T3 armored assault bot
Содержание:
Supreme Commander: Forged Alliance (Русская версия)
Supreme Commander: Forged Alliance является самостоятельным дополнением к Supreme Commander, и включает в себя новую кампанию, новых юнитов, новую фракцию – расу Серафимов, которые вернулись из космоса, чтобы сеять хаос между людьми, а также новые режимы и карты для сетевой игры. История Forged Alliance продолжит историю предыдущей игры. На этот раз Земной Империи, роботам и тем из Эон, кто не переметнулся к захватчикам, предстоит вступить в бой с инопланетной расой Серафимов. Новая кампания как раз таки и расскажет о противостоянии альянса, который получился от объединения бывших непримиримых врагов, с инопланетной расой и изгнании ее с Земли.События игры происходят спустя два года после окончания Бесконечной войны. Силы всех наций уже истощены до неимоверного и мир кажется только лишь начинает восстанавливаться. Но не тут-то было. Появился новый враг в лице Серафимов, и теперь этот враг угрожает всему миру и всем нациям без исключения. Возглавьте новую войну, сразитесь с новым врагом, и постарайтесь не дать противнику захватить и уничтожить мир. Но будьте осторожны. Самое же главное новшество игры заключается в наличии новой фракции – Серафимы. Это новая сторона конфликта, технологически продвинутая и хитрая, использующая квантовые технологии и стирающая все на своем пути. Ну и что еще круче, так это то, что благодаря появлению новой фракции, в игре появилось много нового. К примеру, в вашем распоряжении появится огромное количество новых юнитов, новые технологии, оружия, и многое другое.Всего же в вашем распоряжении окажется более сотни новых юнитов, среди которых и наземные, и морские, и воздушные, и даже экспериментальные. Плюс, вы сможете в сражениях использовать флот, передовые технологии и новые разработки, и даже орбитальное вооружение. И поверьте, это еще далеко не полный перечень того, что ждет вас в Supreme Commander — Forged Alliance. А еще здесь вас ждет более десятка новых карт, созданных специально для многопользовательских сражений. Ну и конечно же, в вашем распоряжении окажется целая сюжетная кампания, в которой вам придется взять командование в свои руки, возглавить человечество и попытаться спасти его от вымирания. Сражайтесь, проходите сложнейшие миссии, выполняйте задания, развивайте технологии, и главное, одолейте во что бы то ни стало нового врага.Ключевые особенности игры Supreme Commander: Forged Alliance (Русская версия):- Новая игровая фракция: Серафимы — совершенно новая фракция, доступная в сетевой игре, и главная угроза в новой однопользовательской кампании. Это хитрая, изобретательная и технологически продвинутая раса, истинные мастера квантовой технологии. Новое оружие, новые стратегии, новые завоевания!- Новые юниты: 110 новых наземных, морских, воздушных, базовых и экспериментальных юнитов позоляют армии наносить стратегические удары по слабым местам или проводить в жизнь военную доктрину своей фракции.- Эпический размах боевых операций: Военно-морской флот, орбитальное вооружение и передовые технологии контрразведки дают командирам беспрецедентные смертоносные возможности в игре, являющейся самой стратегической стратегией в реальном времени наших дней.- Новые многопользовательские карты: 12 новых многопользовательских карт предоставляют игрокам новые территории для сражений и доказательства своего превосходства.- Новая кампания для одного игрока: Пройдите совершенно новую кампанию, руководя войсками, чтобы спасти человечество от вымирания. Минимальные системные требования игры Supreme Commander: Forged Alliance (Русская версия):- Операционная система: Windows 7 10- Процессор: 1.8 GHz processor- Оперативная память: 1 GB ОЗУ- Видеокарта: 128 MB video RAM or greater, with DirectX 9 Vertex Shader / Pixel Shader 2.0 support (ATI 9600+, Nvidia 6200+)- Свободное место на жестком диске: 9 ГБ
Жанр: СтратегияЯзык интерфейса: РусскийЯзык озвучки: РусскийИнсталлятор. Версия игры: 1.5 Build 38101Размер: 3,43 ГбСкачать с Облака:Скачать с торрентов:
Жанр: Стратегии / Башенки
+44
Build rate per mass[]
A large group of T1 and T2 Aeon engineers assisting a factory.
