Supreme commander template wheel
Go up one level so you are back in the [mods] folder, then paste the folder into here. Delete the empty folder. The game can still see sub-sub folders and mods within them and will even list them in the mod manager in-game giving the 'illusion' that the mod works.
However this often causes the map to look 'infinitely' for the mod in the root folder top level of the mod folder when the game launches, making 'in-transit' last forever. This is especially relevant if multiplayers have slightly different folder structures to each other, as this can often cause some players to start play and others to stay in transit. This happens a lot in FAF if some users get the files from different sources.
Its the only way to be sure. None of the above issues should affect campaign mode unless the mod is an overhaul mod that overwrites any files within the common apps folder within steam. For these mods, you are on your own! I only use mods that install in the documents folder location shown above or come with a removal tool like Sorian Ai - which enhances the AI and game lobby, but can be removed if required easily If a mod does overwrite your game files, don't forget you can use the Steam verify game integrity fix explained in the next section to role back to your original files.
A game can easily become corrupted at any time and if a game does not start it may be a simple file corruption or mod installation that went wrong. Don't panic - Steam comes with its own built in game validation system go to the Steam library, then right click the game name. On the menu select properties at the very bottom. On the tabs select local files then click 'verify integrity of game cache' Another reason for not using a 'special' exe file to run the game.
If you have a non-standard. This is the hardest fix - but it is also the most common one for people playing on laptops. After several hours trying to help someone who's game did not start, I eventually found out why some people can't get the game to initialise. If the game has never run never initialised , and you are running it on a laptop, you may come accross an error like 'can't start directx' or 'failed to initialise direct x' due to your laptop's obscure screen resolutions.
This is also true for some newer wide screen monitors that have non-standard resolutions. It turns out this is simply because the original game needed to run in x to initialise directx 3d d3d9. This is a fault with Direct X 9 from rather than a fault with the Steam version of this game. Not all displays support this resolution now. Some laptop screens will not go lower that x these days.
All you need to do is create your own game. If you have a laptop, chances are it can only display 2 resolutions like x and x You also need to know your refresh rate hertz or Hz usually 60 or 70 can go up to but i would stick with 60 if you have the option shown in your control panel.
Create a new file in notepad called game. Once you have the text in a notepad document, save it as game. Search through the file, changing [yourname] to be your name and the screen res references [width x height x hz] to match your OS available screen resolutions.
Note: in the text in the next section there are 4 references to width x height and hz which you must enter all to match your highest native resolution. Most of the key sizes you need to change are close to the end of the file.
The above is an example of what you should change but you must include the entire file contained in the next section for it to bypass d3d initialise and work. The example above is NOT the entire file. Save your now edited file as game. Just don't select x again! Make a back up of this file so if the game.
There is a little known tool available that will generate a log file that you can read through and it will give you a few good indicators as to what is wrong.
This will also work for crashes that happen during play, not just startup crashes. To set up the error log just create a short cut from the main. To do this simply go to your steam library, right click the game name on the left when in list view and go to properties.
Click the local files tab and then click browse local files This will take you in explorer to the files for the game. The main. Open it. In the bin folder you will see the main icon for the game executable called SupremeCommander. Right click the short cut icon and go to properties.
Your steam library may be in a different location but it will end the same - you don't need to change this text just add something to the end. Click apply then Ok and close the properties window. Now run the game by double clicking the shortcut icon. If a fault occurs on load it will be written to the log file.
If a fault occurs during game, it will be written to the log file when the game crashes so play until it does. To read the log file after a failed startup, or a crash, just go to your c: drive in the root folder and look for the file called supcomlog.
Check the very end of the file as this is usually the problem area - the last thing written to the log. You don't need to be a computer whizz to figure it out - you just need to know how to google. Example: To solve the not-starting issue mentioned previously I asked a user to remove all traces of mods etc.
I then showed them how to get the log to work as above. Once working, we analysed the last section of the log file to find a 'call to creating a prefs file' had failed and the last one was a 'direct x GAL exception Dx9 DX3d error'.
If you google this error it shows a few examples where graphics cards cannot initialise a specified screen resolution in many games, so directX will not work, thus it does not initialise.
