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Supreme Commander 2 Update 11 and 12

RELEASE DATE : 01-09-2010              PROTECTION : Steam
GAME TYPE    : Strategy                DISKS      : CRACKED UPDATE

Release Notes:

The Skid Rowdies are looking new blood to fill up the ranks.
We're a professional team of dedicated sceners with big mark
under sceners. We believe on the ground idealism of the root
of the real old school scene. We do all this for fun and
nothing else. We don't earn anything on our hobby, as we do
this for the competition and the heart of what got the scene
started in the mid eighties.

If you think you got something to offer, then don't hold back
on contacting us as soon as possible.

twice the fun   \/ double the trouble

On with the update release information:

Supreme Commander 2 Update 11 and 12

UPDATE 12 content:

New Features

- Added AI Custom Options menu to allow fine control of each
AI's Core Strategy, Build Speed, Resource Income, Veterancy,
Intel, and Target preference.

- The pre-order maps Emerald Crater, Iskellian Coast, QAI
Prototype Facility, Seraphim VII Site, and Weddell Isle are
now available to play for all players.

- Added a Cybran Mass Convertor structure, unlocked via the
research tree.

- Added "No Artillery Structures" to game exclusions list.

- Added "No Mass Conversion" to game exclusions list.

- Added shield range ring indicators both during placement and
on mouse-over.

- Added factional shield coloring, and quicker impact effects
to improve overall visibility and feedback.

- Added a keybind to turn the UI and all associated in-game
clutter on and off for screenshots and movies: Ctrl-U.

- Updated the current ranked season to season 2

Balance

- Increased Mass Convert cost to 2500e and income to 250m.

- Increased Mass Convert cooldown to 10 seconds.

- Killing enemy units will now generate 25% less Research.

- Illuminate Rogue Nanites heal decreased to 5,000. Was
10,000.

- Illuminate ACU Shield health decreased to 12,000. Was
15,000.

- Illuminate ACU Teleport, Damage, Rogue Nanites and Personal
Shield upgrades each increased by 1 RP.

- Illuminate Rogue Nanite's range increased from 10 to 15.

- Cybran Battleship range decreased to 90. Was 115.

- Cybran Kraken health and damage increased by 50%. Weapons no
longer prefer unique targets.

- AI veterancy cheat buff is now an increased vet rate, rather
than free levels.

- Illuminate Point Defense cost increased to 200m/440e. Was
190m/420e.

- UEF P-Shield health increased to 600. Was 400.

- Nuke cost increased to 1000m/4000e for each projectile. Was
750m/3000e.

- Mobile units that are hunkered will no longer be affected by
the magnetron.

Fixes

- Fix for being able to assist an engineer assisting a factory
and bypassing the build speed reduction.

- Fix for being able to have UEF Pgens assist an engineer
assisting a factory and bypassing the build speed reduction.

- Fix for being able to have UEF Pgens assist an engineer
assisting a factory and bypassing the range check.

- Fix for AI not sending early attacks.

- Fix for Air units not accepting multiple destruction part
meshes in their blueprints.

- Fix for AI ACU going back and forth when there are enemies
nearby.
- Fix for AI not using the Noah Unit Cannon.

- Fix for units getting strung out along cliffs.

- Fix for units that have queued move orders pathing weird
after using an ability.

- Fix for beam weapons not turning off when units were loaded
onto transports.

- Fix for Hover units not triggering properly when killed.

- Fix for UEF Long Range Artillery not being able to fire at
their upgraded max range.

- Fixed Sonar Radius buffs to work like Intel Radius buffs.

- Units that are dropped from a transport will no longer
infinitely loop their move ambient sound.

- Fix for AI units trying to climb hills.

- Fix for UI-based ACU duplication exploits.

- Fix for replay files not closing properly under rare
circumstances.

- Fix for Platoon position being on unpathable terrain and
screwing everything up for the AI.

- Fix for units being teleported when dropped from a transport
over invalid terrain.

- Fix for the wrong leader being selected for Air units.

- Fix for GPNav group leader selection. Agents are eligible to
be the group leader only if they are close enough.

- Fix for units that have queued move orders pathing weird
after using an ability.

- Fixed resources getting refunded for units that have
completed building and are cancelled with the stop command.

- Fix for units getting stuck against walls if they started
out moving via steering only (no flow field).

- Fix for naval units not receiving commands outside the
playable rectangle.

