New Mod on Wiki - Cat Mod, version II

If you have the desire to modify SR2010 here is where you can discuss and share your designs and ideas. NOTE: Mods are a change to the original program and are not supported by BattleGoat Studios.

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felinis
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New Mod on Wiki - Cat Mod, version II

#1 Post by felinis » May 28 2007

The following features have been added to my Cat Mod, available on the SR Wiki under Mods:


LAND UNITS

Artillery - the more adavnced US artillery is now more powerful and has a longer range. The M-111 Excalibre is now the perfect anti-ship shore battery gun.

Advanced US AA systems like the Patriot are now effetive against high-air targets and have extended ranges.

There is an airborne replacement for the F.A.R.P. - it is called the AB supply truck. It is much faster. It looks like a regular supply truck, but it has a black stripe on it.

Many artillery pieces would not remain on the battle line, so I increased their on-board supplies.

I also increased their initiative to match that of some better behaved units. This was an experiment and I do not know if it was effective.

There are three enhanced lines of infantry units - the M-118, M-113 and the M-1126 Stryker. The M-118 and M-113 now have recon, AT, APC, mortar and other varients, and both are air-dropable. The Stryker line is also diversified.


SHIPS

Enterprise and Nimitz class aircraft Carriers now carry eight squadrons. CVN-79, Gerald R. Ford class Carriers carry 10 squadrons and the CVN-81 Geroge H. Bush class carriers carry 12.

The most advanced US Submarines now have extended offensive ranges that may make them effective outside of the offensive ranges of enemy subs and ships. Other advanced subs have extended ranges too.

US Helo Carriers now carry 8 squadrons.

AIRCRAFT

Fixed wing transport and cargo aircraft will now respond to requests for "air transport" by land units. The land units requesting air transport must be located on or around air-strips or airports. Pre-position the fixed-wing aircraft at these air bases, otherwise the transport helicopters will get to them first.

Helicopters can now land on oil derricks and bases. All US fixed-wing aircraft are now mid-air targets.

Harrier land aircraft now behave as helicopters and can land anywhere but on the water.


MISSILES

This is the biggest change - there is a new warhead for existing U.S. missiles - the Plasma warhead. Plasma weapons are modeled after nuclear weapons, but without the crippling dis-advantages of SR nuclear weapons. You can use these Special Weapons just like conventional ones, but your Military Confidence will not drop, nor will your domestic popularity. Plasma weapons are about twenty-seven times as powerful as conventional ones, so if before it took thirty Tomahawk missile hits to destroy an outpost, one Plasma armed Tomahawk will do the job. They are not all-powerful.

Each existing US missile has a Plasma counterpart with a 'P' in its name. You will need to research them. They take a long time to build, just like nukes. Each one has the same "Nuclear Yield" as the corresponding nuclear weapons. I don't know what this is.

US missiles are no longer close air targets - they are mid-air targets (except for the Lance) and are less susceptable to hand-held AA, like those ******* FIMs.

A completely new missile is the Sea Lance anti-submarine missile - a rocket-assisted depth-charge, armed with a plasma warhead - one hit usually equals one dead submarine. It comes in submarine, air and ship launched versions.

In order to locate the submarines thru the "fog of War", there are sonar buoys. They must be aimed at an enemy in order for the buoy to drop from the airplane. It will immeidately self-destruct, but it will show any sub within 150 KM.

US built submarines that fire a size 2 missile can now research, build and use the Exocet missile. It has been re-modeled to duplicate the performance of the Harpoon.

The Lance missile (now called the Lance II MGM-52) has been moderized and is now a high-air target. There is also a plasma armed Lance - Lance II, MGM-52B-P.

BASES

Outposts and small bases now take many fewer military personnel to staff them, and they are much cheaper to build - "IG Cost" is only 1/10 as much. Yearly operating costs are unchanged in the SRUNITS file, but these are MUCH less than those displayed in the game's Base data dialog.

The same is true for air-defense and radar stations (new manning levels 30 and 15 respectively). Air defenses are now effective for high-air targets and both air and radar stations have a longer effective range (200 and 400 km respectively).

Manning levels for Medium and Large bases remains pretty much the same, but they too are cheaper cheaper to build and maintain.

New Manning Levels:

Radar Station: 15
Air Defense: 30
Gun Emplacement: 30
Mil Outpost: 600
Mil Small Base: 1400
Mil Med Base: 15000
Mil Large Base:36000

Base supply levels are unchanged.

There is a new defensive base called a "Gun Emplacement". It has powerful, long-range guns. It must be manned by at least two combat units, or the enemy will capture it. It produces nothing but gun-fire. The enemy can and will build these too, but probably will not man them.

Crew = 30, construction time = 50 days, Spotting range = 70 Km, spotting strength = 150, ground/naval attack range = 70 Km, hard/naval attack strength = 300, close air attack strength = 30, ground/air and indirect defensive strength = 1920 (between that of a small and medium base).

FACILITIES

Many are now cheaper to build and maintain, for both you and your enemies.
"We have met the enemy and he is us."

Jan
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Posts: 122
Joined: May 15 2007
Location: Belgium

Re: New Mod on Wiki - Cat Mod, version II

#2 Post by Jan » May 28 2007

lot's of work here, and some very interistings thinks Felinis! ;)

felinis wrote:(...)

AIRCRAFT

Fixed wing transport and cargo aircraft will now respond to requests for "air transport" by land units. The land units requesting air transport must be located on or around air-strips or airports. Pre-position the fixed-wing aircraft at these air bases, otherwise the transport helicopters will get to them first.

Helicopters can now land on oil derricks and bases.


All US fixed-wing aircraft are now mid-air targets.

Harrier land aircraft now behave as helicopters and can land anywhere but on the water.
(...)
could you detail how did you done that? The fixed wings that are responding to "air transport" is particulary usefull :)

cheers,

Jan

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Balthagor
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Re: New Mod on Wiki - Cat Mod, version II

#3 Post by Balthagor » May 29 2007

felinis wrote:...Helicopters can now land on oil derricks and bases. All US fixed-wing aircraft are now mid-air targets....
I find this an interesting idea, will be curious to see how well it works and how it affects things.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

Jan
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Joined: May 15 2007
Location: Belgium

#4 Post by Jan » May 30 2007

Felinis, what the file "srunits.ods" in the "\Custom" folder is for?

cheers,

Jan

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Balthagor
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#5 Post by Balthagor » May 30 2007

I suspect it is the same as the .CSV with notes. The .ODS file format is used in OpenOffice spreadsheets. OpenOffice is available for free download.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

Jan
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Posts: 122
Joined: May 15 2007
Location: Belgium

#6 Post by Jan » May 30 2007

good to know, thanks Chris!

i'm examining the files contained in the mod to learn how to do but, for exemple, finding how Felinis allowed transport planes to answer to orders and helo to land on oil derricks is hard.

modding SR2010 is not an easy task but the game definitely deserve the efforts! :-)

cheers,

Jan

Tnarg
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#7 Post by Tnarg » May 17 2008

Can this mod be used with the WWIV Mod? If so, is there an order in which the two mods would need to be installed?

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Balthagor
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#8 Post by Balthagor » May 17 2008

IIRC they would be entirely compatible. You're talking about modding two disconnected areas of the game. You should be able to try them in any order.

That said, mods are always unpredictable. You could always copy your entire Supreme Ruler 2010 directory to a new name such as "Supreme Ruler Mod" then apply the mod in that directory. Try modding the copy and see if it screws anything up.
Chris Latour
BattleGoat Studios
chris@battlegoat.com

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