An army of hundreds of heavily armed robots advance on your position. Your shields are up, perimeter defenses are guarding your resource generators, and production facilities pump out a steady stream of units. Under your energy shields, artillery, anti-air vehicles, and tanks wait to push back the attack, but your radar intel indicates the encroaching combined forces of the enemy may sweep you right out of existence. Then from your experimental production facility emerges a towering assault robot capable of absorbing enemy fire while pulverizing the opposition with devastating cannons. As the enemy brings down your shields and struggles with this new weapon, your air force bombards their artillery. You cheer at having averted the threat, but then your throat clenches as a 'strategic launch detected' warning chirps up. A missile is headed to the heart of your base. Because you forgot to build a defense silo, your hopes of victory fizzle in a nuclear haze.
That's the way of battle in Gas Powered Games' Supreme Commander 2. Just like in the original, the thrill of the game is building gigantic armies and moving them across land, sea, and air to annihilate the opposition in a brilliant fireworks display of explosive carnage. The sheer number of options to consider when building your forces can be overwhelming at times. To make things a little easier to digest in the sequel, Gas Powered Games made a number of adjustments to speed up the pace of play and simplify the upgrade process. It makes for a more digestible, though slightly less rewarding, real-time strategy experience.
Any player who tried out the first game and found it too dense will definitely want to take a look at Supreme Commander 2. It has a milder learning curve. The mechanics of upgrading and building are more intuitive. Specifically, the Tier levels from the first game have been entirely done away with. Instead, all upgrading now takes place on a tech tree. In practice this means you no longer have to fiddle around with useless Tech 1 units and be forced to rebuild engineering squads every time you tech up a building. Instead, you just have one engineer that's the same from beginning to end. It also means the tanks and point defenses you build at the start of the game are useful right up until the finale, because you can upgrade them through the tech tree with increased health, regenerative abilities, and bolstered veterancy rates to make them more effective in battle as they continue to survive.
So many robots.
The economy has also been adjusted to a more traditional style, trading flexibility for ease of management and maintenance. Building all your structures requires two primary resources: mass and energy. While energy production structures can be built anywhere, the mass extractors can only be set up on specific points. In order to reap the highest amount of resources possible, you have to branch out from your starting position on a map to claim more extractor spots, which eventually brings you into contact with your enemy.
Research points serve as a type of third resource in Supreme Commander 2, which are gained over time as you add research structures to your base as well as through success in battle. With these points, you invest in branches of the tech tree to boost the effectiveness of existing units, augment your armored command unit, or improve the durability of your structures. As you learn the layout of the research trees for each of the three factions, you find ways to unlock new units, from more basic shield generators and assault bots to gigantic experimental units like laser-blasting flying saucers and plodding dinosaur cyborgs that breathe fire.
Ideally you'd want to avoid having this cloud appear in your base.
While it's great to be able to save up points and quickly unlock your favorite units, it also lessens the degree of reward you feel once they're finally on the field. In the original, it was such an effort to even create one of these experimental units – fine tuning your economy and appropriately assigning squads of engineers to assist – that just getting them up and running felt like an accomplishment. You felt more personally invested in their success, cheering them on as they tore through enemy forces, or crying out in dismay if your opponent managed to wipe them out. In the sequel, the speed of the gameplay lessens the satisfaction of getting one of these machines onto the field, but on the upside it makes the flow of competitive gameplay more prone to rapid swings of momentum.
When getting used to the changes, you'll notice there's a more diversity this time around between UEF, Cybran, and Illuminate armies. For example, Illuminate forces don't get a navy at all. To make up for that, their units can traverse water, and you can eventually unlock a special experimental unit specifically designed to tangle with Cybran and UEF sea faring vessels. When you get down to the experimental units and structures available to each faction, you find more diversity. The UEF Noah Unit Cannon, for example, launches units into far off places. The Illuminate have teleporting abilities while the Cybrans use jump jets. The more you play the more wrinkles you'll find, making for an entertaining real-time strategy experience infused with an impressive amount of depth. It's a game for those who like to manage both large-scale strategy and smaller-scale tactical conflicts between units while adapting to a constantly changing environment.