- Fix for some air units in a group slowing way down.

- Fix for crash when issuing guard on the ground.

- Fixed a version number crash when loading a saved skirmish
game.

- Fix for crash when loading a save game while a unit is
jumping.

- You can no longer send air units through an enemy Space
temple beacon.

Improvements

- When we buff a unit's max health we now set the units health
percentage to the same as it was before the buff was
applied.

- Removed the visual effect on other units from the Bodaboom
and Universal Colossus to improve performance.

- Increased Bodaboom buff check time to 8 seconds and
Universal Colossus to 6 seconds to improve performance.

- Changed the Bodaboom range circle to match the Bodaboom's
buff range.

- Attempting to join a game when you have modified files and
the host does not (or vice-versa) will fail with a warning
message. This is true for joining through the game browser
or by receiving an invite.

- We now disable collisions on units while they are in a
transport.

- All Air to Ground and Ground to Air projectiles will no
longer collide with each other.

- Units that die while jump jetting will fall like air units.

- Anti-Nukes will now show the proper Available/Max numbers
when you hover over the build AntiNuke button.

- Made path requests NOT immediately reset from cost stamp
collisions.

- If you lose and have a human ally that is still alive, you
can no longer hear sounds from enemies under the Fog of War
and can no longer see decals created under the Fog of War.

- We no longer remove units from their group when issuing
ability commands (except in special cases).

- GPNav now allocates all the memory it will require for
Integration Fields at the start of the game to improve
performance.

- Jump jetting units will now adjust their flying height to
avoid colliding with terrain.

- Reduced the effect ambient sounds have on the game's
framerate.

- Improved 'should dodge' logic so if your push class is less
than, then you should dodge.

- Improved 'pass through walls' handling so battleships don't
get pushed onto the shore.

- If a unit cannot move as fast as the group, then the unit's
speed bonus max is 15% instead of 50%.

- Fixed air units group speed calc, so its not just the leader
speed.. its the speed vote, just like land units.

- Illuminate Flare effect updated. Now less expensive, added
an on ground impact effect.

- UEF Disruptor Station Activation Effects. Bigger for better
player feedback.

- Illuminate Electroshock beam and impact adjustments.

- Illuminate Radar Overdrive, added activation effect.

- All faction scaffolding effect LOD adjustments. Better
player feedback at further LOD range.

- Tri-armor buff effect. Now better looking and less
expensive.

- Reclaim, Capture, Repair, Build effect LOD adjustment.
Better player feedback at further LOD range.

- All Faction Unit destroy LOD adjustments. Better player
feedback at further LOD range.

- Experimental Unit weapon effect LOD adjustments. Better
player feedback at further LOD range.
- LOD update on unit upgrade, build bonus, overcharge, mass
convert and hunker. Better player feedback at further LOD
range.

- Changed text for shield restrictions to imply structure
only.

- AI will now use path markers for attack and scouting.

- AI will build additional radar away from its base.

- Magnetron will now look for targets in a radius around
itself, rather than the base it is assigned to.

- AI will now build the Cybran Mass Convertor.

- AI will build more than 1 mass convertor, if needed.

- AI will now prioritize getting the Mass Convertor research
if it has a high amount of energy stored.

- AI will no longer mass convert when it has enough mass
already.

- AI will now build more Pgens when Mass Convertor is
researched, rather than waiting for it to be built.

- AI will use the buffer size to check for blocking terrain
(via GPNav) before building a structure.

- AI will try not to nuke its own units.

- Improved AI research paths.

- Removed Radar and Vision cheat buffs from the AI.

- Added Naval Neural Net.

- Updated the Neural Net data based on several hundred new
simulation sets.

- AI will wait until it has a mass convertor before going nuts
with Pgens.

- Land, Balanced, and Rush AIs will put a higher priority on
getting an Air factory if they can't reach an enemy by land.

- AI ACUs will no longer build Naval factories. This will be
handled by Engineers.

- The AI will once again use the Illuminate Space Temple.

- Adjusted AI platoons to prevent the AI from stalling when
hitting unit cap.

- AI can now use Naval units to guard its base.

- Guard base platoons will now guard a wider range.

- AI will build more engineers per expansion base.

- AI will only build up to 10 research facilities.

- AI will take mass fabricators into account when looking at
income/spending ratio.

- AI will build Gantries in expansion bases more.

