Download Supreme Commander 2 Update 11 and 12 keygen by SKIDROW

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Supreme_Commander_2_Update_11_keygen_by_SKIDROW.zip (213861 bytes)

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FILE_ID.DIZ

SKIDROW's keygen for Supreme Commander 2 Update 11 and 12


SKIDROW.nfo

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  ▀▄▄■▀     ■▀▀                                     ▀▀▀▀▀▀
                          S   K   i   D   R   O   W
 ▄▀               ->  T H E   L E A D i N G   F O R C E   <      █ █         ▀▄
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   ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀  ▀ proudly presents ▀  ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
  ░ ██▓▓▓▒▒▒░░        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                                                             █ █
      █ █                                                                █ █
      █ █ - 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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