Supreme Commander 2 is a broad and bold real-time strategy game that might surprise fans of the 2007 original. Don't worry: If you loved Supreme Commander, the sequel still offers the tactical flexibility and enormous scope you were expecting, albeit tempered by a bit of economic streamlining. But SupCom 2's not just a retread of what's come before; it's a slick retooling of classic gameplay that happily and successfully embraces both complexity and user friendliness. This is an inviting package for both veterans and newcomers--intricate enough to keep your mind nimble but welcoming even to those daunted by the original's magnitude. Most importantly, it's great fun, letting you play with a variety of interesting units and giving you lots of room to experiment with all the tactical possibilities. The strategic joy doesn't go unhindered; pathfinding headaches and predictable AI keep Supreme Commander 2 from having the sharp cerebral edge of its predecessor. Yet, while not quite as special as its fantastic forebear, it still stands out for its fluid gameplay, excellent multiplayer maps, and the thrill of emerging victorious after an hour-long battle of wits.
Appropriately enough, you need to give fatboys a wide berth.
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One thing you'll notice right away is Supreme Commander 2's clean and slick aesthetic. The original was an astonishing technical powerhouse that rendered hundreds of detailed units at once, but it came at the expense of consistent performance. The sequel is clearly less visually impressive; sharp textures and rich lighting have been dulled in favor of stability and speedy frame rates. Yet, while your first impression might be how surprisingly dated SupCom 2 looks, you'll soon grow to appreciate how smooth and supple it feels to move about the battlefield. You can still zoom all the way out to get a godlike view of the proceedings, but you aren't likely to encounter any visual hiccups when you do. And, on three test systems, Supreme Commander 2 performed fluidly even at maximum settings. That the original looks better than the sequel makes the trade-off seem somewhat drastic, but the upside is silky camera movement and overall responsiveness. It's breezy and enjoyable to zip about the map, issuing orders and checking in on the skirmishes in progress.
The game may not push many polygons, but it does sport lots of personality and verve. You battle in misty mountaintops connected by a series of bridges and fend off hulking robots within towering industrial complexes, and the environments benefit from a distinct sense of place. The art design won't floor you, but Supreme Commander 2 has more style than its predecessor, which took a more matter-of-fact approach to its visual flourishes. The story also boasts added personality, following three military commanders that met during training after three warring factions--the United Earth Federation (or UEF), the Cybran Nation, and the Illuminate (formerly the Aeon Illuminate)--formed a coalition to destroy the invading Seraphim. The character models that appear in cutscenes and within talking-head story updates have a stylized, almost cartoonish look that sometimes seems at odds with the dignity and drama of the main story. (Some campy dialogue and hammy acting don't help matters, either.) Nonetheless, these characters provide an intimate view of the conflict that puts an end to the tenuous treaty, and they're appealingly scrappy, which makes it easy to root for them.
You get to know them as you make your way through Supreme Commander 2's good-sized single-player story, which features 18 missions--six for each faction. There's a nice sense of forward momentum to the campaign, which opens up features and units to you over time, but it does so without holding your hand every step of the way. The first couple of missions for each faction might take you 20 minutes or so, but the biggest ones might last well over an hour and keep you occupied on multiple fronts. It's an excellent campaign, getting you into the fray quickly and letting you focus on strategy rather than on the "take these few units over here" objectives that all too often invade real-time strategy games. It's a smart, top-level approach that highlights the game's strategic flexibility. If you play on normal difficulty, don't expect too much challenge until you reach the Cybran missions, however; the AI usually sticks to some noticeable patterns and rarely veers from its comfort zone. (Veterans should go for the harder difficulty straightaway.) However, there is always a lot going on, with some missions throwing enemies at you from the get-go and others forcing you to build a base from scratch.
