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SuperPower 2 Unofficial Patch 1.5.3
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>: Added missing code to enable the AI to build or buy units If they can afford to (lots of units!).
(AI Countries will Order a unit from another Country if it does not have any designs for that type of unit, or if it can find a better alternative on the black market.)

>: Added better code to enable the AI to train units more frequently and even faster when AI Aggressiveness slider is not all the way to the left.
(If AI Aggressiveness is Maxed, AI units gain instant training to ELITE. Else AI units gain a chance for instant training to the next level.)

>: AI Aggressiveness slider now controls when the ai will use nukes on their enemies!
(If AI Aggressiveness slider is maxed (dragged all the way to the right) the ai will nuke you as soon as you take one region from them!)
(If the slider were to be placed in the middle then the ai will nuke whoever stole the most regions once it has lost at least 50% of it's regions!)

>: 1) Added code that enables AI countries to nuke enemy armies if it cannot defeat them in combat! In Official SP2 the ai can only target civilians with nukes.
>: 2) AI will now target multiple enemies with nukes if those enemies have stolen regions from the AI.
(How much nukes the AI uses against it's enemies depends on the amount they have and most importantly the AI Aggressiveness slider.)

>: Coded a whole new feature called Global Bank so countries drowning in debt can take loans that will help them build up their economy as they pay it back in 1-10 years.
(Poorer countries will benefit from Concessional interest rates, where as ritcher countries can take Secured or Unsecured loans which are slightly higher in interest rates.)
(The more time a country takes to pay the loan the higher the interest rate. The important thing here is that the Global Bank will enable struggling AI countries to have cash early on to increase their resources with and prosper.)

>: AI will now smartly adjust it's expenses accordingly to avoid drowning in debt.

>: Re-programmed how the AI increases it's resource production, and how it lowers or increases it's resource taxes.
(The new code enables the ai to make better choices when increasing or decreasing its resource taxes or increasing resource productions)

>: AI will now use propaganda to it's advantage when performing budget cuts.
(The AI will keep it's propaganda up while performing cuts on other costly budget expenses.)

>: Fixed a bug in SP2 that caused the ai to enroll 10 times less men than it was supposed to.
(The ai can now correctly enroll 2% of it's manpower.)

>: Fixed a bug in SP2 that prevents the ai from using nukes when the AI Aggressiveness slider is maxed.
(This nasty bug that exists in official SP2 causes a glitch that prevents the AI from nuking when AI Aggressiveness is at 100%.)

~ You can increase the game's 0.1 inside (sp2_cfg_server.xml) if you prefer a slower paced game like in vanilla which makes the engine execute ai OBJECTIVES less often (NOT RECOMMENDED).
The only difference between the official (sp2_cfg_server.xml) and the one my mod comes with is 0.1.

~ In Official SuperPower 2 countries are given objectives with priorities which are loaded from (ehe_entities.xml), these priorities can make mods seem useless even when they work!
For instance, if a country has a low priority in training units, it will train units late compared to other countries depending on the number between 0.XXXXXX.
That makes it seem like certain mod features such as instantly train units to elite is broken when it is not. My solution to this problem is to modify the priorities yourself,
if you know what each one stands for, or alternatively use my (ehe_entities.xml) located inside the folder (NEW EHE's) by copying and pasting inside (SP2_1.5.3).

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