Steel Division 2

Steel Division 2

AG Supreme
492 Comments
Pathfinder Oct 16 @ 10:05am 
He did say he has a lot going on with work I'm sure he's ok and just needs some more time
1xgamer Oct 16 @ 9:37am 
Had to pay 60$ to buy all DLCs that I didn't have to run this manually updated for latest game version. Because for some reason, if you try to update it manually by changing modgen value, in mod config file, you will get "MOD IS USING MODELS FROM DLCS YOU DON'T HAVE" after trying to activate mod. It does run now without any problems, but to save you some money, here's an advice if you want to try and do the same. Try buying "tribute to D day" first, because I was checking if it runs after buying each DLC. And it launched after D day DLC.
ccruler Oct 16 @ 4:11am 
At this point I'm just hoping Wux is ok.
thebutcherbird Oct 14 @ 7:38pm 
anything happening with this ?
ccruler Oct 2 @ 6:58pm 
Any more word on the update, Wux?
Captain Caveman Sep 23 @ 1:16am 
Ahh.. looks like new release has broken campaign... base AGS incompatible... no matter I see that friend Wux is on the case and will restore.. maybe even improve on what is already the go to mod for this game... Keep up the good work Wux and know that you bring a very big smile to a lot of peeps out there...
Pathfinder Sep 22 @ 3:36pm 
Any word on the update its been a week?
asdSFsfwsd Sep 19 @ 2:03am 
tried changing the version on config.ini but got an error need all the dlc sad :steamsad:
fraenky85 Sep 17 @ 6:49am 
hey ho, i have a problem with crashes while loading savegames which i made during the battle. had this problem several times now and i´m not able to run the saves again and not able to ever finish a campaign :( i have ag, st120, suf0 and sua running while playing as germany....
asdSFsfwsd Sep 16 @ 6:45am 
thank you wux i feel better now:steamhappy:
I like the addition of bunkers, supply units, so I want to use this mod, but the game crashes midway and I can't continue playing.
I'm not sure why, but it crashes on my PC, maybe because there are too many units.
I'm not using any other mods. I have a GTX 1060 6 GB and 16 GB RAM, so I meet the recommended specs for SD2.

I've tried changing the quality settings, but it doesn't work. Is there any chance there will be a version with the normal number of units?

Whatever your answer, I'm grateful for this mod. Thank you.
Pathfinder Sep 14 @ 4:34pm 
Thank you so much wux can't wait it's gonna be great!!!
wux  [author] Sep 14 @ 12:01pm 
As of last, aspects of v5 will most likely be available with the new update, everything mostly except the division rework.
All other comment or questions i will address in the next few days.
In the end what i want to address here is that the mod is still alive, update is coming and v5 is still in the making so you don't have to worry about that.

As always, be good

And have fun :steamhappy:
wux  [author] Sep 14 @ 12:01pm 
Hello all,

I know there have been 5 months since i've last reached out but i am still here. Due to the life obligations and personal burn out work on the v5 was slowed down but rest assured v5 IS STILL HAPPENING :)
As for the v5 everything except the divisions rework is in place and it is slow and long work, at least slowed down by current other obligations.
My plan was to be finished before the latest update but sadly that wasn't the case.
Regarding the new update it is coming in the next few days. I am sorry i wasn't as current as usual but it is coming in the next few days. As v5 is very extensive it has a lot of files that need adjusting so it takes some time.
Pathfinder Sep 13 @ 12:40pm 
@fraenky85 just did it myself and you were right everything is working again except the newest Army General campaign which is cool with me I'm just glad I can continue playing as Romania again.
fraenky85 Sep 13 @ 10:14am 
hey folks, maybe i have a solution to get it run for you. go into your mod folder in your steam, open the config.ini of each mod and submod and change the mod version to the current game version. this makes the mods run again. seems to work for me
ccruler Sep 13 @ 7:00am 
Any idea when you'll be doing an update @wux?
fraenky85 Sep 13 @ 3:39am 
the folk needs an update, sir
asdSFsfwsd Sep 12 @ 9:09pm 
update please good sir
Snykovic Sep 10 @ 10:05am 
Please update
Pathfinder Sep 8 @ 10:27am 
It says the mod is outdated and can't be activated I think it's because of the new DLC and update do you know how soon the mod can be updated?
stone Aug 13 @ 11:05pm 
May I ask if I want to develop it myself mod To achieve what you have created SFO MOD Which file and parameters should I modify for the effect of 'changes the flag control so defender has no influence on the timer'
derek.hemmen Aug 13 @ 7:19am 
Is the v5 update still happening?
✠ Stonewall Jackson ✠ Jun 7 @ 10:34pm 
- AG Supreme SF0 - changes the Flag control so defender has no influence on the timer
- AG Supreme SF99 - in breakthrough battles attacker needs to capture
> 4 flags to stop Total defeat timer
> 6 flags to stop Major defeat timer
- AG Supreme SFV - V/D timers as in vanlilla game (Minor, Major, Total)
Tam7853 May 24 @ 11:20am 
@wux What's the difference between SF0, SF99 and SFV?
Tam7853 May 24 @ 8:57am 
good mod
Kasitier May 13 @ 3:31am 
Hey unfortunately i dont have any sound anymore, after loading the mod with the submods :/ is this a common issue?