The table below compares the build rate of several units and their respective cost in mass in order to determine their efficiency. Some observations of note:
- T1 engineers are the most effient way to convert mass into build force. However, care should be taken when relying heavily on them, considering that:
- They bump into each other. Large groups of engineers will maneuver poorly when operating in tight spaces, such as the interior of cramped bases. Employing fewer units with higher build rates can remediate such issues.
- Veterancy. Massed T1 engineers will feed several kills to the enemy’s army if attacked, which may greatly increase the threat presented by sturdier units, such as Experimentals. Use radar intel to identify potential attackers early and move your engineers accordingly, or Ctrl-K them as a last resort. (See photo below)
- When assiting land factories, the engineers may get in the way of the built units as they get off the platform, slowing them down slightly. This can be easily prevented by moving the factory’s movement waypoint (Shift + Left click).
- It is actually cheaper to build a new TML silo than to assist an existing one with T1 engineers.
- T1\T2 factories are more efficient than their T3 counterparts but should be upgraded as needed during longer matches.
- Build rate is not always the reason why you would want to produce a certain unit, naturally: A Harbinger should be raiding an enemy’s firebase instead of assisting factories, obviously.
- Some of the units below, quite simply, are not worth constructing for their build rate, if at all: A Fatboy, powerful and versatile as it may be, will rarely see the light of day aside from singleplayer and the most evenly-matched multiplayer games, due to the strain and to finish it. A SACU, despite its potential as a durable field engineer, is virtually useless when it’s energy and mass cost is compared to cheaper units: In UEF’s case, for less mass (Quantum Gateway included), one could build 10 Percivals or 40 Stingers.
All values are from the latest patch of the game, except when there are two values and the second is inside parenthesis with no further notes. In that case, the first value is for , and the second for . Factory values apply to all factories in 3603 or later; or specifically Land factories prior to that.
Type | Build rate | Unit | Mass cost per unit of build rate |
---|---|---|---|
Engineers | 5 | Tech 1 Engineer | 10.4 |
UEF T1 Engineering Drone: C-D1 «Rover» & C-D2 «Rover» | 24 | ||
10 | Tech 2 Engineer | 16 | |
UEF T2 Field Engineer: Sparky | 22.5 | ||
15 | Tech 3 Engineer UEF/Cybran | 32.7 | |
(20) | (Tech 3 Engineer Aeon/Seraphim 3603) | (24.5) | |
20 | UEF T2 Engineering Station Drone: C-D2 «Rover-2» | 27.5 (36.6) for T2 Kennel | |
40 | 26.25 (35) for Upgraded T3 Kennel | ||
Hives | 20 | Cybran T2 Engineering Station: The Hive (1) | 22.5 (25) |
30 | Cybran T2 Engineering Station: The Hive (2) | 23 (26.9) | |
45 | Cybran T2 Engineering Station: The Hive (3) | 20.7 (28) | |
Factories | 20 | Tech 1 Factory | 12 |
40 | Tech 2 Factory | 26 | |
60 | Tech 3 Factory | 69.8 | |
120 | T3 Quantum Gateway | 25 | |
ACU & SACU | 10 | ACU | – |
30 | ACU with Tech 2 Engineering Suite | 36 | |
90 | ACU with Tech 3 Engineering Suite | 39 | |
60 | SACU | 152 | |
90 | SACU with Engineering Upgrade | 125 |
Build rate | Unit | Mass cost per unit of build rate |
---|---|---|
Combat units | ||
1 | Cybran T1 Assault Bot: Mantis | 52 |
3 | Aeon T3 Heavy Assault Bot: Harbinger Mark IV | 280 |
Aircraft carriers | ||
150 | Cybran T3 Aircraft Carrier: Command Class | 24 |
150 | Aeon T3 Aircraft Carrier: Keefer Class | 26.6 |
150 | Seraphim T3 Aircraft Carrier: Iavish | 29.3 |
Experimental units | ||
180 | UEF Experimental Mobile Factory: Fatboy | 136.7 |
Cybran Experimental Megabot: Megalith | 187.5 | |
Aeon Experimental Aircraft Carrier: CZAR | 250 | |
