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Supreme Commander Thread!

nullzero said:
C&C 3 screenshots and trailers have not impressed me at all yet. The graphics are ok not great, im hoping the netcode isnt anywhere close to what C&C Generals is...

C&C3 will probably be fun (Gens is with the right opponent). It will almost certainly outsell SupCom and will have a massive fanbase. It will probably have very little in common with Generals, so I wouldn't worry too much about the net code.
But if you were to ask me which one will be played ten years after its release...SupCom. It has lasting power, C&C3 probably won't.
 
PopeKevinI said:
C&C3 will probably be fun (Gens is with the right opponent). It will almost certainly outsell SupCom and will have a massive fanbase. It will probably have very little in common with Generals, so I wouldn't worry too much about the net code.
But if you were to ask me which one will be played ten years after its release...SupCom. It has lasting power, C&C3 probably won't.
You're absolutely right. Hell, people are still actively playing and modding TA and that was released damn near 10 years ago. The ability to add literally infinite amounts of custom units, maps, scenarios, and assorted other content will keep supcom fresh for years to come.

C&C3 will provide fun, but my guess is that it will be a much more traditional RTS and those tend to burn me out pretty quickly. I will get it and have fun since the C&C franchise is usually done well, but I have to admit that the fact that EA is publishing it has me worried. Supcom however, is fantastic; and I know that because I've played it. All I want now are new maps to get more variation in strategies and units.
 
Heathen! :)

I'm expecting C&C3 to be a lot more disappointing than SupCom. What I've played of the beta (haven't in a while, too much trouble to keep updated) is very much a better version of Total Annihilation, which is exactly what I've always expected it to be. My pessimism for C&C3 stems entirely from the fact that EA has their paws in it.

EA made Red Alert 2, which in my opinion proves they can do it right. So I am being optimistic as well.

And as far as buggy net code - I have been playing LITERALLY since the day it came out as well as Zero Hour, and the only problem I ever have is when someone connects with a slow ass PC and bogs it down for everyone. The net code itself is fine, it is people with outdated PCs that cause the problem.

Anyway, my hopes are up for C&C 3. SupCom is turning out to be exactly what we all wanted, and hopefully the same can/will be said for C&C 3.

With both these games coming out within two months of each other, my newborn baby girl will not know she has a father for years to come. : )
 
And as far as buggy net code - I have been playing LITERALLY since the day it came out as well as Zero Hour, and the only problem I ever have is when someone connects with a slow ass PC and bogs it down for everyone. The net code itself is fine, it is people with outdated PCs that cause the problem.

Mismatches are a constant problem...I've even seen them in LAN games. Then there's the unofficial unit cap, the point at which pathfinding breaks down due to the netcode and no ground units will move (but air units move just fine). And just to round it out to three gripes, have I mentioned that they've got the worst online lobby I've seen in years?

Edit: not to mention the fact that Generals can be found in C&C: The First Decade, the EA Strategy Pack, as well as sold individually yet they haven't released any patches since something like 2003. If you're selling a game, you should be supporting it.

With both these games coming out within two months of each other, my newborn baby girl will not know she has a father for years to come. : )

Congrats, just had another boy on the 30th myself :D
 
EA made Red Alert 2, which in my opinion proves they can do it right. So I am being optimistic as well.

And as far as buggy net code - I have been playing LITERALLY since the day it came out as well as Zero Hour, and the only problem I ever have is when someone connects with a slow ass PC and bogs it down for everyone. The net code itself is fine, it is people with outdated PCs that cause the problem.

Anyway, my hopes are up for C&C 3. SupCom is turning out to be exactly what we all wanted, and hopefully the same can/will be said for C&C 3.

With both these games coming out within two months of each other, my newborn baby girl will not know she has a father for years to come. : )

I have had net code problems over lan with all good computers. We were playing a 2 hour game of C&C generals and at one point the game just decided to desync and stop listening to orders all together.
 
