SC2 demo now available.

Finally, the demo for Supreme Commander 2 is now available on Steam: http://store.steampowered.com/app/40140/

I can't believe the game is almost here. 6 days until it hits store shelves (where I am, at least). I am really excited to see he demo online after waiting so long. I can't wait to see the feedback. I know it is only 2 campaign levels, but what do you expect from a demo.

I have had a chance to see some of the initial feedback since I could not keep my eyes off the forums today. Someone mentioned that he lua files were all garbled. If I recall, there are 2 scd files that contain the lua. One contains the compiled versions and one contains the uncompiled versions. Not sure if the uncompiled ones are included in the demo version since I have not installed it.

The project I am currently on has been quite interesting. I have even gotten a chance to work on some ui code, which is a big change. This project is short term, so I am hoping I get a chance to move over to Kings and Castles after this is finished. That project looks like it is going to be fun. If you missed it, Chris posted his second video blog Sunday (see http://www.kingsandcastles.com). There is already a thread on the GPG forums trying to decipher what was written on the whiteboard and what it all means. Also, don't think for a second that Chris is acting, he really is that nuts on a regular basis.

I hope those of you that downloaded the demo enjoyed it. To those of you that have purchased he game or plan on purchasing it, I would like to say thank you and I look forward to seeing you online.

29 comments:

Wisemanofhyrule said... / February 24, 2010 at 2:55 PM  

Bloody Finally, well time to play some after homework. (sigh, I hate having to take German)

Fingolfin said... / February 24, 2010 at 5:24 PM  

Cool, had my first few games this evening. Can't wait for the full game though (I pre-ordered!). Must say, I have my criticisms of course, but the game engine is amazing... smooth as butter and my oh my the interface is just miles ahead of anything else around.

Collin said... / February 24, 2010 at 6:39 PM  

I kind of miss the old UI...and I REALLY miss the old economy.

EdWood said... / February 24, 2010 at 7:34 PM  

Some of my friends are complaining about the game, but I will take my time. I really had problems adapting from SC to FA.
So far, I like it a lot, feels a bit more like TA to me, the maps didn't feel so small at all.
The eco is ok, you can still produce in masses and you don't really notice the pay up front system.
Although I really wanna play multiplayer and skirmish...
The map at night was awesome, the water, I really like it so far.
The maps are pretty cool, lots of ambience and atmosphere. I need to get used to the strategic mode, I turned it off, I like it the old fashioned way, and do the groupings by myself.

So far, nice demo!!!!!!!

AdamKennedy said... / February 25, 2010 at 5:34 AM  

Having played through the demo, I am sad to say that this game feels more like a prequel than a sequel.

There is far less diversity and volume of units than 1, the graphics are simpler, child-like and boxier than 1 with worse textures, units can't shoot from the transports any more, which don't land and more (just sorta magic the units into the hold and back out).

The giant, expensive and hard to kill experimental units are medium sized, cheap, die easily and shouldn't be used in groups of less than 5-10.

A basic radar installation is considered an "advanced" unit.

The dialog between the characters is so horrendously cheesy and the quality of the character graphics is so simple I spent most of the time cringing through an endless series of "I'm bringing the hurt" and similarly sophisticated conversations.

The Cybrans, for some reason, are yellow.

The water is uglier, the land is simpler and doesn't get damaged. Selecting a unit to build doesn't say what it does or how well.

On the plus side, the simplicity of these graphics means the game comfortably supports gangs of 50-100 aircraft.

On the down side, if you select a group via the group selector thing, you can't tell a group to move to another group! Or, say, assist another group...

The patrol lines are invisible at certain scales of zoom.

I was a total an utter Total Annihilation field, and loved the hell of Sup Com and FA was pretty fun too.

Sup Com 2 took everything has taken everything good about it's heritage, thrown all of it, and all that shiny eye candy code away.

They've started from scratch and done about a quarter as good of a job as Sup Com 1, and slightly worse than Spring.

I'm sorry to say it man, but I died inside just a little bit today :(

AdamKennedy said... / February 25, 2010 at 6:57 AM  

On the plus side though, almost no complaints about the AI. It sent in air units in appropriate waves, and I'm not sure what your triggers to move between phases of attack were but they definitely caught me by surprise at first.

