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This page is for general discussion of the wiki. If there is too much discussion, we will move to the forums, but for such a young wiki, this will do for now.

UEF vs New UEF Edit

I heard that the "UEF" faction was renamed "New UEF", is this true, and how much is it enforced. Should it appear in our pages? ie "New UEF Tank" rather than "UEF Tank"? Happypal 16:17, February 22, 2010 (UTC)

AFAIK, the only faction that has a different name is the Illuminate, so it should just stay as UEF. --RCIX 07:07, February 23, 2010 (UTC)
I may have been thinking of a different game then.. Happypal 15:08, February 23, 2010 (UTC)

Yeah, I think you were too, New UEF hahaha. Xesdra 08:02, March 12, 2010 (UTC)

Nicknames Edit

I moved some pages around, to separate unit type and nickname, as well as better separate factions. For example, a unit named "Yenzoo" is an "illuminate Tank". Also prefixed most unit pages with the faction ("Tank" -> "UEF Tank"). I did not do this for the experimental units, because I do not yet have enough information, and I'm not even sure there is enough distinction between unit type and nickname in this game. For example, is the "Universal Colossus" still a "Sacred Assault Bot" type unit? Happypal 16:17, February 22, 2010 (UTC)

We'll know more once we have the actual game. I contacted a colleague at Square Enix to ask for any help we can get, like a peek at the unit data lua files so we can be ready to roll out hard unit information as soon as possible. At the very least, I want them to recognize this wiki as a major fan site and point people here. --TaviRider 09:29, February 23, 2010 (UTC)
Sweet, internal info! May I ask where you work to have a "colleague" work for Square Enix? Also, and if you are allowed, and if you receive said file, could you forward them to me :D Happypal 15:09, February 23, 2010 (UTC)
I used to work for Glu Mobile making games for phones. One of my colleagues from there is now a Product Marketing Manager at Square Enix. They're usually very tight-lipped about their IP, so getting a pre-release unit data file isn't very likely. I already preordered the game on Steam, so if I can't get the info early I'll at least have it on day 1. If they do give me access to the file, it'll be on their terms... I might have to keep it to myself, or only for Wiki admins. I'd use the early access just to write an import script. I wouldn't post anything here until the release date. --TaviRider 21:27, February 23, 2010 (UTC)
Thankfully i got release date delivery as well, so i'll be workign hard alongside you guys! --RCIX 20:12, February 24, 2010 (UTC)
Well, now that the demo is released, we pretty much have everything we need. Downloading now! Happypal 22:49, February 24, 2010 (UTC)
Dammit, dammit, dammit! I'm stuck at work late today. So... the demo's blueprints may not match the release version. It probably doesn't have all the units in the blueprints. BUT... it probably will show me the format of the files, so I can get started on the import script. Hopefully it'll be done on release day, and I can do an import from the release game data. --TaviRider 22:55, February 24, 2010 (UTC)
I can send you my scripts. They were basically yours, but I added a bunch more info (shields, weapons, dps, just plain more of everything). I will send them tomorrow (don't have them here)
I will start working on image extraction, so we can have our little icons, and unit thumbnails... Happypal 23:02, February 24, 2010 (UTC)
When SupCom came out, I extracted the images, but they had all sorts of inconsistencies. The game engine applies palettes, effects, and a mask that cover up the inconsistencies. So FngKestrel took all the images and ran them through an automatic image manipulation system he developed. He also did a lot of manual retouching. The strategic icons were a huge amount of work, too. Are you saying you'll do that, or just get the images out of the equivalent of the .scd file? --TaviRider 02:30, February 25, 2010 (UTC)
Yes! the demo is installed, only some stupid DX runtimes are in my way to playing.... :D --RCIX 01:54, February 25, 2010 (UTC)
I'll be doing actual image extraction and processing, so don't worry about it. I remember what I had to do for supcom1, and what I did for Demigod. Those palettes were indeed a pain, but manageable. As for strategic icons, I am lucky enough to have rebuilt them all recently, including a "tech level less" set, so I'll upload those asap. Happypal 08:15, February 25, 2010 (UTC)


Categories Edit

Remember that every page should be part of at least one category (except those weird unique pages). If you create a page that you think might appear more that once, categorize it. If you don't know how to create the category, other users can create the category for you, that is fine. Happypal 16:17, February 22, 2010 (UTC)


Why no separate page in the sidebar for the Illuminate units? --IrishmanErrant 23:11, February 28, 2010 (UTC)

Why a separate wiki?Edit

Why not just do one wiki covering all Supreme Commander products, similar to:

Seems duplicitous and wasteful to start a new wiki every time a new sequel comes out. Just my $0.02. User:LobStoR 13:06, February 23, 2010 (UTC)

Most of these wikis cover a universe rather than a game: Starwars, Harrypotter, Halo, Doom...Supcom does not have this universe. It is only a game, with a single sequel. Also, for the wikis that do cover a game (doom/diablo/halo), most of the sequels are a light upgrade to units, some new units, and there. SC2 was really remade from scratch. Sure some things experimentals, and ACU are still common, and the factions are the same, but there is almost no overlap between the new and the old game, besides concept. SC1 had hundreds upon hundreds of units, spanning across 4 factions, and across 3 tech levels. In SC2, there are much fewer units, all unique, and no tech concept.
SC1 had so much info that everything had to be extracted via automatic script, because there was too much work. This will probably not be the case for SC2. So from a user point of view, I do not think it makes sense to merge both wikis. Also, from a maintenance point of view, most users do not realize the amount of maintenance, conception and work it required to build the supcom wiki. From a technical point of view, I don't think it is possible to merge both wikis without a lot of constraints.
Keep SC1 things to the SC1 wiki, and SC2 to the SC2 wiki.
Besides, look at w:c:starcraft:Zergling. Is this the kind of pages we want? Happypal 13:39, February 23, 2010 (UTC)
I think having a seperate wiki will work, though we should make sure that we have prominent links connecting the two wikis for the ease of use to the newcomers. Baronfuming 21:20, February 23, 2010 (UTC)
I 99% agree with HappyPal, though I think that I'll end up writing an extraction script for SupCom2 as well. Although there's fewer units, there's now an upgrade/tech system, and the benefits those provide will be detailed. I anticipate analysis like the cost per DPS of each of the available upgrades, and performance results against a standard attack. For instance, how do 10 Fistoosh Missile Launchers fare against an attacking force of 5 unmodified Titan Assault Bots and 5 unmodified Demolisher Artillery, both before and after a range increase. The stats changes can be made by a script (assuming it's a similar lua system), but the performance results... that'll take some manual work.
As for Baronfuming's comments, there's already a sitenotice at the SupCom wiki explaining the split. Since both sites are on Wikia, cross-linking is very simple and effective. I hope that some of the analysis on the SupCom2 wiki will describe the new units differences with their predecessors. --TaviRider 21:27, February 23, 2010 (UTC)


I think we should have this new wiki for anything sup com 2 related. Because every time they make a new sup com the units change and the old wiki already has 2 games in one and some pages really don't work. Also sup com 2 feels like a totally new game on it's own.Cross linking seems like a good idea to solve any problems. ---black6446

Easy link Edit

I created a template to link easily back to the supcom 1 wiki: {{Supcom1|Megalith}} Megalith. Happypal 09:38, February 24, 2010 (UTC)

DemoEdit

Hey the Demo just got released today 5PM!--black6446

Yippie! *scurries off to install steam* --RCIX 22:04, February 24, 2010 (UTC)
Yeah downloading the demo right now about 30 min left!--black6446
Hey Man Dont Be so "Stingy" Share some of your experience playing...Post More Pict...Mercy for The Lagged05:05, February 25, 2010 (UTC)~
I just ripped through all the demo content. First of all, it looks great. Nice water effects. A lot of things look familiar, like the way it indicates the queue for engineers. The experimentals that I saw are pretty easy to take down. Gameplay is significantly different... it seems simpler. You just build factories and extractors, crank out units, and then apply all the research. There's a lot less variety in the units and structures, but it'll take some time to memorize the complex tech tree for all factions.
It's really easy to upgrade your fighting force... just press tab and a couple clicks. There's effectively a fifth fundamental resource: mass, energy, time, attention (for micro-managing) and now research. I expect that a fairly advanced strategy would include building a variety of basic units and marching them over to the enemy, and then just before the battle starts, spend all your saved up research points on upgrading whichever unit type will do the most harm. This would be most effective against enemies who get a good look at your units to assess their capabilities. --TaviRider 07:02, February 25, 2010 (UTC)
You have a point with that strategy. I really wonder why they they have a research time for each technology.(like 30 seconds for level 1 tech) Did anyone notice that the battles last longer now for some reason and why does everything have homing projectiles? I also like the new path finding. --black6446
I dunno about the research time or battles lasting longer... but I think I know why most units have homing projectiles: It makes micromanagement less effective. What's the point in making your ACU walk in circles (an effective strategy in SupCom1 when being attacked by certain gunships) if the shots now hit anyway?
That may also be why there's no adjacency bonuses, and fewer structures. Players will spend less time micro-managing their structures ("SimCity-ing"). I'm all for this! I want to spend more time on the war, not on the buildings or the individual battles. --TaviRider 00:25, February 26, 2010 (UTC)
As far as the "lay back and build an army" style you can take in the campagin, that's a factor of said campaign. I suspect it wil be a lot better in skirmish/online play, where you are actually feeling pressure from attacks and can't just build a dozen research stations. That said, it feels like the campaign is there solely to get you acclimated to the 3 factions as i know i'll probably blaze through it in a couple of days. (neat info: shields don't drain energy anymore, but they can't be assisted.) Also, it seems they included pretty much only minor experimentals in the game (save the Kraken, which isn't that good in the first place), so the big flashy ones you have to wait for the full game for. Minor ones feel like the equivalent of buying 5 or 10 of a given conventional unit, but are quite possibly more useful than the equivalent land unit set.--RCIX 04:59, February 26, 2010 (UTC)