I have had net code problems over lan with all good computers. We were playing a 2 hour game of C&C generals and at one point the game just decided to desync and stop listening to orders all together.

You do know that the "mismatch" is a cheaters way of getting out of a loss, right? I have only had it happen to me twice in the 3+ years I have been playing Generals, and both times the same player told me that if I did not sell off my Super Weapons that he would mismatch the game - and he did it both times because I refuse to make deals with the enemy.

And I play Red Alert 2 online still and never have any problems out of it either. I guess I am lucky to not have any problems. The only problems I have are the scud hackers and the people who know how to mismatch a game on purpose.

But I agree with the guy above - as much of a die hard Command and Conquer fan, I will not be playing Command and Conquer Three 8 years from now... I will be playing either Command and Conquer 4, Generals 2, or Hopefully Red Alert 3 by then!
 
You do know that the "mismatch" is a cheaters way of getting out of a loss, right? I have only had it happen to me twice in the 3+ years I have been playing Generals, and both times the same player told me that if I did not sell off my Super Weapons that he would mismatch the game - and he did it both times because I refuse to make deals with the enemy.

I've had it happen in LAN games where we all used fresh installs and the same patch files.

Yes, cheaters abuse it. But it's a very real and persistent problem.

And I play Red Alert 2 online still and never have any problems out of it either. I guess I am lucky to not have any problems. The only problems I have are the scud hackers and the people who know how to mismatch a game on purpose.

Scudbug should have been fixed years ago. EA is still packaging and selling a broken game, but refuse to spend some of the cash they make on it to fix it.

But I agree with the guy above - as much of a die hard Command and Conquer fan, I will not be playing Command and Conquer Three 8 years from now... I will be playing either Command and Conquer 4, Generals 2, or Hopefully Red Alert 3 by then!

RA2 was released two years after EA absorbed Westwood. It was already under development and had a more or less in tact team from Westwood as I understand it. Generals used Westwood's SAGE engine to build a generic RTS and slapped the C&C name on it to sell more copies. That's what EA does.

We'll see how C&C3 performs. I'm optimistic; from the trailers I'm seeing it will be a good game. I just don't think it will have the gameplay and fun factor that will make it last, not the way Total Annihilation did.
 
EA didn't make RA2, westwood did. EA made generals. I agree C&C3 will out sell supreme commander, but multi-monitor support will be the deciding factor as most people have dual now.
 
lol at ea support. i fuckin hate them for buying westwood, and i hate them for buying maxis.
 
*bursts into room* HI ALL!!!!!1111 :p

Ok, so like, before I spend the next hour reading this entire thread I would like to know whether this game is looking cool or not.
I usually avoid RTS games but if this game concentrates more.....WAY more on actual military strategy and a little less on the logistics crap.....then...
Then I will be ALL over this game!!
:D
 
I'd like to know your definition of "most people", because I don't personally know anyone using it at home right now.

Thats why I said most people, I know quite a few people who use multi mons, and if you hit up the displays forum you'll see quite a few people there have them too.
 
Thats why I said most people, I know quite a few people who use multi mons, and if you hit up the displays forum you'll see quite a few people there have them too.
There are definitely more people using them than in the past, but "most" implies a majority which is far from true. You have to remember that though enthusiasts are the people that are most likely to have dual monitors and the like, they represent an incredibly small fraction of the actual game playing community. I think it's safe to say that the majority of gamers do not have a multiple monitor setup.

I do and I agree that support for it was a pretty big draw for me, but I don't think the addition of that feature is going to sway too many people into buying it if they hadn't already considered doing so.
 
There are definitely more people using them than in the past, but "most" implies a majority which is far from true. You have to remember that though enthusiasts are the people that are most likely to have dual monitors and the like, they represent an incredibly small fraction of the actual game playing community. I think it's safe to say that the majority of gamers do not have a multiple monitor setup.