- Improved AI Nuke/Anti-Nuke behavior.

- AI platoons will no longer Jump Jet or Teleport unless at
least 75% of the platoon can make the move.

- Platoons that the AI wants to run away will now clear
previous commands.

- AI Neural Nets will now check to see if an enemy unit's
shield is active when performing threat evaluation.

- AI units will no longer run to deactivated bases.

- AI will now use carriers appropriately again.

- Added a new function to the Platoon class to get a
platoons shortest attack range.

- Micro distance is now based on the Platoon's shortest
attack range.

- AI will now do a quick pathable check when looking for
places to build.

- Engineers will no longer look for things to reclaim or units
to repair while attached to another unit.

Known Issues

- Replays from previous versions will not function with this
version.

- Skirmish Save games from previous versions will not function
with this version.

- Campaign Save games from previous versions will not function
with this version. Campaign progress (unlocks) will still be
preserved, however.

- When exiting a multiplayer game or skirmish before victory
conditions have been met, there is a 10-second window during
which replays will not save. The temporary workaround is to
wait 10 seconds before pressing the "save replay" button.

UPDATE 11 content:

Improvements

- Skirmish Save/Load. Skirmishes can now be saved in game
using the Menu > Save Game Function. Skirmish saves can be
loaded while in a skirmish game or from the main menu under
Skirmish > Load Saved Game.

- Players who have been eliminated in a skirmish or
multiplayer game, but have remaining allies that are all AI,
will be set as an observer will full map view, and may exit
normally at their discretion.

- AI Engineers and Land Scout platoons will now execute
optimized pathing (performance improvement).

- A user friendly version number will now be shown at the top
of replay files. Replays that do not have the matching
version number of the build will generate a "failed to load"
message.

- The default folder for save games, replays, screenshots and
log files has been updated to \My Documents\My Games\Square
Enix\Supreme Commander 2\.

- Added redundant checking on games returned by Steam in
matchmaking. This check ensures that the game fits within
the filters specified for Steam. Previously old data could
be called when rapidly narrowing a search.

- Illuminate Bodaboom aura range now displays as a weapon
range.

Fixes:

- Fixed condition where the first player leaving a multiplayer
game would stop automated replay recording.

- Further refinement of search filtering for ranked. It was
possible that someone could join a ranked game because they
met the criteria when they initiated the search, but then
narrowed their search and no longer met that criteria. We
now check for this case and reject the connection.

- Fix for most common case of players getting in an unable to
join state when closing a multiplayer game from a lobby.

- Artillery Weapon Range boost will now correctly affect Long
Range Artillery, increasing its range.

- Fix for AI violation of Research build condition.

- Fix for AI not building enough research stations.

- Fix for AI not building enough factories late game.

- Fix for Naval AI not building a Naval factory at all, and
for secondary condition of not building them outside its
starting base location.

- Fix for uncommon case of units not doing anything when
running away.

- Fix for AI Land platoons not running away.

- Fix for AI not properly utilizing the Noah Unit Cannon and
Carriers for building.

- Fix for Defensive builders going to the wrong task state
when they fail to find a build position.

Balance and Tuning:

- Engineers will no longer circumvent assist mitigation when
ordered to assist open ground.

- AI has improved seeking/hunting capability against hidden
commanders.

- AI will only build Artillery/TML in their base if they have
enemy structures in range.

- AI will build more generators after they have a Mass
Converter (or the research for the Cybrans).

- AI will normally only build shields in their bases when
there are structures there to protect.

- AI will not build excess mass extractors.

- Illuminate ACU Energy Income Boost research decreased to
+200%, was +300%. Decreasing Mass Income Boost to+250%, was
+400.

- Decreased Rate of Fire on Illuminate flares by 33%.

- Added a 25 second rebuild time when the Proto-Brain is
destroyed. Added a Cybran Proto-Brain crash damage of 2000.

- Increased minimum radius on Long Range Artillery to 150,
was 50.

Known Issues:

- Replays cannot be created from a game that has been loaded
from a Skirmish save, the UI does not currently reflect
this. Although it appears to save, it does not, and the
"Replay LastGame" feature will actually play the last valid
replay.

Install Notes:

1. Unpack the included rar files.
2. Run Supreme.Commander.2.Update.11.and.12.exe and install
3. Copy the cracked content from SKIDROW directory to your
main installation directory and overwrite.
4. Play the game

Greetings:

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