some appeal to the mod. Things such as the adjacency bonuses being enabled and minor cost tweaks make for, in my opinion, an overall more useful mod. -Vista

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202 downloads

Uploaded:08-12-2007

Firebase

airstaging.zip | 792.97 KB

airstaging platform for whatever faction, you have the ability to upgrade the structure. The upgrades are available at 6 different stages. As you progress through those stages, the airstaging platforms are surrounded by other buildings and emplacements, as well as gaining AI drones to protect the base. Each time you upgrade this facility, you gain more drones, and additional emplacements, such as AA turrets, point defences, etc... The further you upgrade it, the tech and usefulness of the additions that are added increases. List of stages with additons: [list] [*]Stage 1: Form Fitting Shield (1k), Hit-points (2k), 1 Multi-Role Drone. [*] [*]Stage 2: Sphere Shield (4k), Hit-points (4k), 1 Multi-Role Drone, 1 Anti-Air Drone. [*]Stage 3: Sphere Shield (7k), Hit-points (6k), 1 Multi-Role Drone, 1 Anti-Air Drone, 1 Gunship Drone, 2 Anti-Air Turrets (T2). [*]Stage 4: Sphere Shield (10k), Hit-points (8k), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2). [*]Stage 5: Sphere Shield (15K) Hit-points (10K), 2 Multi-Role Drones, 2 Anti-Air Drones, 2 Gunship Drones, 2 Anti-Air Turrets (T2), 2 Point Defense Turrets (T2), Basic Radar, Tactical Missile Defense. [*]Stage 6: Sphere Shield (20K) Hit-points (12K), 3 Multi-Role Drones, 3 Anti-Air Drones, 3 Gunship Drones, 2 Anti-Air Guns (T2), 2 Point Defense Guns (T2), Basic Radar, Tactical Missile Defense, 1 Artillery Gun (T2), 1 Tactical Missile Launcher (With auto-fire enabled). [/list] Overall, I find this to a useful mod. It's useful for protecting your aircraft as you refuel at the station, and acts as quite a good firebase, as the name suggests. As I used it, I found myself using it more for as a firebase then an airstaging facility. The weapons and defences that it gives in a small little package are very useful, and upgrading a few of these can provide a decent defence for your base. Unfortunately, the author did not detail how to install, so to use the mod, place the mod in it's own folder named accordingly, inside your Supreme Commander gamedata folder. Overall, I'd give it a positive rating, as it was a very useful mod, and was quite innovative in design. Very well done Resin_Smoker. -WindowsVistaGeek19