I do and I agree that support for it was a pretty big draw for me, but I don't think the addition of that feature is going to sway too many people into buying it if they hadn't already considered doing so.

Multimonitor support is going to revolutionize the RTS genre in a big way. I think SupCom will easily become the new standard for interface and features, and in a few years everything will follow its lead with multiple monitors, split screen, and full zooming capabilities.

I also think SupCom will drive RTS gamers to invest in multimonitor, especially those who want to be competitive online. The second monitor *will* represent a distinct advantage as a second set of eyes. The feature won't sell the game, but I do think the game will sell the feature.
 
Multimonitor support is going to revolutionize the RTS genre in a big way. I think SupCom will easily become the new standard for interface and features, and in a few years everything will follow its lead with multiple monitors, split screen, and full zooming capabilities.

I also think SupCom will drive RTS gamers to invest in multimonitor, especially those who want to be competitive online. The second monitor *will* represent a distinct advantage as a second set of eyes. The feature won't sell the game, but I do think the game will sell the feature.
I couldn't agree more. I already find myself having issues only being able to scroll when I go back and play wc3 or DoW. The ease of the strategic view revolutionizes the way that RTSs work. I suppose that's what Chris Taylor is known for and what he was aiming to do with SupCom, but it's amazing that only having played the game for a few months, the features already seem like second nature to me and the fact that they aren't in other titles I play makes them less enjoyable.
 
I also think SupCom will drive RTS gamers to invest in multimonitor, especially those who want to be competitive online. The second monitor *will* represent a distinct advantage as a second set of eyes. The feature won't sell the game, but I do think the game will sell the feature.
Very true.
I couldn't agree more. I already find myself having issues only being able to scroll when I go back and play wc3 or DoW.
Despite the fun factor, I cant play TA anymore just because it cant zoom. :(
 
Very true.

Despite the fun factor, I cant play TA anymore just because it cant zoom. :(


Yeh I went and played Company of Heroes for a while the other day and was so frustrated that I couldnt zoom all the way out that I just stopped playing.
 
I played TA for years. I can't wait for this to be released. It will be the first new game I've bought in forever.
 
OMG!
ITS EARTH!
worlddomination.jpg


Not done yet, but, OMG!

Make a use for the ACU teleporting and mavors. Hiding out on australia...and building a mavor support by T2 and T3 air AAA, stealth gens, and a bunch of T2 PDs and arty....Throw 200 units down there and just work on a mavor from the start...
edit/ wait. australia is probably bigger than all of that 5x5 combined. :eek!:

Huge maps are going to play so much different than the 20kx20k and below...you can already see the differences between 5kx5k and 20kx20k...imagine a map 256 times the size of a 5kx5k!
 
Wow nice maps its going to be pretty crazy when the game goes retail and the mods and maps go into full swing. Thats what made TA such a great game the constant stream of new content it never got old.
 
/me has to decide to either get the 8800GTS now or wait for the 80nm refresh. Might be cheaper, but will also be longer before I get anything. :( Or maybe an eVGA and a step-up later...
Of course, C2Ds might drop in price in the meantime too...

I think I logged off of GPGn about 5 minutes before the 52 patch was released :(
Oh well, Ill log in to grab it when I run home for lunch.
 