240 | UEF Experimental Aircraft Carrier: Atlantis | 50 |
Aeon Experimental Battleship: Tempest | 116.7 | |
2160 | Seraphim Experimental Missile Launcher: Yolona Oss | 116.7 |
Missile launchers | ||
80 | UEF T2 Tactical Missile Launcher | 10 |
Cybran | 10.6 | |
Aeon | 8.75 | |
Seraphim | 10.3 | |
1080 | Strategic missile launcher | 11.1 |
Strategic Missile Defense | 6.9 | |
UEF T3 Strategic Missile Submarine: Ace | 9.3 | |
Cybran T3 Strategic Missile Submarine: Plan B | 10.2 | |
Aeon T3 Strategic Missile Submarine: Silencer | 9.3 | |
Seraphim T3 Battleship: Hauthuum | 10.4 |
Modding[]
Fortunately some more events were maintaining some dynamism around gpgnet!2 famous unit mods, started since Vanilla, became a lot more played by the community this year. Those 2 mods arrived in the top list of the mod vault :
- Blackops Unleashed, by hawkeye and OrangeKnight,Adding more than 60 new units to the game, but suffering too badly from balance problems to be played in 1vs1. This mod got improved each year with also a new ACU upgrade system, and some other new units.
- Orbital Wars, by asdrubaelvect,Adding some new heavy experimentals, this mod became very famous with a >200000 views youtube trailer
One of the UEF units from the Orbital Wars mod
An other major project was emmerging in gpgnet community : The programmer Mancer helped by an entier team of modders was presenting Galactic War . Galactic War was a very ambitious lobby plan, where you fight for your favorite faction in a war where you would have to conquer the galaxy.
At this time, there were no other way than Gpgnet (and Hamachi, and direct IP) to play online, so creating an all-new lobby to host galactic war was making all the FA
Galactic War original logo
community very excited about it. Every one was speculating which faction the top 10 players would choose and was expecting to live a cool galactic experience !
This huge project was supposed to start a beta in June 2008, which happened, but Mancer had to take an important break in the devlopment. Then the new teams planned to wait for the 2nd Add On The Experimentals to publish Galactic War, but as you now know, this never happened.
Note : Mancer in 2010 planned to adapt Galactic War to Sup Com 2, but once more time the project was requiring more work than the free time he had. It was finally in January 2013, after a sucessfull crowd founded new start, than ZePilot publised Galactic War inside FAForever lobby. After 6 years of dives and climbs, the community finaly could play GW.
Factional differences[]
The UEF Percival is more prone to overkill due to its initial shot damage of 1600. It also has a much lower ROF than its Cybran counterpart. It does, however, have more HP and DPS than the Brick.
The Cybran Brick has a greater rate of fire and is, therefore, better for facing groups of T1 or T2 units. It is also much better suited for crossing water safely, as it has a torpedo system and flares. A group of ten or more Bricks will have decent self defensive cababilities, though they should not be given a combative role.
The UEF Percival can be an alternative to the Aeon and Seraphim’s Sniper Bots. They have the same build time but cost 75% more energy and 60% more mass. They have about 20 times higher health, 3 times higher DPS and similar damage to an Aeon Sniper Bot (in between the two modes of the Seraphim Sniper Bot). In some ways, the Percival is a shorter-ranged sniper bot.
In direct combat, one UEF Percival will beat one Cybran Brick, but the Percival’s low rate of fire will increase its vulnerability when facing large groups.
Just a few T3 bots whilst firing at the same oncoming experimental can seriously change the course of the attack. Having some T3 bots inside your shields mixed with turrets can really overwhelm approaching experimentals, so having these is an absolute must later in the game.
Cybran and UEF against experimental units.