These King Kriptors rule with iron fists. And with limbs made out of guns.
Regardless of your mission objectives, Supreme Commander 2 is a whole lot of fun because it gives you room to play with the units at your disposal. Each faction's units are similar, but they aren't exact mirrors. For example, while the UEF boasts multiple land vehicles that meet specific needs, the catch-all antimissile/antiair Cybran adaptor fulfills multiple roles at once. The UEF and Cybran factions possess capable naval units--but Illuminate players do not get a navy at all, though their hovering ground units won't leave them landlocked. The differences are sometimes subtle, but they're palpable enough to make each faction feel unique. You won't find the factional variety of a game like Universe at War or even StarCraft, but the upside is that factions are beautifully balanced and don't require a complete shift of gears when moving from one faction to the next.
As before, each faction uses similar methods to accumulate resources: by collecting mass from predetermined nodes using mass extractors and by building generators to produce energy. There are some notable changes to the formula here. In Supreme Commander, your available resources didn't limit your build queue; you could essentially order up new units and structures "on credit." Now, you can only spend the funds if you have them, which is a change that may disappoint some SupCom loyalists. The other major difference is the complete removal of unit tiers. Units are upgraded via research points that you accumulate by building research centers; the more you build, the faster you earn those valuable points. Your research trees are divided into multiple categories (air, ground, structure, and so on) and follow multiple paths that let you unlock new units and structures, as well as improve existing ones. For example, you can add an extra barrel to your tanks and a personal shield to your gunships. Most significantly, you can also gain access to the all-important experimental units and, yes, the nukes that caused you so much joy and heartache in the first game.
نبذه
إدارة الموارد
"تعظيم الكفاءة الاقتصادية من خلال المدمرة لديك الدراية"، تدفعه VisionWorks الكم.
الموارد الرئيسيتين في كل من القائد الأعلى (2) وكون المناسبة هي الكتلة والطاقة *. الشامل هو لبنة أساسية من كل وحدة وهيكل في ترسانة الخاص بك، في حين أن الطاقة يدل على الطاقة اللازمة لتصنيع وصيانة الأنظمة.
يتم جمع كل المواد من على سطح الكواكب عبر الهياكل التي شيدت من قبل اتحاد المقاصة الآسيوي سواء الخاص أو وحدات الخاص المهندس.
* لمزيد من التفاصيل، انظر أينشتاين ، ألبرت.
الجماعي
هناك ثلاث طرق لتتراكم قداس الأسلوب الأكثر شيوعا هو عن طريق استخدام سفط القداس، الذي الألغام مباشرة المسألة المادية المناسبة من قشرة الكوكب. لا يمكن أن يبنى عليه سفط ودائع ملحوظ على الخريطة الخاصة بك عن طريق اتحاد المقاصة الآسيوي مبصرات الخاص مع الأخضر سداسية الايقونية "ما".
وهناك طريقة الحصول على الثانوية من الكتلة هي التي استصلاح. عندما يتم تدمير الوحدات والمباني ، وبقاياها متفحمة تترك وراءها جسيمات الكتلة المتبقية التي يمكن جمعها عن طريق اتحاد المقاصة الآسيوي إما مهندس أو عن طريق الأوامر إسترد.
(على الرغم من التضاريس العضوية وغير العضوية مثل الأشجار والصخور اسفرت عن كميات قابلة للاستخدام مرة واحدة من الكتلة والطاقة، وحتى معظم وحدات من قوة النيران الدنيوية الحديثة هي ببساطة شديدة جدا لجعل عمليات الاستخراج هذه المساعدة الممكنة.)