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2000 downloads

Uploaded:08-02-2007

4th Dimension Mod

4th_dimension_1.5.zip | 2.81 MB

individual unit stats, as well as tweaks factions to make them feel more different. Other units have been tweaked to be slower, while others faster, to be more realistic, while ingame lasers, bullets, missiles and pretty much all other weapons have been speeded up so the projectile travers faster. Here's a video showcasing the mod in a match between the Cybran and UEF: This mod was designed to make Supreme Commander "feel" more realistic and to make balance changes to the game. For example, they lowered hit points on the Czar, while making it cheaper and faster to build. They made ships much slower, as well as their death animation, to be more realistic. Who ever heard of a massive battleship sinking in 10 seconds? Well now they take around two minutes to fully sink, giving you an authentic looking battle seen in the water, with ships sinking at realistic rates. This is a major selling point for this mod in my opinion. The amount of realism it adds is amazing! Other things included are weapon inaccuracy and area damage. Lets be realistic. Normal weapons don't hit their target almost every time. This modification adds realistic innacuracy, to make cooler, and more realistic battles, as seen in that video. When units die and explode, wouldn't you think that that explosion would carry on to nearby units? Or is all that explosive material and metal shards contained in an invisible barrier? I think not. Now, unit death explosions have a higher chance of carrying on to other units, making it more realistic. Another cool feature is death animations. You actually have real explosions instead of just a flash of blinding light! Fire and smoke appear as the unit blows up in a realistic explosion, not just a flash of light. Additionally, there is also unit veterancy, so a unit who survived a battle will be stronger and more useful then one just off the assembly line. Here's a demo of the new explosions. (Note, this was before the fire effects were added.) Here's a short demo of the new explosions with the fire ball effect: (The first bit is in slow motion (-10)) Here's a short list from the readme of some noteable features: some of the features: [list] [*] nearly all unit weapons have an inaccuracy (except special weapons like guided missiles, beamlasers... ) [*] veteran system is much more linear and units can reach max level in praxis now which was impossible before. Also stronger units give more kills than others and you have an experience bar when selecting a uni. [*] explosion damage added to a lot of units (damage decreases from explosion center) [*] walls are more usefull but also more expensive (they can block more fire now) [*] improved explosions optic like multiple generated (randomly) explosions, fireballs and firetrails [*] hundreds of improvements to general balancing: check changelog for details [*] gameplay changes to make units/races more different (for example big units are slower, cybrans have faster regeneration) [*] mass fabricators and RAS upgrades are less effective [*] turn radius of human like robots has been reduced (no more units which can look at their own ass :D) [*] faster projectile speeds to let weapons look and feel more realistic [/list] Trust me when I say this mod is the definition of awsome. It makes the game so much more fun, and realistic. Here's another video, this one showcasing changes in speed for realism in multiple units, like the Czar, the UEF battleship, etc...: Overall, I think this is one of the greatest mods ever added to the site. The amount of balance and realism toppled with those sweet explosions make this a great mod, a makes you think that the game should've been made this way in the first place. -WindowsVistaGeek19

Download

1004 downloads

Uploaded:07-29-2007

Monkeylord Upgrades

monkeylordupgrades.zip | 244.26 KB

mod from Eni. Be the first to own the most powerful killing machine on the battlefield. Great mod........ Lets hope future releases include upgrades for the other factions experimentals. -Buckfast76

Download

410 downloads

Uploaded:07-23-2007

Unofficial Amphibious Tank Balance Mod

at_mod_1.0.zip | 2.33 KB

purpose. Anyways Vid-szhite does a much better job describing his mod, [quote] Yep, yet another one of Vid-szhite\'s unofficial balance mods come to save the day for yet another gimped unit class. Amphibious tanks are truly worthless, despite the potential strategic options they (could) provide. It seems the devs are trying very hard to make sure these tanks don\'t see use on landmaps, which makes no sense since that means they have to be useless while they\'re on land...which is the very place they\'re supposed to go and attack. They\'re supposed to be able to land on the beach and open holes in the AA guns for the transports to come in and drop the much stronger land units, or just kill a poor newb on an island because he forgot to build a land army. That really, really doesn\'t work at ALL if your opponent has any land units, however, since the amphibious tanks have such terrible stats and effectiveness that it\'s a wonder anyone would build them. They do cost less to build, but with a 50% longer build time, you HAVE to use engineers to make it less hellish. On top of that, they get obliterated by Gunships. They accelerate so slowly that for any of them to miss their low-HP bodies would take a drunken computer. I have a different vision for them. Instead of costing less and being crappy, why don\'t they cost a bit more and hit a bit harder? Instead of being Tech 1.5, why not Tech 2.5? Why shouldn\'t they be useful in land based armies? They have to fight them anyway! But this is a difficult balance to make, lest they become better than the T2 land tanks. Should they be comparable, since one can traverse both land and water and the other is land only? I\'m thinking yes. They should be comparable in power, but a significant investment all the same. They\'re expensive and take longer to build, so you might not want them on land, but you\'d at least have the option. I want to see their use in heated games where you would have to fear an opponent using amphibious tanks. I want Aeon\'s lack of an amphibious T2 tank to be the COST they have to pay for having the best navy, not an added bonus. [/quote] Stat changes can be seen in the readme below. -Buckfast76

