Experimental Wars


Box art for Experimental Wars For: Supreme Commander
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Description
Experimental Wars 1.92 Patch notes

Intro :

In this relaese i correct a lot of 1.91 bugs and i modify the original Forged Alliance's game play.

If you have suggest or if you want help me please write here or on the mod's topic forum.

Thanks :) Good Game for all :)


miscellaneous fix ( for all )

- Commanders can fire from the transports ( no nuke / no overcharge on the transports )
- Overcharge changes damage vs ACUs is 660 (from 100), vs buildings 1080 damage (from 500) and damage radius is 2.5 ( from 2 )
- Air engeneer can build mass extractors
- Energy Storage now costs 160M 2000E (from 120M 2400E), stores 5000E (from 2000E).
- Energy Storage explodes deals 1500 damage in a 5 radius (from 500 damage 3 radius), and has 650 health (from 1200).
- Tech 1, 2, 3 Naval factories : Collisions bug fixed.
- Tech 1, 2, 3 Air factories ( when they are build on water or land ) : Collisions bug fixed ( NB : The seraphim air factory is hover )

- Tech 1 Torpedoes defense : Cost decreased by 40%, build time by 30%.
- Tech 1 Experimantal Units ( land and air spaceships ) : Build time -40% and cost by 10%.
- Tech 1 Elite Naval Factories : Collisions bug fixed.
- Tech 1 Elite Air Factories ( build on water or land ) : Collisions fixed( seraphim Elite Air Factory is hover ), build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).
- Tech 1 Elite Sea Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).
- Tech 1 Elite Lands Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).
- Tech 1 Elite Subs Factories : build time change 2min, cost increased 15500E 1300M ( from 7500E 1000M ).
- Tech 1 Sea Factories : Cost decreased
- Tech 1 Sub-Marine factories : cost change 2200E 230M, Collisions bug fixed and build perimeters fixed .
- Tech 1 Elite Sub-Marine factories : Collisions bug fixed and build perimeters fixed .
- Tech 1 Naval Mass Extractor : ( no need mass point same mass generator ) Collisions bug fixed, min depth change 5 ( from 6 ).
- Tech 1 Naval Hydro Generator : Collisions bug fixed, min depth change 5 ( from 6 ).
- Tech 1 Elites submarines : normal, medium, heavy : collisions fixed
- Tech 1 Elites Air Factory : Cost Changes 15500E 1300M ( from 7000E 1050M ), build time ( with t1 engee ) 2 min ( from 4 )
- Tech 1 Air Transport : Cost changes 1600E 80M.
- Tech 1 Point Defense : Cost changes 1800E 180M, build time 35sec ( with tech 1 engee ).
- Tech 1 Flying Point Defense : Cost Change 2000E 200M.
- Tech 1 Anti Air Defense : Cost changes 1800E 180M, build time 35sec ( with tech 1 engee ).
- Tech 1 Flying Anti Air Defense : Cost Change 2000E 200M, build time 35 sec ( with tech 1 air engee ) and health increased to 1500 ( from 1200 ).
- Tech 1 Mass Extractor : Health decreased to 600 ( from 800 )

- Tech 2 Sea Factories : cost decraesed for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from ... too much )
- Tech 2 Air Factories : cost decreased for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from 4min10 )
- Tech 2 Lands Factories : cost decreased for the tech 1 => tech 2 : 35000E 2900M ( from 40000E 3050M ), time to build change 3min10sec ( from 4min10 )
- Tech 2 Orbitals Defenses : Removed. ( i will transform them later )
- Tech 2 Anti Air Defense : cost change -20%, build time -20%
- Tech 2 Arty installation : Cost change -20%, max range +30%, rate of fire x2, health -40%.