الطاقة
الطريق الرئيسي لطاقة الحصاد هو من خلال بناء والمحافظة على مولدات الطاقة. على الرغم من وخلافا سفط قداس يمكن بناؤها في أي مكان على هذه الخريطة، ومن المستحسن عموما لوضعها بالقرب من الهياكل الأخرى الخاصة بك لأسباب دفاعية. من الممكن تعزيز إنتاج الطاقة عن طريق رفع مستوى البحث العلمي.
(سابقا، ومحطات توليد الطاقة الهيدروكربونية قادرة على تعزيز كبير للطاقة الانتاج ولكن كمنتج ثانوي من الحرب اللانهائي ، أهم المصادر الغنية آلكاين قد ينضب ، ودمرت، أو المشع، مما يجعل استخدامها غير مجدية استمرت من الناحية التكتيكية.)
الفصائل الثلاثة
في وقت واحد، حكمت الامبراطورية الأرض المجرة. في نهاية المطاف، ونما امبراطورية كبيرة بحيث أصبحت مجزأة والمستهلكة من قبل الحرب الأهلية التي امتدت عبر المجرة.
برزت ثلاثة فصائل متميزة، الأرض المتحدة الاتحاد ، منور ايون، والأمة Cybran من الفوضى. قضى يتمكنوا من التعايش بسلام، وألف سنة القادمة القتال من أجل السيطرة على المجرة.
أودت الصراعات ويطلق عليها اسم الحرب اللانهائي ، المليارات من الأرواح. انتهى فقط عندما يبدو تهديدا أكبر، غزوا من سباق الغريبة يسمى سيرافيم. وضعت الفصائل الثلاثة في مواجهة الانقراض ، خلافاتهم جانبا وتشكيل الدفاع المستعمرة التحالف لدحر خطر الغريبة.
بعد ان هزم سيرافيم، أصبح التحالف الهيئة الإدارية للالمجرة. وكان قانونها الأول لهدم الشبكة بوابة الكم ، الوسيلة الرئيسية للسفر من وإلى نظم بعيدة. وكان قانون رمزية الى حد كبير : من خلال الحد من القدرة على التحرك على الفور الجيوش تقريبا على مسافات كبيرة، فإنه يقلل كثيرا من فرص نشوب حرب أخرى بين المجرات. وكانت التكلفة أكبر العزلة عن المستعمرات البعيدة، ولكن معظم فرأى ان هذا معقول تماما مفاضلة.
بسبب هذه العزلة، كل كوكب وهيئته الإدارية الخاصة، ولكل حاكم مستعمرة والخاصة. الفصائل الفردية تبقى في اسم والحفاظ على قواتها العسكرية الخاصة، على الرغم من كل ما كنت ملزمة من قبل مجموعة واحدة من القانون الحاكم.
Release Date: 03.02.2010 - PC
03.16.2010 - Xbox 360®
Platform: Xbox 360 & PC
Genre: Real-Time Strategy
Players: 1, 1-8 Online Play
Publisher: Square Enix, Inc.
Developer: Gas Powered Games
Designer: Chris Taylor
MINIMUM PC SYSTEM REQUIREMENTS
OS: Windows XP/Vista/Windows 7
Processor: 2.6 GHz
Memory: 1GB RAM (XP) 1.5GB RAM (Vista/Windows 7)
Video: 256 MB VRAM DX9 compliant with Pixel Shader 3.0
DirectX Support: DirectX 9.0
Sound: No accelerated sound hardware required
Hard Drive: 4-5 GB, for full install & DirectX
Internet Connection: Cable/Broadband
RECOMMENDED PC SYSTEM CONFIGURATION
OS: Windows XP/Vista/Windows 7
Processor: 3.0 GHz Dual Core AMD or better
Memory: 2GB RAM
Video: ATI Radeon™ X1800 or equivalent card
with 256 MB VRAM with Pixel Shader 3.0
DirectX Support: DirectX 9.0
Sound: No accelerated sound hardware required
Hard Drive: 4-5 GB, for full install & DirectX
Internet Connection: Cable/Broadband
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