Beta v52 release notes:
• Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here.
• Several color, prop, texture, normal map and effects adjustments throughout the game.
• Several animation and animation speed adjustments throughout the game.
• General game balance adjustments to several units. Highlights are included below.
• General cleanup to lobby code; Game will not launch unless everyone has established connections to everyone else. Ranked game lobby now based on established connections instead of Ready checks.
• When all players are ready, host can no longer change any options.
• Enable/disable launch button based on all players ready.
• Disable observe button when ready is checked.
• Chat edit acquires focus when entering lobby.
• Fixed allied chat so team members are talking to each other appropriately.
• Fixed most desynch issues related to older AMD processors when playing against other players with different processors.
• Cybran Gunship – slight decrease to rocket damage.
• Slight global increase to adjacency bonus.
• Transport beacons will not count towards unit cap
• Added 'Upgradeable' ability to T1 and T2 Mass Extractors
• Added 'Upgradeable' ability to all T1 and T2 Aeon Radar, Sonar, and Factories
• Added 'Upgradeable' ability to UEF T1 and T2 Radar, Sonar, Factories, and Shields
• Added 'Upgradeable' ability to all Cybran T1 and T2 Radars, Sonars, and Factories
• Scathis now part of land formations.
• T2 Cybran Amphibious Tank – decreased rocket and torpedo damage
• T4 UEF Fatboy – slight increase to railgun damage; increased refuel rate,
• Global decrease adjustment to T1 bot health.
• All refueling stations had their attraction range increases -- planes running on fumes will find a refueling station within a larger range.
• Cybran Cruiser -- refuel rate added
• T3 Cybran Bomber -- stealth turned off by default.
• Engineers will now build factories if the ACU dies in a non-assassination game against the AI.
• The engineering drone on the UEF SCU now works like the UEF ACU; if you killed the SCU’s pod, you'd have to remove the enhancement, now it'll remove automatically.
• T1 Aeon Light Tank – increased damage radius.
• Global increase to ACU resource allocation econ cost.
• Speeded up nuke damage to catch ACUs in wider radius.
• Reduced damage of the Aeon and UEF scouts
• T2 UEF Cruiser – slight increase to rate of fire.
• All non-experimental subs now die instantly rather than sink.
• Aeon SCU's Stability Suppressant and UEF's High Explosive Ordinance will now remove correctly if you remove the enhancement.
• Energy cost increase to almost all upgrades to better limit when players can access them.
• All units now lose intel abilities when they are killed rather when they are removed from the world.
• Upgrade econ adjustment for SCU due to higher base build rate, and increased econ cost for stealth on Cybran ACU and SCU.
• Increased the rate the ACU and SCU shields regenerate.

GPGNet

• Addresses performance issues with chat starting to lag after being on GPGNet for a certain amount of time.
• New Feature: GPGNet will exit you from a chatroom after being inactive for a certain period of time.
• You can now get Clan profiles from Clan rankings.
• Fixed crashing that could occur when exiting Supreme Commander and returning to GPGNet.
• Draws or mutual destruction no longer result in a win for one player.
From the beta forums.

Also, there's now a snap-to feature when building mass extractors and hydrocarbon plants which is a godsend when building on larger maps in strategic view. Also, the new energy requirements are going to take some getting used to, but I like them. They make it more difficult to just tech quickly and require more resource management in lieu of getting the RAS at tech2 as soon as you build your first fusion generator. Overall, I like it.
 
I do like the snap-to thing. SubComs still need to be limited, but eh.
And GPGnet still sucks donkey balls.
Performance does seem to have improved a good bit.Solo play started to lag a little but not too badly.

Im mapping all the factions' commander/subcommander upgrades. Cybran is done. Working on Aeon next.

Oh, and with the subcommander having a few upgrades, looks like you can build several monkeylords undetected right on the edge on the enemy base if you can get them there undetected. On clutch the little lakes on either side? In the ones on the map edge its deep enough to build monkeylords in. Also, you can airdrop amphibian (ACU, SCU, amphib tanks, etc) directly into the water, and retrieve them the same way. Imagine the possibilities!

Also, the aeon SCUs can teleport. Throw the building speed upgrades onto him, *maybe* even the ACU as well. Teleport to that lake and build a couple GCs...EVIL! If you want to risk the ACUs you can teleport them over and build *any* of the experimentals.
 
SubComs still need to be limited, but eh.
Yeah, I would tend to agree. I think if they trimmed down the effectiveness of the subcom version of RAS it would go a long way towards fixing the imbalance. The increase across the board in energy costs helps too since you can longer just start cranking out subcoms as soon as you hit t3, but they're still the preferable choice to generator farms and I don't think that was intended.
 