To the computer this is the same as directx not being there as a resource. The response from the game was DIrect3D object not found which is not helpful, but the log told a slightly different story and pointed us to a solution. This highlighted the fact that the game was trying to load at x resolution - its default, but how could it? I asked the user to tell me their available resolutions and we found that x was not actually available on their monitor - hey presto.
It was then a simple case of using the 'fudged' game. The game then ran for the first time ever, but thought that the preferences were already set because it found the game. It therefore thought it was not launching for the first time and could finally initialise direct x, at a working resolution. Once in the menu, the user could then change their preferences as normal and the file was changed automatically to reflect those choices instead.
For stationary units shows action radius. Shift the camera viewpoint. The camera "jumps backwards" if you are positioning it "in front" of a mountain. You can set and release a viewpoint with Ctrl-V. This unit is added to existing list of select units.
See Select Group Adjustment. With seleced units only: Cycle through the available formations. When you reach the desired formation, release the right mouse button. Will select most units in the box you outline.
If one unit is a mobile non-engineer unit, then only mobile non-engineer units will be selected Otherwise if one unit is an engineer unit, only engineer units will be selected Otherwise stationary units will be selected.
Previous selected units are deselected. Will select ALL units in the box. If you have other selected units these will remain, ie. When multiple units are selected and at least one is mobile? Left-click on a unit in this menu area, deselects the other units, leaving this unit type selected. Right-click on a unit in this menu area, removes this unit type from the selection, leaving all others selected. Select units, issue move orders or moving rally points, but can change for different units i.
Orders the selected unit or structure to assist the highlighted unit or structure. General 1 Answer How do I get my transports to use the ferry system? General 1 Answer How do I beat colossus? General 1 Answer. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? Gabrezu 12 years ago 1 I thought this would be something really easy to find, but I just can't find it.
Laserfire 12 years ago 2 1 Build the buildings you want to make a template of. They mostly come out at night, mostly. Gabrezu Topic Creator 12 years ago 3 Ah, thanks for those clear instructions. And that's right about where you come in. As a fledgling commander, you control a massive battlefield robot called the Supreme Commander check out 'Super Supreme', below right, for the full lowdown on these bad boys , a vehicle that can construct and repair as well as dismantle and annihilate bases.
Wifh the war balanced on the edge of a meat cleaver, it's your job to turn the tide and end the conflict. Before we delve any further, let me just prepare you for the sheer scope and scale of this game. Actually, you may want to sit down for this part. Imagine the largest base-building RTS level you've ever played. Go on, think really hard. That's it Now double it.
Then double it again. Now add a little bit more to the edges. There, you've got it. Pretty big, huh? It's no exaggeration to say that most of Supreme Commander's levels are akin to four or five standard RTS missions. Starting off with just a third of the map visible, you begin by constructing your base and building up an army of land, air and sea units.
Once your primary objective has been completed, another section of the map is unveiled and a new objective issued. And so it continues. Forget the half-hour skirmishes of RTS games of yore - this is futuristic warfare at its most intense, taxing and titanic. Missions can take several hours to complete, during which you'll be forced to build massive attack forces as you sally out of the confines of your camp and establish secondary bases around the map.
It's a war of attrition, a war of patience and a war of perseverance, where thousands of units are expended to gain a foothold on the map's Mass deposits the game's only uniquely mineable resource and edge ever closer to victory.
From the very first minute you're beset by enemy attacks, probing and pushing at every weak spot in your defences. It's a maelstrom of unrelenting carnage. Squadrons of aerial units dogfight above booming anti-aircraft guns in one sector, while two mighty armadas clash on the seas in another.
Each and every bullet, laser pulse and missile is calculated through space, with wayward shots pounding into the surrounding landscape and igniting trees. Using the full gamut of combined arms forces is one of the keys to victory, as is fully mastering the stunning and highly original tactical map of the entire level.
Cleverly, this map can be accessed straight from the battlefield, simply by zooming out as far as possible, before zooming back into any area simply by pointing the cursor and rolling your mouse wheel. It's not long before you realise this isn't so much a strategy game as an action epic, a cauldron of death where speed of thought and brute force are often required to reap the greatest triumphs.
By the time each map has been fully revealed, there'll be half a dozen battles raging across the level, with units intelligently engaging the enemy whenever they come into range.