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2521 downloads

Uploaded:07-07-2007

Forged Alliance: First Trailer

scfa.wmv | 88.04 MB

action. So download, sit back, relax, and set your mouth to drool! -Buckfast76

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799 downloads

Uploaded:07-05-2007

Divide Unit Cap

divideunitcap.zip | 1.75 KB

between the rest of the armies so you could start off with 8 armies on 250 cap each. This would eventually be 2 armies fighting with 1000 unit cap each! Meaning your army can continually expand as you defeat your enemys -Buckfast76

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2553 downloads

Uploaded:07-05-2007

Winchester Class: Tech 2 Destroyer

dh_space_v1.2.rar | 1.81 MB

together, but I think you'll agree it looks really good. Obviously there'll be balance issues and hopefully future releases will include ships for the other factions, but for a bit of variety to your game, this is great. Instalation. Extract the archive and then place the dh_Space_v1.2.scd file in your supreme commander/game data folder. Then activate it in your mod manager Note: Archive is in rar format so you'll need a program like winrar to extract it. Just google winrar and download/ install it. Its free, safe and better for compaction than standard zip. -Buckfast76

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598 downloads

Uploaded:06-28-2007

The 4th Dimension

4thdemenshion.zip | 54.66 KB

improve the balancing of the game. The Czar for example is the biggest unit in the game, but it can take only very few damage. Another point is the ship behavior. They have a much too high acceleration which is much lower in the "4th Dimension" mod. I also wanted to make more units usefull than in the original game. When you reached tech 3, a lot of tech 2 and 1 stuff becomes obsolete in SC. In the "4th Dimension" the tech 3 siege bots are much slower than tech 1 and 2 tanks. Nearly all units have a weapon inaccuracy now, so that they dont hit the same pixel over and over again. Some new units do area damage when they die and a lot more you have to find out! ========================== 2. Features ========================= nearly all unit weapons have an inaccuracy (except special weapons like guided missiles, beamlasers... ) veteran system is much more linear (for example a Rhino lvl 2 tank needs 6, 12, 23, 34, 54 kills instead of 15, 30, 75, 150, 300) and units can reach max level in praxis which was impossible before. explosion damage added to a lot of units (damage decreases from explosion center) walls are more usefull but also more expensive (they can block more fire now) changes to explosions optic like multiple generated (randomly) explosions improvements to general balancing: check changelog for details gameplay changes to make units/races more different (for example big units are slower, cybrans have regeneration) ======================== 3. Installation ======================= Download the mod: http://supcomsource.net/files/file.php?id=8174 Unzip the "4th Dimension.zip" file into your mods directory in supreme commander (if it doesnt exist, create a folder "mods"). ========================= 4. Changelog ========================= Version 0.8 (beta): - increased health gain per level by 100% (so you get 50% more health for level 2 and 4) - increased regenration rate buff for level 5 by 1000% (it was 2 in general and is 20 now) - reduced effectiveness of mass fabricators (they need much more energy per metal than before now) - increased costs and build time of cybrans lvl 3 mass fabricator by 20% - increased HP and produced mass of cybrans lvl 3 mass fabricator - increased costs and build time of uefs lvl 3 power generator by 10% - increased HP of uefs mass fabricator by 10% - increased size of uefs ground textures (for buildings) - reduced wreckage mass value to 40% of the units mass value - reduced reclaiming speed of wreckages - added regeneration of 1 to all cybran units/buildings (if it was 0) - doubled costs and build times of all lvl 3 factories - tripled costs and build times of quantum gateways Version 0.7 (beta): - reduced death damage of lvl 3 mass fabricator to 3000 (from 4000) - reduced death damage of lvl 3 power generators to 5200 (from 8000) - increased costs and build times of walls a lot - increased height of walls so they will block most shots from units - increased HP of walls to 8000 (from 4000) - reduced range of lvl 1 aeon aurora to 22 (from 26) - reduced needed kills for veteran levels and changed the leveling to a *more* linear curve - increased damage area of monkeylords beam to 0.6 (from 0.5) - increased turn rate of monkeylords turret by 10% - reduced damage of fatboy artillery by 25% - increased HP of fatboy to 30.000 (from 25000) - nearly all death damages and a lot of other area damages decrease from the hit center now - increased size of aeon and cybran mass and aeon energy storage (they were too small) - reduced rate of fire for all lvl 2 tanks to 1/3 (for cybrans 1/4) - increased damage of lvl 2 tanks by 200% (for cybrans 300%) so they still have the same damage/sec - adjusted damgages of lvl 2 tanks a bit - added regeneration rate to aeon harbinger - adjusted some damage values for lvl 3 siege bots - increased costs and build time of cybrans lvl 3 power generator by 20% - increased HP and energy output of cybrans lvl 3 power generator by 20% - increased costs and build time of uefs lvl 3 power generator by 5% - increased HP of uefs power generator by 10% Version 0.61 (beta): - fixed bug of anti air turrets Version 0.6 (beta): - added death damage of 1400 in a radius of 2 to all lvl 2 artilleries - added death damage of 5500 in a radius of 5/6 to monkeylord/fatboy - changed some explosions (longer/bigger flash, more debris, ...) - rechanged damage of monkeylords beam to 1/2 of the original damage - increased death damage of soulripper to 3000 (from 1000) - increased death radius of soulripper to 5 (from 1) - increased damage of sould rippers heavy electron bolter to 80 (from 50) - added inaccuracy to nearly all direct weapons (very small change for most weapons, gunships, siege bots and ships are more inaccurate) - added death damage to point defences - added death damage of 350 in a radius of 2 to all lvl 3 siege bots - reduced speed of lvl 1 land scouts by 20% but also increased vision radius to 30 (from 24) - reduced costs and buildtime of cybrans lvl 3 air superior fighter by 33% - increased costs and buildtimes of hydrocarbon powerplants by 100% - increased energy output of hydrocarbon powerplants to 200 (from 100) - increased HP of Hydrocarbon powerplants to 4880 (from 2880) - added death damage of 400 in a radius of 4 to Hydrocarbon powerplants Version 0.5 (beta): - reduced speed of all lvl 3 siege bots by ~35% - decreased animation speed of lvl 3 siege bots - increased costs and buildtimes of aeon and uef siege bot by 10% - increased size of aeon lvl 3 siegebot (harbinger) by 40% - decreased damage of all experimental beam weapons by 66% - increased HP of czar to 20000 (5000) - increased costs and buildtime of czar by x3 - decreased speed of czar to 2 (from 3) - multiplied "time until refuel" for czar by 100 - reduced acceleration of all ships by 80% - reduced speed of all ships by 20% - maxbrake of all ships is now the same as acceleration (they can not brake instantly anymore) - increased turn radius by 100% of all ships - reduced turn rate by 50% of all ships - increased HP of aeon and cybran carriers by 50% - increased costs and buildtimes of cybran and aeon carriers by 25% - increased HP of all lvl 2 transports by 50% - uef lvl 2 transport costs now a bit more and has a bit more HP than aeons or cybrans - decreased speed of lvl 3 gunships to 12 (from 15) - increased HP of all lvl 2 tanks by 50% (aeon +600 instead of shields) - increased size of all lvl 2 tanks by 10% - increased costs and buildtimes of all lvl 2 tanks by 30% - reduced speed of all lvl 2 tanks by 20% - increased projectile speed of aeon and uef tanks - reduced damage of aeon lvl 2 artillery by 50% (still more damage per sec than the other races) - reduced rateoffire of uef artillery to 1.4 (from 2) - reduced damagearea of uef artillery to 2.5 (from 3) - reduced damagearea of cybran artillery to 3 (from 4) ======================== 5. Known Bugs ========================= - the uef command unit cant shoot over friendly units. I have no plan why, because i never changed the command units. ----------------------------------------------------------------------------------- [/quote] All in all, another amazing mod. Download it and enjoy the changes! -WindowsVistaGeek19

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1150 downloads

Uploaded:06-26-2007

SCU Manager

scu_manager.zip | 14.44 KB

path. Once the upgrades are finished, the SCU will be given a different idle icon to differentiate it from unupgraded ones. There are 2 paths for each race, one engineering and one combat. These can be configured and saved by right clicking the upgrade icon. Installation: Extract to your \\supreme commander\\mods\\ folder, and activate the mod in the extras menu.