Yeah, I would tend to agree. I think if they trimmed down the effectiveness of the subcom version of RAS it would go a long way towards fixing the imbalance. The increase across the board in energy costs helps too since you can longer just start cranking out subcoms as soon as you hit t3, but they're still the preferable choice to generator farms and I don't think that was intended.

Just wait till one of your subcoms explodes ;) Granted you can spread them out, but I generally use them together to work on building things (experiemntals, mass fabs, etc) It seems like their explosive power was buffed since the last patch.

Also, remember that all factions get subcoms so it is not exactly an imbalance among the races.
 
OMG!
ITS EARTH!
http://ilkhan.com/misc/worlddomination.jpg[

Not done yet, but, OMG!

Make a use for the ACU teleporting and mavors. Hiding out on australia...and building a mavor support by T2 and T3 air AAA, stealth gens, and a bunch of T2 PDs and arty....Throw 200 units down there and just work on a mavor from the start...
edit/ wait. australia is probably bigger than all of that 5x5 combined. :eek!:

Huge maps are going to play so much different than the 20kx20k and below...you can already see the differences between 5kx5k and 20kx20k...imagine a map 256 times the size of a 5kx5k!
everything will explode, including your head and computer...in that order
BTW is there a single player for the latest update?
 
everything will explode, including your head and computer...in that order
BTW is there a single player for the latest update?

There is a patch allowing AI, although you must still go in through GPGnet. Singleplayerish.
 
Beta v52 release notes:

From the beta forums.

Also, there's now a snap-to feature when building mass extractors and hydrocarbon plants which is a godsend when building on larger maps in strategic view. Also, the new energy requirements are going to take some getting used to, but I like them. They make it more difficult to just tech quickly and require more resource management in lieu of getting the RAS at tech2 as soon as you build your first fusion generator. Overall, I like it.
I just downloaded the latest beta. It requires a cd key. Sorry if this is a duplicate post. Anyone have a cd key to use?
 
I just downloaded the latest beta. It requires a cd key. Sorry if this is a duplicate post. Anyone have a cd key to use?
keys have all been destributed, and have been since november. No key, no play.
 
Beta v53 is out!
Beta 53 Release Notes

• Full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here.
• Aeon hovering scouts will no longer be targeted by torpedos and torpedo bombers will no longer try to fire at hovering things.
• Fixed Cybran Land Scout and Cybran Air Superiority Fighter having to press their intel button twice to turn their initially-off stealth/cloak on.
• Players can't change multiplayer slots when marked Ready.
• Aeon/Cybran mass extractors will now resume their animation when their upgrade is cancelled.
• Cybran Destroyer can now rotate in place to avoid getting stuck on some maps due to its inability to turn well.
• If you upgrade both the cloak and stealth effects on the Cybran ACU and turn one off, it'll charge the proper amount when you turn it back on.
• Fixed certain beam weapons to appropriately fire through friendly shields.
• Zapper: Tactical Missile Defense can now shoot down missiles through shields.
• Adding pause to Quantum Gateways
• Seeker: Anti-Air Turret damage and rate of fire adjusted to make it equal with the other factions' T1 anti-air.
• Increased the cost of the ACU and ACU resource allocation upgrades.
• Increased the Mantis economy cost and slightly reduced its turret rotation speed.
• Tech 3 Air Superiority Fighters will attack planes in visual range while on patrol.

GPGNet

• Additional tracking for custom and ranked matches to determine games hosted, launched, completed, etc.
• Various localization fixes.
• Various bug fixes and optimizations.

from the official beta forums

I'm at work at the moment, but I will test it out when I get home. I'm glad they (hopefully) fixed the imbalance of sACU spam late game for the RAS upgrade.
 
downloading.
Should be much better.
I wonder if they fixed that massive memory leak v52 had...
 
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