It's here that the tactical map becomes invaluable, and there's even an option to split the screen between the battlefield and the tactical map, a design decision which verges on genius. With every passing mission the stakes are raised both strategically and in terms of the plot, which charts your faction's struggle for survival through a set of well-acted briefings, cut-scenes and in-game events.
At this stage it's more than likely that if you're of an inquisitive nature, you'll have already taken a sneaky peak at the score and are wondering why, given what you've read so far, Supreme Commander hasn't scored even more highly than it has. The thing is, for all its originality, many of Supreme Commander's levels come down to one variable: numbers. Attempting to use a small, carefully compiled strike force to strategically overpower your foe is virtually impossible.
In fact, more often than not, you'll find yourself resorting to the age-old tactic of building up a titanic force of ground, air and sea units while hiding behind your base defences, before unleashing them on your equally well-defended opponent. That's not to say that this unsubtle mechanic isn't fun in its own way, but for a game of Supreme Commander's scope -especially one with such a brilliantly designed tactical map - you can't help but feel ever so slightly disappointed.
Granted, you can coordinate attacks for greater effect, but if you lack the numbers, it doesn't matter how cunning your strategy is, as you'll simply get wiped out and have to start building a whole new force from scratch. And believe me, this can take a very, very long time indeed. It's a problem that's compounded by a control interface that's just not quite intuitive enough for a game of this scale. With so many units on each level and with action this frenetic, control is everything and you sometimes feel like you don't quite have enough of it.
Throw in some suspect pathfinding when trying to move a larger body of troops 40 units and above , and you're left with a game that at times leaves you as frustrated as it does elated. One further thing to watch out for is how resource-hungry the game is.
Unless you're packing at least 3GHz of processing grunt, you're likely to experience some major slowdown towards the end of most levels, while a MB 3D card or better is also a must if you want to play with anything approaching an acceptable level of detail. It's always satisfying to come across a genuinely innovative and intelligent title, one that not only attempts to raise the bar for its genre but succeeds with aplomb.
While Supreme Commander may be slightly flawed in places, it's still a wondrous rendition of futuristic combat, and one of the finest specimens of 21st century RTS gaming you can currently buy. What's more, the epic gameplay is ahem Taylor-made for some of the finest multiplayer RTS action you're likely to experience any time soon, making this one package that any lover of all-out action warfare simply can't allow themselves to overlook.
It might not be perfect, but it's still supremely good. It's Raining: it always rains in Seattle. And if it's not raining it's probably drinking a coffee, watching Frasier and thinking about it really hard.
But this bleak blanket of watery needles is battering the windows of Gas Powered Games' plush offices as I wait for the arrival of gaming legend Chris Taylor, founder of the studio and creative director of what could just be the most innovative and ground-breaking RTS game since Shogun: Total War. On the giant screen before me stand perfectly aligned columns of futuristic soldiers, their ranks sprawling menacingly into the distance. Tilings are starting to look brighter already.
Taylor's entrance is typically energetic. He's a man who bleeds gaming, someone who's always striving for evolution in his latest project Given his track record -after all, he was the brains behind Total Annihilation , one of the greatest RTS games of all time - I'm eager to see just how this, his latest vision, will stack up to the competition. Never one to linger on formalities, Taylor dives straight into his presentation.
All of the controls that RTS fans are familiar with are present However, you can also use the mouse wheel to zoom out to see more of the battlefield in order to be more informed of what's going on.
We have scale of map, scale of unit and scale of numbers, which make for battles consisting of hundreds of units. Suddenly we're propelled from a close-up view to an intricately detailed, all encompassing zoomed-out perspective that displays the entire battlefield, a massive expanse of land and sea dotted with units and armies skirmishing in multiple hotspots.
It's as though someone has taken ten levels from a standard RTS and pasted them into one gargantuan war zone. Before moving on, Taylor takes a moment to explain the player's role in this bloody conflict. After a thousand years of war see 'Fight For Your Right', page 56 , no-one has had a strategic enough mind to win the conflict That's where you come in.
You're the Supreme Commander who ultimately wins the war. Your Supreme Commander will be fully upgradeable with either defensive augmentations that'll allow him to sit deep inside your main base and repel the enemy , or with jump jets and shield systems that'll enable him to wade into the frontline action.
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