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574 downloads

Uploaded:06-26-2007

Air Staging Defence

airstaging_defense_v1.1.zip | 47.87 KB

NOTES *Swarm Fighter: New model added!!! (My first via 3D max) *Air staging platforms can now be built over water.*** *Each Faction has a type of Swarm drone tailored to it\'s ideology. -Aeon: High speed Anti-air drone with light a mesh shield. -Cybran: Highly maneuverable, multi-role drone with tri-pulse cannons. -UEF: Slow but powerful Gunship drone with enhanced hit points. KNOWN ISSUES -Air staging platforms continue to draw from the economy after a drone has completed building. (Work in progress, will upload a fix in a couple of days) Please post all of your comments about this mod on .

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1789 downloads

Uploaded:06-20-2007

Quicker Build

quickerbuildv2.zip | 2.1 KB

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472 downloads

Uploaded:06-18-2007

Global Target Priority Changer

1981.1globaltargetprioritychangersupcomsource.rar | 29.26 KB

priority of anti-infantry turrets from marines to ACU\'s so that they will fire at ACU\'s before any other units. This is a mod that adds a lot of strategy into an already strategic game, and is well worth your download. -WindowsVistaGeek19

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786 downloads

Uploaded:05-29-2007

Time Dilation Device

timedilation1180292081supcomsource.zip | 411.57 KB

Darrath =====Known Issuses===== It won\'t fire till a unit is very close to it but as soon as it fires it will stun anything in range, to solve this just issue an attack ground order. Please contact me if you found a bug. legiondarrath@gmail.com ====Unit Descriptions==== The new building can only be build on hydrocarbon deposits because it require a tremendous amount of energy. It still needs an additional supply of 1000 energy.[/quote] Seems like a pretty innovative idea. Have fun with this one! -WindowsVistaGeek19

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1480 downloads

Uploaded:05-29-2007

MOBILE AIR FACTORY PHEONIX

mobile_air_factory_phoenix1180339878supcomsource.zip | 1.51 MB

around, lol. Anyway, it can build all three teirs of airborne units (t1, t2, t3). [quote]FILE DESCRIPTION Mobile Air Factory Phoenix v0.1 By Crazy_Killer ================ This mod adds a T4 Mobil Air Factory to the UEF. I t has the ability to produce tire1, 2 , and tire3 air units ================ Installation ================ Just Place the Phoenix.Scd in your THQ\\Gas Powered Games\\Supreme Commander\\gamedata folder and activate the mod in the ingame mod manager. [/quote] This is a very amusing and fun mod. -WindowsVistaGeek19

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838 downloads

Uploaded:05-28-2007

Beefed Up Experimental Units

beefed_up_experimentals_v2.zip | 17.67 KB

and the fatboy. Both ML and the GC now have a personal shield (after much trial and error lol) All have been beefed up, may seem over the top at first, but build times and economic costs have been alternate to balance (hopefully) Further info in the readme. **PUT SCD FILES IN GAMEDATA!!!!** V2! ChangeLog: --All the experimentals have now been scaled, they are much bigger and shit. --Added t2 shield generator tweaks, now more usefull with slight radius increase! --Cleaned up code (i hope) Credits: Me lol Everyone who helped on GPGNet And people for helping with scaling =) **SCD FILES STILL INTO GAMEDATA FOLDER PLEASE =D** In V3: --Artillary scaling/upgrading --New unit (hopefully) ion laser cannon --Beefed up other experimental units --Working on more t3 units, and will do a sea beed (lol) But thats not for some time lol, need to take a break hehe Please post any bugs, issues, or whatever on my thread or here, (i try my best lol) As for piccy updates...fatboy doesnt look any different but i assure you it is. Many thanks, and most of all... ENJOY!! =D! [/quote] This is another good mod, and well worth your download. I will post v3 when it comes out. -WindowsVistaGeek19