- Tech 3 Air Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 )
- Tech 3 Land Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 )
- Tech 3 Sea Factories : cost decreased for the tech 2 => tech 3 : 175000E 8500M ( from 175000E 11800M ), time to build change 4min35sec ( from 13min10 )
- Tech 3 Naval battleships -35%/45%
- Tech 3 Navalnuke subs -35%/45%
- Tech 3 NavalAircraft carier -35%/45%
- Tech 3 Strategic Nuke Launcher weapon cost : Missile cost 750000E and 8000M ( From 1350000E and 12000M )
- Tech 3 Nuke subs marines weapon cost : Missile cost 900000E and 9000M ( From 1800000E and 15000M ). Max radius 250 ( from 1024 ) Min radius 0 ( from XXX ).
- Tech 3 Anti Nuke Defense weapon cost : Missile cost 288000E 3240M ( from 360000E and 3600M )
- Tech 3 Arty Installation : Cost decreased by 40% and time to build 30%
- Tech 3 SAMs costs reduced significantly from 1400M 12000E to 800M 8000E



UEF :

- Tech 1 Elite Heavy Submarine : Water effect fixed.
- Tech 1 shield structure : build time /2
- Tech 1 Craft Launch ( navy transport ) : Add !

- Tech 2 Naval Shield Boat : Increase Shield ship cost by 30% from 1040M 10400E to 1300M 13000E
- Tech 2 Support Bomber : Tower drop cost inscrease by 10% ( , health x4 ( 2060 from 515 ), plane cost increase by 10%.
- Tech 2 Craft Launch ( navy transport ) : Add !

- Tech 3 Missile Mobile launcher : Weapon fixed, damage 800, max radius 180 ( from 80 ), cost increased by 100%.
- Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 6 missiles 350 damages at 0.05 rate of fire. Max radius 180 ( from 175 )
- Tech 3 Arty installation new weapon test ;) ( if it is good i will do the same for each faction )
- Tech 3 Air transport : cost decraesed -30%
- Tech 2 Craft Launch ( navy transport ) : Add !

Aeons :

- Commander : Shield fixed.
- Tech 1 Experimental Hover tank : Build perimeters fixed
- Tech 1 Experimental Spaceship : Build perimeters fixed, Anti air weapons decraesed by 10%, cost decrasead by 10% ( 90000E 5850M).
- Tech 1 Naval Hydro generator : Min depth fixed 5 ( from 0 ).
- Tech 1 Craft Launch ( navy transport ) : Add !
- Tech 1 Air engeener size reduced.

- Tech 2 Craft Launch ( navy transport ) : Add !

- Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 4 missiles 700 damages at 0.05 rate of fire. Max radius 180 ( from 175 )
- Tech 3 Experimental Defense Center : Cost decraesed by 30% ( 635000E 175000M )
- Tech 3 Craft Launch ( navy transport ) : Add !


Cybran :

- Tech 1 Experimental Missile Launch Bot : Deploy and weapon fixed.
- Tech 1 Craft Launch ( navy transport ) : Add !
- Tech 1 Cybran engeener icone : fixed.

- Tech 2 Support Bomber ( 5 rihnos ) : Drop cost increased by 30%, plane cost by 10%, health x7.
- Tech 2 mobile stealth generator Increased speed, acceleration.
- Tech 2 Craft Launch ( navy transport ) : Add !

- Tech 3 Nuke Sub-Marine Cruise Missiles weapon changes : 3 missiles 600 ( destroy = 3 mini rocket ;) )damages at 0.05 rate of fire. Max radius 180 ( from 150 )
- Tech 3 Experimental Anti Nuke Defense : Cost -20% and build time -30%, rate of fire decreased by 150%, now the weapon need 15000E to firering.
- Tech 2 Craft Launch ( navy transport ) : Add !

Seraphims
- Tech 1 Craft Launch ( navy transport ) : Add !

- Tech 2 Craft Launch ( navy transport ) : Add !

- Tech 3 Land Mobile Nuke Missile launcher : weapons cost changes : 1000000E and 10000M and max radius change 250 ( from 200 )
- Tech 3 Nuke Battleship : weapon cost : Missile cost 900000E and 9000M ( From 1800000E and 15000M ). Max radius 250 ( from 1024 ) Min radius 0 ( from XXX ).
- Tech 3 Craft Launch ( navy transport ) : Add !
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