The one problem I noticed in the demo was that the fat-bots went into an inifinite loop. It was like they expected to push aside my commander, but then failed. They wouldn't recalculate and take the slightly longer way around.

Irristable force vs unmovable rock problem?

DGo said... / February 25, 2010 at 7:29 AM  

*sniff sniff* no Mac OSX vesrsion. Guess I will have to put bootcamp on my MacBook Pro.

Sorian said... / February 25, 2010 at 8:49 AM  

@adamkennedy: 1 thing to keep in mind. Campaign balance is not the same as skirmish balance. Also, be sure you are running on max graphics. Not sure how old the demo build is.

Wojtek said... / February 25, 2010 at 6:15 PM  

I'm waiting to visit my friend in 3 hours to play the demo... we are both huge supcom/fa fans and have been playing Sorian AI in skirmish coop for over 2 years.

I have to say I dont have huge hopes, as the game does seem to be dumbed down for console players.

However most responses on the net so far have been positive for the graphics and smoothness of the engine.

On the negative side, there is huge uproar about the dumbing down of the economy, the art style for the units... a lot of hardcore supcom fans are not happy.

I'll post back later today after we play the demo.

Col. Jessep said... / February 25, 2010 at 7:44 PM  

An apology:

Hi Sorian,

I wanted to apologize for what I posted on the Uber forum and to say I'm sorry. It wasn't fair and I didn't have all the facts. Things look different now that I know a bunch of things I didn't at the time. This is no excuse for my behavior however, I behaved like an angry moron! And since I have worked in a not too different business myself I should have known better.

Again, sorry and my sincere apologies!

Col. Jessep

Sorian said... / February 25, 2010 at 8:43 PM  

Col Jessep: No need for an apology.

EdWood said... / February 25, 2010 at 10:26 PM  

SC2 is so interesting...I had my trouble changing from SC1 to FA...it took me nearly 2 months, I really had to fight me into liking it.
I guess that so because SC and FA are/were the only games I played that much and love that much. So I can understand everyone whining about the changes, but it is not FA 2.0, it is a new game with understandable changes, if I like them all or not. So I already had my trouble to adept to FA, in the end I loved FA more than SC1, but it took time. For all the hardcore FA players, give it a chance. I am so relaxed about the changes, I really enjoyed the demo. I cannot wait to try out your new AI Sorian and I really think this game will be a big success for GPG, you all deserve it.
I really think, after a while a lot of the other hardcore players will come back and like the game.
Anyway, FA is still there, it won't vanish, we all can still play it.
I really cannot wait to try out all these new crazy exp units.
From what I have seen so far, SC2 is a good game for itself, it makes sense, so don't compare it always with FA, they are very different.
Like I said, I already had my hard time with FA, this time I am enjoying SC2 and I am really looking forward to it. Tuesday is my day, Gamestop here I come!!! :)

Ed

Wojtek said... / February 26, 2010 at 4:49 AM  

Well after playing the demo I have mixed feelings about Supreme Commander 2.

To sum it up I would say:
It's not as good as Supreme Commander, but its not as bad as some have said.

It is definitely a step back from Supcom1 and FA... there is no doubt in that.

Sorian can you answer:

1) Where have the formations gone? Before we could choose 3 types of formation... or none at all.

2) The ferry must be bugged, as it creates crazy loops, have they actually tested the ferry system?

3) Does the demo include all the units for the UEF? Because it seems that there are only rock head tanks and mini Titans, which can be upgraded... hopefully in the full game there are more units, gotta say I prefered the look of the old UEF Titans, the Halbringers and the Loyalists....

4) Why does the "strategy view" (Zoomed out) reset the camera to a certain angle, this is very very very annoying and its gotta be a bug... each time you set a viewing angle, then go back to strategy view it puts the view back to default, BAD!

5) Was your Sorian AI code used in the demo campaign missions? The AI did not attack at all, even on hard.. it was very much scripted.