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2105 downloads

Uploaded:05-03-2007

SCA UI Mod

scauimodv2.zip | 615.64 KB

your layout so that you can use it anytime. There are also 3 default layouts that adapt to your screen resolution. Amongst the changes one awaited by many, keyremapping and build hotkeys! Yes, yes you can remap your keyboard and use shortcuts to build units. For example: Press T and it builds a tank, press G and you get a gunship! Once in game, the mod being activated, you can press SHIFT-TAB or click on the image on the left side of the screen and a nice window pops up! This mod window has several options: Move and Resize: Enters the move and resize mod, customize the ui! Click back on the move and resize button to exit the move and resize mod. General Options: Many options for the mod such as changing the icon size,having strategic icons on your unit icons, hiding windows or even changing the global transparency of your interface. Camera Options: Set and save numerous camera settings. Keymapping: Allows you to remap all your keys. Redo your key bindings and even bind keys to Build Hotkeys! Click on the actions to assign a new key to them. Click ok once your done! If you want to restore the default keymapping click Restore then OK. Save: Save your custom interface, you have two slots (the ability to save and laod with custom names will be added in the next version). Set Layout: Allows you do load layouts on a list. The first 3 are layouts made by the mod authors. The 2 last slots are to load your custom layouts. There are other features as well: Tab and middlemouse button will zoom instantly to where your mouse is pointing. Mousescrolling on the construction windows scrolls through the techs. Ctrl+Mousescrolling scrolls through the icons. Chaning Max zoom permits you to zoom out more. You can add or remove borders, its a small button in the top right corner when in move and resize mode. You can also switch to mini ui economic layout in the general options panel. Use the radial orders menu by doing ctrl+middlemouse button and alt+middlemouse button. A beautiful order panel will pop up on your mouse location. In the General settings panel you can also add Strategic icons to your build icons Install the mod to your gamedata folder in your Supreme Commander root directory. 10/10 -BCDS

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969 downloads

Uploaded:04-28-2007

UEF Smallboy Fast Assault Vehicle (Repost)

uef_fastassaultvehicle.zip | 1.52 MB

mod. Unfortunately the range is too poor for me but it still looks quite good and does look plausible being built by a T3 Factory, beware however that No icon is included and that it doesnt build units . - BCDS

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130 downloads

Uploaded:04-21-2007

Examples Gone

remove_example_mods.zip | 1.23 KB

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3249 downloads

Uploaded:04-14-2007

()((()'s Interface Mod

ollosinterface_v0.7.zip | 1.05 MB

elements the author has created a more practical interface that is well organised and gets real results The user interface is incredibly slick and versatile with a diverse range of improvements and it still maintains the functionality of the original User Interface; This is quite an achievement for a mod developed in such little time since the release of the game. Not only that, but we have a plethora of options to choose from with the mod which should give you the ability to leave a little bit of your own style on the interface and that little “homely” feel to your Supreme Commander game. Options include enlarged strategic icons on the build options, build queue and selections icons (with controllable transparency) as well as other features in the dedicated “Mods” tab within the Options Window, accessible easily during play. The UI uses a completely fresh skin which reduces the build options to one line, the economy bar and the controls are a couple of pixels smaller too and removing the borders has helped game play a lot by giving the focus back to the game instead of the fat and down right ugly interface. But with new horizons comes new enemies, the UI can only be set to bottom layout instead of right or left and the mini map is slightly off due to the way the game handles the mini map view; these however need to be taken with a pinch of salt! This version is only 0.7 and is very good at this stage, the author plans on implementing several improvements including the general look and feel of some buttons, diversifying the variety of skins available, user defined interface placements, improving the transparency of some menu’s and implementing a separate layout manager for all of the new skins that he intends to bring. Read the read me for more specifics, ultimately though this mod deserves massive thumbs up in terms of its quality and how readily available it has become. To install, drop the .scd file into the "Supreme Commander/gamedata/" folder. The mod will then show up in the mod manager, where you can enable/disable it. By default your Supreme Commander directory is located at: C:Program FilesTHQGas Powered GamesSupreme Commander A definite RECOMMENDED download. Get it done Commander! 9/10 - BCDS

