Build Restrictions Mod Pack

This is a collection of build restriction mods put together by Magic Power. When parts are activated, various units and buildings can have b...

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This is a collection of build restriction mods put together by Magic Power. When parts are activated, various units and buildings can have build restrictions placed upon them to custom tailor your gaming experience.

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.

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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Download 'build_restriction_mod_pack.zip' (27KB)

Readme
                    Supreme Commander
                    Build Restriction Mod Pack
                    --------------------------

Game         : Supreme Commander
Mod          : Build Restriction Mod Pack
Release Date : 28-09-2007
Author       : Magic Power
E-mail       : magicpower.nl AT gmail.com
Summary      : A collection of mods that restrict the building of units
Mod version  : 1.20
Patch needed : Supreme Commander v1.1.3251


Description
-----------

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.

The following mods are contained in this Mod Pack:

---------------------------------
BRMP Tech 1 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

BRMP No Mass Fabricators

BRMP No Shields
---------------------------------

Here's a more detailed explanation:

---------------------------------
BRMP Tech 1 Limit
BRMP Tech 1 Limit plus Air Repair
BRMP Tech 2 Limit
BRMP Tech 3 Limit
---------------------------------

Description:
  These Tech Limit mods limit the maximum Tech level that can be reached. Tech 1 Limit only 
  allows up to Tech 1, Tech 2 Limit only up to Tech 2 etc. (Note that the Tech 3 Limit mod 
  can also be called a 'No Experimentals' mod). There is one special version, namely
  'Tech 1 Limit plus Air Repair'. This one is exactly like the Tech 1 Limit, except that
  air repair/refuel platforms can also be made.
  
  Note that these Tech Limiter mods are mutually exclusive: They cannot be combined. 
  Supreme Commander will notify you if you try to use more than one of them.

Detailed Information:
  Note that units that can upgrade, cannot upgrade to a Tech level that has been blocked. 
  All visual information about upgrading past the Tech Limit imposed should also be removed.

  The air repair platforms in the special version 'Tech 1 Limit plus Air Repair' 
  can be made with Tech 1 Engineers. (they are actually moved to Tech 1 in-game).
  

-------------
BRMP No Air
BRMP No Naval
BRMP No Land
-------------

Description:
  Disables the creation of Air, Naval or Land units. Play with the unit types you want, and
  disable those you do not want. You can even combine them. E.g. if you combine the 'No Air'
  and 'No Naval' mods, you can make a 'Land units only' game.

Detailed Information:
  Also removes Anti-air guns and Sonar beacons and such, since they have become obsolete.
  (You don't need an anti-air gun when there are no air units).

  The 'No Land' mod is special, in that it also disabled most buildings. The only things 
  you can build on land here, are Air Factories and Air Repair Platforms, and 
  the Mass and Energy buildings. You'll have to use air units and ships to defense your 
  land-based structures.


----------------------------
BRMP No Long Range Artillery
BRMP No Nukes
----------------------------

Description:
  Don't like uberweapons that can hit you wherever you are? Then disable them!
  These mods remove all long range artillery and nuke weapons from the game.

Detailed Information:
  The 'No Nukes' mod also disables anti-nuke installations. It even disables
  the special upgrade an UEF Commander has to a Nuke weapon. Did you know that Nukes
  have a maximum distance they can fly? It's just ridiculously large. :)
  
  The 'No Long Range Artillery' mod works by disabling any weapon that can fire above 
  a certain distance (200 O-units), so it might disable other weapons too.
  Note that anti-missile installations are NOT disabled, as I'm not entirely sure 
  if they are purely for artillery or also for more normal gunfire.


-----------------------
BRMP No Scout and Radar
-----------------------

Description:
  This mod disables those units used to scout the land and/or search the enemy.
  This is especially usefull when playing without a Fog of War, since in this case 
  there simply is no need for units that let you view what's up ahead.

Detailed Information:
  Note that units with guns will NOT be removed, only those with nothing more 
  then radar equipment.


-------------------------
BRMP No Unit Enhancements
-------------------------

Description:
  Removes the ability for units to enhance themselves.

Detailed Information:
  This is NOT the disabling of upgrades (Tech 1 Mass Extractor to Tech 2 Mass Extractor),
  it is primarely the disabling of extra optional enhancements a unit can have.
  For now, it seems only the Commander and Subcommander can get enhancements, so this
  mod will, for now, disable any enhancements for the Commanders and Subcommanders.


------------------------
BRMP No Mass Fabricators
------------------------

Description:
  Removes all Mass Fabricator structures.

Detailed Information:
  Does not remove the Mass Extractors, only the Mass Fabricators. You now have to protect
  your Mass Extractors a little better, or all you've left is the little mass generated
  by your commander.


---------------
BRMP No Shields
---------------

Description:
  Removes all Shields.

Detailed Information:
  If an unit has nothing more then a shield, it will also be removed from the game.
  Enhancements that provide shields are also removed from all units.
  Note that Personal Shields are not removed. See them as more of an unit with better armour.


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'.
If it's installed elsewhere, you probably know where you've put it.

Also, remember that each of these mods can be installed separately. You do not need to 
install them all. If you only like one, then only install that one.


Further Info
------------

The mods have been created to work with the patch v1.1.3251 (latest as of 01-06-2007), and
tested with that patch. Previous versions of the game have not been tested with these mods, so
there's no guarantee that it could work in previous versions.

The mods have been created with dynamic behaviour in mind, which means it dynamically check which
units it needs to disable. E.g. if a mod disables nukes, and you add a new unit with nukes or modify 
an existing unit so it can fire nukes, the anti-nuke mod should also disable that new unit.

Also, these mods should not only remove the desired units, but also those units that have become
obsolete because of the mod. E.g. if you remove Air units from the game, an unit like the 
Mobile Anti-Air Gun will also be removed, since his anti-air is no longer needed if there are 
no air units. Please note that it does NOT mean it removes any unit with anti-air, only those
who ONLY have anti-air weapons.

And lastly, you should be able to combine these mods. E.g. combining the 'No Naval' and 'No Nukes'
would result in both Naval and nuke units to be removed from the game. The only mods you can't combine 
are the Tech Limit mods, since they can't be combined. (plus it would be pointless to combine them).


Closing words
-------------

I have gone through great lengths to ensure that each mod does exactly what it says it should do, 
so I hope that I haven't forgotten anything. If there is anything I forgot, or something you want to
say or ask, please feel free to email me at my e-mail address above. (I don't read emails daily, so
replies might take some time).

I'd like to thank Chris Taylor for continuing the Total Annihilation saga with Supreme Commander,
as well as the Gas Powered Games company for delivering this game.

Thanks to the GPGNet Forums for providing the details for how to Mod. Especially these helpfull subjects:
  Patch Details                      http://forums.gaspowered.com/viewtopic.php?t=7819
  Usefull Information                http://forums.gaspowered.com/viewtopic.php?t=2318
  What do I need to create a Mod?    http://forums.gaspowered.com/viewtopic.php?t=1754

Thanks for the Online version of Programming in LUA:
  http://www.lua.org/pil/ 

Thanks for the Supreme Commander Wiki, and especially the Blueprint resource:
  http://supcom.wikia.com/wiki/Main_Page
  http://supcom.wikia.com/wiki/Blueprint

The Online GUID generator:
  http://www.famkruithof.net/uuid/uuidgen

And thanks to the creator of 'No Technology', Neruz, for starting my ideas of mods to make.

..

Well, that's it. Can't think of anything more to put here.

Have fun,
Magic Power

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Magic Power


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Registered 10th January 2005

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