Bricks are not excellent against experimental units directly since they would most likely die before getting enough damage off. The Percival, by contrast, if built in numbers to match mass cost of the experimental they’ll be fighting, will beat the Monkeylord, Galactic Colossus, and with some micro the Ythotha in direct combat. Air dropped to surround it, they can beat a Megalith.
Community activity[]
The SupCom d’Or event was a celebration of the best parts of the game and community
In March 2008, SupCom Alliance website announces the … upcom-dor/ Sup Com d’Or : a ceremony to celebrate the 1 year since Supreme Commander release. At the beginning designed for the french community, all the countries followed and voted the different categories. The event was a bigger success than expected.
Of course, as stated above, it was initialy designed for the french community, who was the major part of the votes. This probably explains some subjective winners.
The categories and respective winners of the SupCom d’Or
Fun facts around those results :-Blackjuge became pretty popular in the french community after winning a ranked game against BlueScreenISU.-In march, Sir_loui was probably objectivly not at his best level compared to the other 4 nominees, but won the «heart of the public»-Few players know than Gitzi, made some videomaking (from Lo4 clan, he’s known as one of the best 2009-2010 players)-Back in the days, the CoreMaximizer was a tool designed to balance equal charges between the 2 cores of a dual core processor.
Normal factories[]
Land, air and naval factories are constructed by engineers, ACUs or SCUs. They always start out as Tech 1 factories, and are capable of building all Tech 1 mobile units of their type (land, air or naval). They can also upgrade to Tech 2.
Once upgraded to Tech 2 a factory can build all Tech 1 or Tech 2 mobile units of their type, or an upgrade to Tech 3. Similarly, Tech 3 factories can build Tech 1, 2 and 3 units of their type. Factories cannot build experimental units
Upgrading a factory changes its physical appearance. It usually becomes bigger, acquires more health, and an extra build arm.
Higher Tech factories build units faster than lower Tech factories, and they use resources at a correspondingly higher rate. Tech 2 factories build twice as fast as Tech 1 factories, and Tech 3 factories, three times as fast.
Variation between domains
Land factories cost the least overall. Air factories cost the most power. Naval factories cost more mass but the a similar amount of power as land.
Constructable units
Factories can construct almost each and every mobile unit in this game. The only exceptions are ACUs, experimental units and the UEF T1 Engineering Drones. Except for sACUs, each unit can be built by the corresponding factory type (Land Factory builds land units), provided that factory is at least of the required tech level (a tech 2 factory can build tech 2 units as well as tech 1, but not tech 3).
For a full list of units, see the complete unit list.
Strategy and build order
Usually a land factory is built at the start of a multiplayer match, as it is the cheapest in terms of overall resources. This factory is typically used to build engineers to capture mass deposits, although rarely a direct fire unit such as a light assault bot or T1 mobile anti-air gun is used. Factories may build a few more for reclaim and then switch into land spam as required.
In some less common cases an air factory may be used for a T1 attack bomber or T1 light air transport instead. Rarely if ever is it wise to get a naval factory. Air units are always useful because they are fast, and the ACU starts on land. However, naval units are not as threatening until later when they can bombard the shoreline. They are also much more expensive, at up to 5x the cost, and slower. Therefore air first can at times make sense strategically for flexibility even if it is more expensive than land, while naval does not make it worth it.
Factories attached to units[]
The experimental units, the Fatboy, the Tempest, the Atlantis, the CZAR and to some degree, the Megalith are able to function as factories, as well as act as powerful fighting units. Except for the Megalith, all of these units must be stationary in order to construct units. During the construction, their weapons are also disabled (the Megalith is again an exception to this rule, along with CZAR, which can use it’s beam and AAs while constructing (though it can’t move)). The Tempest and the Fatboy must also be surfaced or on land, respectively.
All types of Carriers are also capable of constructing units, including the T3 sea ones for Cybran and Aeon, and the Experimental versions for UEF and Aeon. They generally have a mostly complete catalogue of T3 air units. However, the units these can construct are on their unit page.