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4523 downloads

Uploaded:04-12-2007

Devestating Nuke Mod

devnuke.zip | 47.59 KB

mod is really fun, and the blast radius of the damaging part of the nuke explosion has been increased 2.5 times it's original size, while the non-damaging animations have been extended to 10 times their original size! Believe me when I say this looks awesome in game. Will add pic's later. big grin Note: Costs and build times for nukes and nuke producing structures have been drastically big grin reduced, and come preloaded with 99 missiles. (That may be a little unbalanced) Digg it if you love it !

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1052 downloads

Uploaded:04-11-2007

Devastating Nuke Mod

devnuke_oolxitnwa3wg.zip | 27.12 KB

mod is really fun, and the blast radius of the damaging part of the nuke explosion has been increased 2.5 times it's original size, while the non-damaging animations have been extended to 10 times their original size! Believe me when I say this looks awesome in game. Will add pic's later. :D Note: Costs and build times for nukes and nuke producing structures have been drastically :D reduced, and come preloaded with 99 missiles. (That may be a little unbalanced) Installation instructions are below. Read the readme before yelling in the comments section. Note that the readme is not in the zip file, so read it on the site. I'll try to fix that later. -WindowsVistaGeek19

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1155 downloads

Uploaded:04-02-2007

Arty of War

arty_of_war_metal_mod.zip | 30.13 KB

Download

379 downloads

Uploaded:03-23-2007

No Technology

801.1no_technologysupcomsource.rar | 746 B

Download

448 downloads

Uploaded:03-23-2007

Bounty Hunter

bounty_hunter11739050160.01supcomsource.zip | 2.74 KB

gives you cash ;) - Ash

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117 downloads

Uploaded:03-23-2007

AI Activation for Beta

sc49_ai.zip | 1.09 KB

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1005 downloads

Uploaded:03-22-2007

Defence Energy Mod

1230.1defence_energy_modsupcomsource.zip | 1.32 KB

feel? You need Defence Energy!!!! Adds energy requirements to all base defence structures including: -Point defences (between 15 and 90 energy per shot) -AA (between 20 and 50 energy per shot) -Torpedo Launchers (between 40 and 80 energy per shot) 0.2 Changes: - Added SAM launchers to the list - improved documentation

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76 downloads

Uploaded:02-13-2007

Chris Taylor (GPG CEO) Interview

supcominterview_christaylor_240.zip | 16.96 MB

factions and some of their distinct units.

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139 downloads

Uploaded:02-02-2007

Trailer #5

supremecommandertrailer1_v2.zip | 8.22 MB

Download

152 downloads

Uploaded:02-02-2007

Gas Powered Games - Desert Map

supcomm_multiplayersession_trailer.zip | 46.23 MB

give you the wrong image, it is a desert afterall. This video runs for 2 minutes and 5 seconds.

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313 downloads

Uploaded:02-01-2007

E3 2006 Trailer 2

supcom_e306trailer_hd_800x450.zip | 52.02 MB

from the movie. Enjoy!

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147 downloads

Uploaded:02-01-2007

Gas Powered Games - Game 1

supcomvideo_best_of_311006.zip | 28.22 MB

and the president take eachother on, the programmer techs up and marches in with a bunch of spider bots and calls it GG :)

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257 downloads

Uploaded:02-01-2007

Mouse Tutorial

tub200_interface_mausbuttons800x600.zip | 14.21 MB

that are within your view (so zoom out all the way, doubleclick a unit, and you can select all units of that type accross the map) Remember: "Left-click selection, Right-click Action" ;)

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