6) Where have the unit kill amounts gone, also there is no inidcation of what the unit's main role and perks are...., actually there is very little info about the unit when you select it.
This is a big step back on the original games.

7) How come you cannot turn the fire distance indicators on/off within the GUI when playing, like in the original games... you have to do it in options.

8) The firing range indicators (red circles) are wayyyyyyyyy too big... they were much better before, we had to turn them off because they were distracting.

9) There are no icons for unit groups, such as ctrl-1, ctrl-2... in FA the groups would also appear to the right of the screen and be easily selectable that way.

Thats about all for now :) overall I'm ok with it but gotta say I wish they re-made supcom1 with these graphics.

Yapa

Sorian said... / February 26, 2010 at 10:26 AM  

1) Formations are gone atm, so far as I can recall.

2) Have you posted this on the forum? I have not seen this issue.

3) If all you see if the Rock Head and Titan, then no.

4) I don't like it either, to be honest. I voiced that opinion many times, but ultimately it was not my decision. I'll see if there is some call that can be done from lua to remove that, and post it or release a mod.

5) The AI for the campaign is scripted. My only involvement was to provide some of the code the campaign guys could call to make units do what they wanted.

6) I have not downloaded the demo, so I have no idea if all the text for the units is in there or not.

7) I didn't have anything to do with the UI, so not sure how that decision was made. You should only have to make your preferences once, though.

8) Again, I agree, but it was not my decision. There is a lua file available where this can be modded. Will post more details on the mod support forums when I have all the info.

9) Really? I don't remember that feature in FA at all, but it has been a while. The only groups on the right hand side that I remember were the idle engies and factories.

John said... / February 26, 2010 at 8:10 PM  

I feel really let down with the demo, this does not feel like a sequel to SC/FA at all. This really feels like a 360 game ported to PC, denied or not that's how it feels to me. What made Supcom so great and unique to begin with is gone from what I can tell.

I hope one day we'll have a "true" Supcom 2.

S E said... / February 27, 2010 at 12:12 AM  

@Adamkennedy: They only put minor experimental units in the game (save the Kraken, which was in need of balancing or at least a control makeover anyway). Looks are very debatable, so i won't argue on that point (i like them). As far as the campaign goes, i thought that we were just here to have the battles, not complain about the dialog. I would only request that you buy and play *the full game* before making a judgment. If you still don't like it, fine: that's your perogative. The reason the demo isn't a good indicator of gameplay is that they wanted to give players that were going to like it anyway a small taste of what it's like to play the game and not provide a balanced trial of the whole thing.

Jonas said... / February 27, 2010 at 3:09 PM  

[quote]9) Really? I don't remember that feature in FA at all, but it has been a while. The only groups on the right hand side that I remember were the idle engies and factories.[/quote]

Yes, really.

:)

tkblog said... / February 27, 2010 at 11:01 PM  

In FA, the ACU icon on the right always displayed the ACU's health. But in the demo, the health bar was taken away.

Has it been completely removed in Supcom 2 or is it only the demo?

Fingolfin said... / February 28, 2010 at 9:13 AM  

@ Col. Jessep
I thought your apology was highly admirable. Bravo, it takes real guts and integrity.

maxim said... / February 28, 2010 at 2:50 PM  

Hey Sorian,
I was tinkering around with debug mode in the demo (thanks GPG for leaving that in!) and with increasing the unit cap to 5000. The engine seems more efficient this time around in terms of sim speed. On the CHP4 map, which is probably demanding in pathfinding, with 800 units onscreen I was getting +4 (4ghz I5 750) where I'm sure SC/FA would have been zero or worse.
In an interview, one of the GPG guys mentioned that the SC/FA engine was plagued with various "LUA issues" and "memory holes". Do you have any feel for just how much more optimised the SC2 engine is than the FA one? I'm sure everyone is very interested in how it will perform in the full game and hopefully huge EPIC battles are still possible. Also, got to ask, will you be looking at an AI mod for SC2? I note the LUA looks very similar to SC/FA. Cheers,

mocafrost said... / February 28, 2010 at 7:33 PM  

A Sorian AI mod for SupCom2 would be in the form of a patch or expansion pack. I can't wait to get my hands on the game and test... well everything including the skirmish AI.