Unit names: Part II Edit

From playing the game, and the documentation we have been getting, I have concluded that the current way of namin gunits is not optimal, so here is what I understood.

In supcom2, all units are simply prefixed by their nicknames, so a unit's full name is simply "Rockhead Assault Tank". In my opinion (and I know this goes against what I have been doing up to now), the page should be at "Rockhead Assault Tank", and "Rockhead" should be a redirect to the page. There is no need to prefix the unit with the faction, since the pages are quite un-ambiguous now.

If I can get some feedback, I will try to make it a manual of style. Happypal 09:08, February 25, 2010 (UTC)

I agree, with one addition: For units with nicknames in the name, call them that full name and have a redirect from the nickname, as you suggested. But there will be units that they don't bother giving nicknames, like mass extractors, engineers, and factories. For those, we should make combined pages that cover all three factions, like a lot of the SupCom unit pages. --TaviRider 16:17, February 25, 2010 (UTC)
Yeah, I remember we used to have pages for things like "UEF T1 Mass Extractor"...
Well, this means I'm going to have to start oving pages around... again. Happypal 16:24, February 25, 2010 (UTC)
I'm still not sure between using UEF Titan Assault Bot or plain Titan Assault Bot. I think I prefer "Titan Assault Bot", and use "UEF Titan Assault Bot" when first introduced in the article.
I agree, let's drop the faction from the name. The main reason I used the faction in the name by default in SupCom1 was because of name collisions between factions, but I think we'll avoid that this time around. --TaviRider 20:52, February 25, 2010 (UTC)
I'll write a Manual of Stile and move stuff around tomorrow then, as agreed. Happypal 23:18, February 25, 2010 (UTC)
Thanks. You can probably use the Style Guide from the SupCom1 wiki as a good starting point. I'm going to start working on the script now. --TaviRider 05:04, February 26, 2010 (UTC)

<---

I've started moving stuff around. Happypal 12:12, February 26, 2010 (UTC)

I ran the script for all non-building pages (lots of non units, lots of collisions for "extractors" etc. I created only redirect pages.) Happypal 13:48, February 26, 2010 (UTC)
I didn't get much time with the SupCom2 demo code and script last night. It sounds like you've made more progress already. One thing I did discover is that the console is removed from the demo. I can't port the script to run in the SupCom2 environment until the release day. --TaviRider 16:21, February 26, 2010 (UTC)

Strategic Icons Edit

I've begun loading strategic icons. These are NOT the same as the ones from supcom1. Please do not import any from there, and let me finish uploading the ones I made. Happypal 12:12, February 26, 2010 (UTC)

Dumbed Down?Edit

So I wondering does Supreme Commander 2 seem Dumbed Down?--black6446


To an extent (re: Illuminate unit names, the smaller unit choice overall) but I think that the essential mechanics are still there, and the amount of strategy one can use to tailor his army, and even use research points tactically, makes up for it. I think the proper word would be 'streamlined', in that a lot of the choice and confusing nature of the original game has been stripped, but the core remains, and there is enough of a difference between the different factions and even different playstyles to keep it fun. - IrishmanErrant 21:04, March 1, 2010 (UTC)


I belive that the xbox 360 version has been dumbed down more. The cheating Ai is not that hard. (I can beat down two at once) how hard is it on the comp? Pi face dude 00:02, May 22, 2010 (UTC) 01:02 May 22nd, 2010 GMT

It's out! Edit

Yippie it's out! The downside? if you ordered a disc, it will only install half from the disk and insists on downloading the rest through steam. Moreover, steams servers are bogged down right now (from all the BF2 downloads probably), so it is causing problems for starting games (downloads work just fine, at least for me). *sigh*... 67%, probably going to be a couple of more hours for me.... ---RCIX 00:42, March 3, 2010 (UTC)

