(3x) (SSC + SCO) | Space’s Scaling Conversion + Space’s Combat Overhaul

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Author: Space

Last revision: 7 May, 2023 at 06:01 UTC

File size: 2.52 MB

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Description:

UPDATED: v.95852 05/07/23

WARNING: 3x Scaling really is too big for any of the maps currently in the game, (maybe with the exception of Iron Waters 20p) I recommend that you play with 1.5x or 2.0x, and on the larger maps. You can find the other versions in the linked collection.

WARNING: If you experience desync in multiplayer games, have all players turn down their graphics settings and verify integrity of game files!

This version includes both Space’s Scaling Conversion and Space’s Combat Overhaul.

Join the discord to participate in beta testing, leave feedback, report bugs, and stay updated on all of my mods. Hopefully one day we can maybe organize some larger multiplayer games as well.

Click here to join the discord![discord.gg]

Space’s Scaling Conversion

You may have noticed that in vanilla, the scaling is compressed (a small field is 2km across, a soccer/football field is almost 400m long), and for some players like myself, this can really throw off both the immersion and gameplay in unexpected ways. This mod changes the distance scaling of the game by a scaling ratio to increase engagement distances for everything across the board, evenly scaling up all aspects of the game. This mod extends the distances in the game by the factor specified in the title of the mod, making 1km in the new scaling equivalent to either 1.5km, 2km, or 3km of vanilla units (depending on the version you pick).

For example using the 2x modding version, an ATGM with a range of 2800m in vanilla still displays a range of 2800m in the 2x modded version, but that 2800m of distance in the mod is equal to 2800m x2 in vanilla units, so effectively it can shoot to a vanilla distance of 5600m.

The mod also includes several UI fixes to compensate for the increased scaling, including a fully functional extended LOS tool that scales with the scaling option, so you always can have confidence in what your units’ lines of sight are.

I find that it really significantly changes the pacing of the game, I would recommend bringing decks with Artillery and SEAD. If you are playing with Space’s Combat Overhaul, SEAD is added to all decks.

This mod is best played with the 1.5x or 2x scaling and on large maps with lowered income, due to the increased range of everything. However, 3x is available and should offer the most realistic scaling. Beware that most maps are not built to handle the full 3x scaling, and are mostly too small except for maybe Iron Waters 20v20.

Space’s Combat Overhaul

This mod includes countless changes to the gameplay I have made, generally focused on increasing the depth of gameplay.

This is very much still a live project, and will continue to be updated and changed as it grows. Expect the balance to change often as I take feedback.

If you have any feedback to give, or would like to participate in beta tests for features before they are pushed to the live version, join the discord at the top of the page! Feedback can also be left on the linked discussion posts, or in the comments.

Summary of Main Features:

  • Major System Changes: 5 weapon slots and accompanying UI changes to display them, all unit speeds reduced (except planes), napalm blocks LOS again, and more.
  • Complete Infantry Combat Rework: including a new suppression and pinning system, a complete overhaul of infantry weapon types, smoke and frag grenades, special forces changes, and much more.
  • Airplane Combat Rework: high and low altitude bombing runs to evade AA, Laser Guided bomb changes, rework of SEAD function to enable scouting of enemy AA, and more.
  • Helicopter Changes: Helis now fire rocket and gun pods on the move enabling strafing tactics, increased heli maneuverability, Black Hawk minigun door guns, and more.
  • MLRS Changes: more realistic fire rates for MLRS, and increased supply cost for large caliber MLRS, some other minor changes.
  • Vehicle Changes: Vehicle smokes deploy further in front of vehicles, vehicle flamethrowers reworked, vehicle flamethrowers now explode violently on death
  • Logistics Changes: +50% supply to vehicles, smaller and cheaper FOBS (that can be forward deployed) at 2x per card, cheaper fuel costs, increased fuel range, and other changes.
  • Deckbuilding Changes: Increased activation points to 60, increased infantry availability (not including weapons teams), added SEAD to all decks, adjusted MLRS availability, various cost changes.

Be sure to check out the full list of features in the linked discussion post below, as I changed quite a lot more than this but can’t fit it all on this page!

Full Features and Changes List

Please let me know in the comments or discussion posts if you have any feedback or bug reports!