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▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy
▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀
S K i D R O W
▄▀ -> T H E L E A D i N G F O R C E < █ █ ▀▄
▀▄ ▄▀
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
░ ██▓▓▓▒▒▒░░ Supreme Commander 2 Update 11 and 12 ░░▒▒▒▓▓▓██ ░
▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒
▓ ▓
▓ RELEASE DATE : 01-09-2010 PROTECTION : Steam ▓
▓ GAME TYPE : Strategy DISKS : CRACKED UPDATE ▓
░ ░
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▀█▌ 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 █ █
█ █ █ █
█ █ - 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: ▀█▄ ░ █
▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █
█ ▄█▀ █ ▓ █
▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █
▒ █ █ █
█ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █
█ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █
█ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC █ █
█ █ █ █
█ █ Salutes to our new friends in: █ █
█ █ █ █
█ █ UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK █ █
█ █ FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS █ █
█ █ █ █
█▄░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█▄░
▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀
▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄
▀▄ ▀▀▀▀▀ ▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀▀▀▀▀ ▄▀
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