Preloaded and stayed up late, then it didn't unlock. Tried again later, and the game crashed on me. Am currently downloading again, at 61% T_T Good lord, I hope this works. I will be supremely annoyed if I wasted this money. - IrishmanErrant 00:46, March 3, 2010 (UTC)
Steam reported that the game was ready last night (3/1/2010) at 9PM Pacific...but really it was just on-sale at the regular price at that time. It didn't actually decrypt the .exe file until about 11AM today, 3/2/2010. If you tried running that .exe directly, it would report an odd error message because it was still encrypted. I've just spent the last 3 hours running through the first third of the game, and it works beautifully. --TaviRider 08:13, March 3, 2010 (UTC)
Mine finished about 4 or 5 hours ago, and i can say that this is very much worth my money :) It also seems that as soon as i finished downloading the game, there was a Steam Update, which just so happens to fix most of the problems i've been having! :/ oh well, it's here now and i most definitely am having fun! --RCIX 08:29, March 3, 2010 (UTC)

Unbalanced unitsEdit

Well I have tried out every Experimental unit in battle and found that the Cybranasaurus Rex and the Pullinsmash seem very weak and kinda useless. For example the Magnetron is so much better then the pullinsmash and the King Kriptor is much more effective then the Rex with even more weapons and better range. Does anyone else think this to or is there a certain way to use them effectively?---black6446

It's all in the application. For instance, i just prototyped a strategy that gets a C. Rex out in the field in about 13-14 minutes (and megaliths at 8-10), so it can easily dominate. As far as the pullinsmash goes, i think that's intended to be a support experimental which travels with your armmy and can vacuum up enemy units to improve your odds, or just act as a general purpose stray unit defender. --RCIX 23:54, March 9, 2010 (UTC)

Online Research TreeEdit

I was surfing the 'tubes just now when i found this link: could be very useful for checking research numbers very quickly and such (though it's still in beta). --RCIX 06:44, March 12, 2010 (UTC)


Rate of Fire Vs Reload TimeEdit

i see that both Rate of Fire, and Reload Time is used interchangably, a good example is the Cybran Armored Command Unit. as you can see the Molecular Ripper Cannon has a reload time of 2 seconds, whill the UPGRADE - Overcharge Cannon has a Rate of Fire of 1 Projectile per second.

Anyone else think these should be unified into one? The MRC could have a rate of fire of 0.5 Projectiles/second, or the Overchage could have a reload time of 0.5 seconds.

What do you think? {{SUBST:User:Corhen/SigX}} 22:28, March 17, 2010 (UTC)


ROF and reload times are two different stats represented separately in relevant unit blueprints. Given that the game's unit of time is a 'tick' (I believe this is 0.1 seconds) and rounding occurs for certain calculations that fall mid-tick, it may be useful - and probably more accurate - to track ROF and reload seperately.
Aesir Rising 14:24, April 4, 2010 (UTC)
I wrote the script that extracted the data. It is as simple as: if ROF >= 1, use ROF. If ROF < 1, use reload time. I chose this because people naturally think of weapons that fire first in terms of Rate of Fire, whereas weapons that shoot slowly in terms of reload time. Nobody says (wow, that machine gun reloads in 0.1 second, and that artilerry piece fires at a rate of 0.15 shots per second!) The only motivation is having "natural" numbers.
That said, ROF is a pretty complicated thing to calculate, but in this wiki, there is no difference between reload time and 1/ROF. That said, I implemented a "Salvo" concept. If a weapon fires 3 torpedoes in quick succession, and then reloads for 2 seconds, then the complete reload time is about 2.2 seconds. But I made this clear, by using the word "salvo".
FInally, you will see that most "fields" in the unit box are red links. Ideally, there was supposed to be a little article that explained all these links, especially things like reload/rof, or "salvo" etc.
I'm open to all suggestions. While a think the ROF/Reload might confuse a player or two at first, the advantage of being easier and more natural to interpret is more important. I had hesitated to put both (Reload time: 10s (0.1 shells per second)), I believe the info would be redundundt, not that helpful, and just wate down the rest of the information.
But as I said, I'm open to all suggestions, and besides, this being a wiki, the final word is not mine to be had ;) Happypal 08:07, April 5, 2010 (UTC)

Home page Game vitals Edit

I want to edit the wiki front page, but I'm not a very good wiki editor. I can edit existing pages (usually) without mucking things up, and I've done so here and there. But the home page lacks vitals about the game. If anyone either brave or skilled could incorporate this information on the home page, it would be appreciated.