Body/Weaponry[]
At 33750 mass and 110000 HP, the Megalith is the most costly amphibious or naval experimental in the game, and the heaviest experimental (in that it has the most HP). The Megalith will take a beating before going down. It starts at 0.5 HP/s regeneration, unlike other direct fire experimental units which start at 10 HP/s. It does gain 10 HP/s per veteran level though, like the other direct fire experimental units. The Megalith is also potent against battleships and destroyers, making it a must in shore defenses.
The Megalith’s main weapons are two dual barreled Proton Cannons. Combined, the damage equals that of Galactic Colossus. The range of this weapon, while not as much as the Fatboy’s, is still great, matching the Monkeylord’s Heavy Electron Bolters range. The Megalith excels at cleaning up armies/bases from afar. The initial shot damage is huge, enough to kill all but the heaviest tech 3 land units. These cannons can shoot at very low angles, and can destroy units almost underneath the Megalith.
While the Megalith carries an anti-air weapon, it is useless against most air units, especially at the higher tiers. Groups of gunships or bombers can easily destroy a Megalith, so it needs a mobile anti-air escort. It can construct Bangers to contribute to that escort.
Unlike the Monkeylord and the Fatboy, the Megalith has extremely potent torpedo weaponry, and anti-torpedo weaponry as well with the ability to make units like the Brick underwater while in combat with naval units allows it to make reinforcements very fast. The Megalith is the only unit in the game capable of taking down an Atlantis in single combat. A player with a Megalith should use it more like a Salem Class, treating it like a naval unit with legs, instead of an amphibious land unit.
On destruction, the Megalith explodes, dealing substantial damage to surrounding units. The explosion equals that of the death of the Monkeylord.
Megalith units move automatically to engage enemies out of range. Be careful and vigilant, and make sure to draw in your Megalith if it wanders off too far. It might get lost.
UEF
|
Fatboy: броня 25 000, щит 25 000, скорость 1, цена 70 500 М, 756 000 Э, 22 500 Т. Номинально этого гиганта назвали «передвижной фабрикой», что вызывало закономерные вопросы: зачем двигать фабрику, если можно двигать танки? На самом деле «толстяк» — движущийся по земле линкор, главное в котором — мощная и дальнобойная артиллерия. Защита от авиации и флота, если такой случится поблизости, дополняет приятную картину. Главный недостаток — черепашья скорость. Оружие: Gauss Cannon (X=1500, R=100, T=1 c), Hells Fury Riot Gun (X=225, R=40, T=0,3 c), Linked Railgun (AA, X=18, R=44, T=0,6 c), Angler Torpedo (AN, X=187, R=32, T=4 c). |
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Atlantis: броня 60 000, гидролокатор 150, скорость 3, цена 16 800 М, 210 000 Э, 22 500 Т. Подводный авианосец? Возможно, он и пригодится на морских картах — хотя рассчитывать на это и не стоит. Оружие: Angler Torpedo (AN, X=600, R=42, T=1,3 c), Flayer SAM Launcher (AA, X=33, R=60, T=1 c). |
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Mavor: броня 8000, цена 378 000 М, 11 250 000 Э, 270 000 Т. Мощнейшая артиллерия без брони, требующая огромного количества ресурсов. Полезна при излишках производственной мощности, то есть в эндшпиле: на более ранних этапах предпочтительнее Fatboy. Оружие: Anti Matter Artillery (X=2750, R=128-4000, T=8 c, затраты энергии 20 000). |
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Armored command unit: броня 12 000, скорость 1,7; маневренность 90. Командир, наше alter ego. В опасных ситуациях мы можем включить «перегрузку», которая резко увеличивает атаку за счет запасов энергии. Оружие: Zephyr Anti Matter Cannon (X=200, R=2-22, T=1 c), Overcharge Cannon (X=52 500, R=10 (2), T=0,3 c, затраты энергии 3000). |
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Support command unit: броня 20 000, скорость 2,2; маневренность 146, цена 3000 М, 40 000 Э, 6000 Т. Заменитель командира в опасных ситуациях, полезен при массовой атаке позиций врага. Оружие: Heavy Plasma Cannon (X=400, R=2-22, T=1 c), взрыв после смерти (X=1000, R=1 (10)). |