Wojtek said... / March 1, 2010 at 5:42 AM  

Thanks for the replies Sorian!

I'm really shocked about questions 1 and 3... Ferry is a bug and can be fixed (please try to make a ferry waypoint and it goes crazy, tried it a few times on the second demo mission).

However 1 and 3 are design decisions, and a definite step backwards, why I dont know... the units now form a formation all by themselves, however there is no way to make a group of units face a certain way, this is essential!

And the camera resetting angle not being fixed even after you gave attention to it is shocking, im slightly worried.

EaglePryde said... / March 3, 2010 at 12:41 AM  

Hey Sorian.

Game is great but Experimentals feel very weak. Don't know if it is because it's because of the campain balance.

Subs seem to have some problems with navigation in tight spots if there are a couple of them. Sometimes they tend to turn a bit odd if a ship passes on the side from front to back. Sometimes 1 sub didn't seem to turn until i gave it specific order to attack the passing enemy in range.

Rally points have a minor problem. Unit standing on the Rally point get's pushed away by other units wanting to get there.

You can see this happen also in battle with a greater number of units, where they tend to drive into the enemy to push them away a bit.

The flowfield vid looked better then what i've seen in the campain so far.

Can't say anything about the AI. Campain is mostly scripted but units seem to behave rather good on their own..with some minor probs

EaglePryde said... / March 3, 2010 at 7:55 AM  

Just wanted add to my previous posting that this is only the test run with the demo. Have to see the skirmish in the final product :) But the game feels very smooth and fluid.

As a long time fan of SupCom and FA and dedicated AI basher ^^ i hope the AI is really hard and nearly unbeatable in SupCom 2

CanRaps said... / March 3, 2010 at 8:21 AM  

If there is no skirmish saving, i won't be buying the game. There is a thread on forum about this thats where my decision is based on

Wojtek said... / March 4, 2010 at 7:43 PM  
This comment has been removed by the author.
Wojtek said... / March 4, 2010 at 7:44 PM  

Well I have now played the full game in skirmish/mp and have to say I wont be play much more.

Regret buying this stripped down sequel, it really is not the same game.

Disappointed.

Collin said... / March 6, 2010 at 3:24 AM  

I've been playing with the full game, and does anyone know a good way to increase the unit cap past 1k w/o going into dev mode? I want to play real games with 2k units, now that everything is optimized. Also; SC2 is really good, but really disappointing too. Wish it were more like SC1, but I guess I have to take it.

EaglePryde said... / March 8, 2010 at 12:54 AM  

Have played the full game and enjoyed the skirmish. Is much better and fluid than SC1. I like it.

What i do miss are the huge maps from SC1. Much more Units would have been also nice ^^

I'm impressed with the AI in comparision to SC1.

But i have seen some "tactical" errors made by the AI that saved my butt and turned the tide in my favor.

After a long fierce battle half of my shields where gone and the AI bombed my experimental factory constantly loosing units because of my experimental AA and AA guns (i was Aeon)

The thingy what turned the tide was the biggest error the AI could make...In the middle of my base (nearly unprotected) was a Nuke silo. I was surprised it went unnoticed and so i launched my nuke at his front base.

Another error...The AI had no nuke defence. In this way i crippled his nova cannons and Air Factorys giving me enough time to build up (while i build another nuke). After it was ready i launched it at the same spot where he had build up his outpost again. But this time i had an army on my side..after the strike i teleported a bunch of units twards him with the experimental teleporter.

The rest of the story would just take time tell but him leaving the nuke silo alone was his downfall..and not building anti nuke's was too.

Ah yes...at first he send nukes my way but i had anti nukes..after his big strike he no only left my nuke silo unnoticed but has somehow whiped my anti nuke silos..BUT he didn't kill me of with a nuke..what was he waiting for? previous he send nukes very fast and in short duration.

I hope he uses more "behind the lines" tactics too and try's to infiltrate weak defended spots more often.

But except for this the AI is good :) Had a blast fighting against the Hard AI (Turtle) :)

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