Supreme Commander 2 http://www.supremecommander2.com/ Developer: Gas Powered Games http://www.gaspowered.com/ Publisher: Square Enix http://www.square-enix.com/

Release: PC Platform (US): March 2, 2010 XBox360 Platforum (US): March 16, 2010

I don't know the facts about release dates for other regions, so I indicate the US release dates. Aesir Rising 14:23, April 4, 2010 (UTC)

The home page looks so bad right now, you might as well just edit it. Besides, the way things work, the wiki will get better even if you make bad edits than no edits. If you do something bad, someone will correct your work. If you ask someone to do something, he'll never get around to it... Happypal 07:57, April 5, 2010 (UTC)

Create pages for reasearch trees? Edit

Perhaps giving each faction a page with all their reasearch trees on? You could lay it out like it is ingame and make each icon highlightable showing what the ugrade/unlock does like the one made by http://www.supcomresearch.com/. I'd be happy to help fill in the information needed, but I have no idea how to set something like this up.

Just a suggestion anyway. Spagoose 15:38, April 21, 2010 (UTC)

I wish we could do as good as supcomresearch, but we are limited by the capabilities of the wiki. I'm honestly not sure how to handle research. It would be pretty easy to do a page that lists them, but very hard to present them in a "tree" like structure. Happypal 13:00, April 23, 2010 (UTC)

FAQ / General Knowledge page needed? Edit

Theres a couple of bits and pieces that arent covered here or in the manual that i feel need explaining and made more well known.

Some things that i would like to know are for example:

  • Constructing buildings on building corpses; i know that placing a new building on a building corpse of the same type makes the building template go blue and there is a reduction to the time it takes to build it, however is there any mass reduction to the cost of the new building? if so does it count towards the reclaimed mass total at the end of the game?
  • Reclaiming mass; what percentage of the original cost of the unit/building is recovered
  • Corpses; i have noticed that throughout the course of a battle many of the unit corpses disappear, what triggers this? is it based on a timer? is there a limited number of them allowed on a map? if so are buildings corpses on the same timer/counter as unit corpses? I have also noticed that corpses can be destroyed by AOE weaponary. do units and building corpses have differing amounts of health etc.
  • Assisting factories with your commander; how much faster is it than using a normal engineer and how is the build rate increase calculated when using in combination with a normal engineer and what order are they both applied?
  • Shields; how are they affected by AOE weaponary does an artillary shell deplete the shields of multiple shield genorators if they are placed too close together? what if the shell misses the shield and hits the ground near it does it still get damaged etc.



these are just a few of the things that i havent managed to work out on my own which could potentially change the way i play a lot should i find out the answers. and i am certain many other people have similar questions so i figure it would make sense to have a page like this.


also if noone wants too make the page i'm willing to give it a try however it would be nice if someone could answer some of my queries, thanks


burpleronnie

I moved this discussion to my talk page, as you double posted, and i saw my talk page before here. Happypal 07:59, April 26, 2010 (UTC)

DLC Problems... Edit

Ive just recently downloaded the DLC for supreme commander 2, and ive tried to install it and it says to install it in your supreme commander 2 main folder, and i have no idea where to find it. Ive tried to install it to the steam folder then into the supreme commander folder, but when i run the game its just the same and no DLC is recognised. Really need help with this please... -.-


GrameH 15:52, November 12, 2010 (UTC)

The DLC content is just an update for the main game. Just download it and wait for a few hours. To enable DLC units, click the little box in the game. It can be used only for skirmish. If you don't have the main game, it won't work. Hope this will be helpful. =) Popeye2266 06:11, November 15, 2010 (UTC)popeye2266

can a nuke be sent back and forth by the cybran boomerang if there are 2 of them? Edit

216.162.88.226 16:00, January 7, 2011 (UTC)Ricky

Can a nuke be redirected back and forth by 2 cybran boomerangs? Edit

216.162.88.226 16:04, January 7, 2011 (UTC)Demented_Monkey

Favorite Faction Edit

What's your guys favorite faction and unit? My favorite faction is the Cybran Nation and the C. Rex.

Is anyone still active here? Edit

Is anyone still active here? I am still interested in Supreme Commander 2 and have enough hours in-game experience. I also made some changes before I got this new wikia-Account, but they were small ones like deleting the doubled sentence at the page of the Magnetron. I am not your guy if you need somebody for spelling and grammar, but I would like expand this wiki, but I need some people supporting me to make this wiki at least half-alive again, so who is here still active?

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