Появляется чёрный экран в Supreme Commander: Forged Alliance
-
Драйверы установлены/обновлены, но Supreme Commander: Forged Alliance всё равно отказывается работать
нормально? Тогда нужно проверить ПО, установлены ли вообще необходимые библиотеки? В
первую очередь проверьте наличие библиотек
Microsoft Visual C++
и
.Net
Framework
, а также наличие «свежего»
DirectX
. -
Если ничего из вышеописанного не дало нужного результата, тогда пора прибегнуть к
радикальному способу решения проблемы: запускаете Supreme Commander: Forged Alliance и при появлении
чёрного экрана нажимаете сочетание клавиш «Alt+Enter», чтобы игра переключилась на
оконный режим. Так, возможно, откроется главное меню игры и удастся определить
проблема в игре или нет. Если удалось перейти в оконный режим, тогда переходите в
игровые настройки Supreme Commander: Forged Alliance и меняйте разрешение (часто получается так, что
несоответствие разрешения игры и рабочего стола приводит к конфликту, из-за которого
появляется чёрный экран). -
Причиной этой ошибки также могут послужить различные программы, предназначенные для
захвата видео и другие приложения, связанные с видеоэффектами. А причина простая –
появляются конфликты. -
И напоследок – проблема, вероятнее всего, может быть связана с технической
составляющей «железа». Видеоадаптер может перегреваться, как и мосты на материнской
плате, что влечёт за собой уменьшенное энергопотребление видеокарты. Мы не будем
вдаваться в детальные технические подробности, поэтому просто рекомендуем в
обязательном порядке почистить свою машину от пыли и также поменять термопасту!
Elite Commander Ivana Dostya[]
All files concerning Ivana Dostya’s life before the age of 18 are incomplete; prior to that time, she resided on Earth, her AI loyalty programming fully initialized. The earliest data stream concerning Dostya is a single line mention of her «rescue» at the hands of elite Cybran Nation commandos.
Additional data streams emerge after Dostya’s enlistment into the Cybran Nation military. Records indicate that Dostya’s quick ascent through the ranks was only matched by her growing reputation for cunning and brilliance on the field of battle. Several of her numerous commendations specifically congratulate her on her uncanny ability to defeat her foes, no matter the odds. A cross-reference check of her service record marks her as the most successful commander ever to serve the Cybran Nation.
Dostya’s current rank is Elite Commander. In addition, she serves as Dr. Brackman’s personal military attaché. Service logs from Cybran military installations indicate that it is quite rare for her to personally appear on a battlefield; she directs her forces from the Cybran command post. Data concerning her husband and son appears to have been corrupted and cannot be recovered at this time. There is a large amount of evidence though including her speaking in Russian and her almost Russian accent that could mean she is of Slavic origin. Unfortunately, no more can be said since you do not see more than her neck down during the time she survives in the war. She is seen wearing a large heavy black cloak on the Cybran Victory video for the Vanilla Supreme Commander.
Dostya is killed by Hex5 during the assault on Hades.
ЗАКЛЮЧЕНИЕ
В заключение стоит сказать, что самыми лучшими из игровой серии Supreme Commander по праву считаются самые первые части. Те, кто обожают долгое развитие и планирование действий, были невероятно счастливы наслаждаться процессом кампаний в первых частях серии. Ты не просто играешь, а думаешь, планируешь, развиваешься, отчётливо прорабатываешь тактику.
Вторая часть не показала нам этого самого хардкора, погрузив нас в стратегию класса «поиграл и забыл». Да и невероятно жалко становится, когда понимаешь, что подобных игр уже не будет выпущено. Ведь компания была закрыта в 2018 году, и едва ли у неё есть шанс на возрождение. А даже если это и произойдёт, то вряд ли они станут снова запускать Supreme Commander. Невероятно жалко, что продолжений так и не случилось. Но зато у нас остаётся то, что есть. Жизнь полна перемен, и не всегда в лучшую сторону, поэтому нам всем надо научиться ценить то, что было и что мы имеем в данный момент.