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Description [quote]
1. What is it?
The "4th Dimension" is a modification for Supreme Commander. The goal of this
mod is to make SC feel more
realistic (as long as it is better for the gameplay) and to improve the
balancing of the game.
The Czar for example is the biggest unit in the game, but it can take only very
few damage.
Another point is the ship behavior. They have a much too high acceleration
which is much lower in the "4th Dimension" mod.
I also wanted to make more units usefull than in the original game. When you
reached tech 3,
a lot of tech 2 and 1 stuff becomes obsolete in SC. In the "4th Dimension" the
tech 3 siege bots are much slower than tech 1 and 2 tanks.
Nearly all units have a weapon inaccuracy now, so that they dont hit the same
pixel over and over again. Some new units do area damage
when they die and a lot more you have to find out!
========================== 2. Features =========================
nearly all unit weapons have an inaccuracy (except special weapons like guided
missiles, beamlasers... )
veteran system is much more linear (for example a Rhino lvl 2 tank needs 6, 12,
23, 34, 54 kills instead of
15, 30, 75, 150, 300) and units can reach max level in praxis which was
impossible before.
explosion damage added to a lot of units (damage decreases from explosion
center)
walls are more usefull but also more expensive (they can block more fire now)
changes to explosions optic like multiple generated (randomly) explosions
improvements to general balancing: check changelog for details
gameplay changes to make units/races more different (for example big units are
slower, cybrans have regeneration)
Download the mod: http://supcomsource.net/files/file.php?id=8174
Unzip the "4th Dimension.zip" file into your mods directory in supreme
commander (if it doesnt exist, create a folder "mods").
- increased health gain per level by 100% (so you get 50% more health for level
2 and 4)
- increased regenration rate buff for level 5 by 1000% (it was 2 in general and
is 20 now)
- reduced effectiveness of mass fabricators (they need much more energy per
metal than before now)
- increased costs and build time of cybrans lvl 3 mass fabricator by 20%
- increased HP and produced mass of cybrans lvl 3 mass fabricator
- increased costs and build time of uefs lvl 3 power generator by 10%
- increased HP of uefs mass fabricator by 10%
- increased size of uefs ground textures (for buildings)
- reduced wreckage mass value to 40% of the units mass value
- reduced reclaiming speed of wreckages
- added regeneration of 1 to all cybran units/buildings (if it was 0)
- doubled costs and build times of all lvl 3 factories
- tripled costs and build times of quantum gateways
Version 0.7 (beta):
- reduced death damage of lvl 3 mass fabricator to 3000 (from 4000)
- reduced death damage of lvl 3 power generators to 5200 (from 8000)
- increased costs and build times of walls a lot
- increased height of walls so they will block most shots from units
- increased HP of walls to 8000 (from 4000)
- reduced range of lvl 1 aeon aurora to 22 (from 26)
- reduced needed kills for veteran levels and changed the leveling to a *more*
linear curve
- increased damage area of monkeylords beam to 0.6 (from 0.5)
- increased turn rate of monkeylords turret by 10%
- reduced damage of fatboy artillery by 25%
- increased HP of fatboy to 30.000 (from 25000)
- nearly all death damages and a lot of other area damages decrease from the
hit center now
- increased size of aeon and cybran mass and aeon energy storage (they were too
small)
- reduced rate of fire for all lvl 2 tanks to 1/3 (for cybrans 1/4)
- increased damage of lvl 2 tanks by 200% (for cybrans 300%) so they still have
the same damage/sec
- adjusted damgages of lvl 2 tanks a bit
- added regeneration rate to aeon harbinger
- adjusted some damage values for lvl 3 siege bots
- increased costs and build time of cybrans lvl 3 power generator by 20%
- increased HP and energy output of cybrans lvl 3 power generator by 20%
- increased costs and build time of uefs lvl 3 power generator by 5%
- increased HP of uefs power generator by 10%
Version 0.61 (beta):
- fixed bug of anti air turrets
Version 0.6 (beta):
- added death damage of 1400 in a radius of 2 to all lvl 2 artilleries
- added death damage of 5500 in a radius of 5/6 to monkeylord/fatboy
- changed some explosions (longer/bigger flash, more debris, ...)
- rechanged damage of monkeylords beam to 1/2 of the original damage
- increased death damage of soulripper to 3000 (from 1000)
- increased death radius of soulripper to 5 (from 1)
- increased damage of sould rippers heavy electron bolter to 80 (from 50)
- added inaccuracy to nearly all direct weapons (very small change for most
weapons, gunships, siege bots and ships are more inaccurate)
- added death damage to point defences
- added death damage of 350 in a radius of 2 to all lvl 3 siege bots
- reduced speed of lvl 1 land scouts by 20% but also increased vision radius to
30 (from 24)
- reduced costs and buildtime of cybrans lvl 3 air superior fighter by 33%
- increased costs and buildtimes of hydrocarbon powerplants by 100%
- increased energy output of hydrocarbon powerplants to 200 (from 100)
- increased HP of Hydrocarbon powerplants to 4880 (from 2880)
- added death damage of 400 in a radius of 4 to Hydrocarbon powerplants
Version 0.5 (beta):
- reduced speed of all lvl 3 siege bots by ~35%
- decreased animation speed of lvl 3 siege bots
- increased costs and buildtimes of aeon and uef siege bot by 10%
- increased size of aeon lvl 3 siegebot (harbinger) by 40%
- decreased damage of all experimental beam weapons by 66%
- increased HP of czar to 20000 (5000)
- increased costs and buildtime of czar by x3
- decreased speed of czar to 2 (from 3)
- multiplied "time until refuel" for czar by 100
- reduced acceleration of all ships by 80%
- reduced speed of all ships by 20%
- maxbrake of all ships is now the same as acceleration (they can not brake
instantly anymore)
- increased turn radius by 100% of all ships
- reduced turn rate by 50% of all ships
- increased HP of aeon and cybran carriers by 50%
- increased costs and buildtimes of cybran and aeon carriers by 25%
- increased HP of all lvl 2 transports by 50%
- uef lvl 2 transport costs now a bit more and has a bit more HP than aeons or
cybrans
- decreased speed of lvl 3 gunships to 12 (from 15)
- increased HP of all lvl 2 tanks by 50% (aeon +600 instead of shields)
- increased size of all lvl 2 tanks by 10%
- increased costs and buildtimes of all lvl 2 tanks by 30%
- reduced speed of all lvl 2 tanks by 20%
- increased projectile speed of aeon and uef tanks
- reduced damage of aeon lvl 2 artillery by 50% (still more damage per sec than
the other races)
- reduced rateoffire of uef artillery to 1.4 (from 2)
- reduced damagearea of uef artillery to 2.5 (from 3)
- reduced damagearea of cybran artillery to 3 (from 4)
======================== 5. Known Bugs =========================
- the uef command unit cant shoot over friendly units. I have no plan why,
because i never changed the command units.