Thanks for the great mod btw! :D
wux  [author] Apr 19 @ 10:31am 
@deusmortem sterting points have been lowered to 30 as did the ticking ones...i will not lower it further as i still stand behind the logic that if units are there there is no reason not to deploy them...i understand there is a need to balance the playabilty and reality and that is the hardest thing to accomplish...many of the things i introduce is great for the player but AI just can't really comprehend it...best i can promise is to listen to all opinions and to always try and keep the balance


@HuskyStrylight i thank you again for your continous support. I would love for Eugene to introduce the real thing as it wouldn't be to hard in my opinion. All in all i am glad to see support from long term followers. Also for any news see discord channels as many of them will be posted there :)

As always be good and

Have fun :steamhappy:
deusmortem Mar 31 @ 7:48am 
after testing with Karelia campaign on hard diff, its just too much units too fast, imo longer the actual gametime lower the income i think i would even prefer the original 20 with 3 ticking for the 60 min gameplay. After like 15 minutes not only im out of units to call in with 4 battlegroup battle, also 300 points in the bank
HuskyStrylight Mar 30 @ 7:00pm 
@wux
Good to see that your still updating and maintaining this mod, hopefully it wont disturb your RL time, this mod makes the game alot more entertaining then the base game itself, and the fact that you implemented certain mechanic that the base game does not support is even a greater feet.
So far i finished all the campaign and waiting to see if they add more general campaign down the road, but its been months of slow unit battalion.
The game itself needs to add more defensive and offensive strats mines, tank traps / tank ditch, bunkers, engineering vehicles (mine plowers), camo nets, and etc. I am still surprise that they have yet added or changed anything on these categories and its been a year.

Well good luck too ya! and thx for the hard work! :steamthumbsup:
deusmortem Mar 30 @ 12:57pm 
both, ticking income is now 6 and starting is 40, vanilla 3 to 20 so if possible 4.5 to 30 as 1.5x but i dont know if 4.5 possible but i have seen non integer numbers when i give ai my units.
wux  [author] Mar 30 @ 11:12am 
@deusmortem are you thinking about starting income or income by tick?
deusmortem Mar 30 @ 2:33am 
E.g ST60 is 1.5x the time already
deusmortem Mar 30 @ 2:31am 
can you make a submod for deployment points, 1.5x feels better as 200 points(5 phase A units) is just too much in my opinion but 20 makes it hard(by not using st submods) for breakthrough and the extra points is nice but the unit availablaty stays same so effective points is 300 per unit in a normal 30 min match, which makes even the most panzer heavy regiments all avaible with no reserve combat power remaining. so 1.5x is like 225 effective points for each unit on map and with current unit availablty it feels more natural. Thanks anyways.
wux  [author] Mar 25 @ 1:26am 
@HARDKOR KROKODAJL what combination of submods are you using?

@HuskyStrylight another sword in the dadrkness :) happy to see you still enjoy the mod. Some things SNIper of DARKness mentioned will change with the upcoming v5 (specifically defences with the new "Different Def for different Div" rework) for better or for worse, i guess it depends on the player :)

@deusmortem no problem, thank you. Hope everything works fine now
SKIBIDI_RIZZLER123 Mar 20 @ 2:14pm 
there is no time out when i attack even when i captured 17:7 flags as attacker
HuskyStrylight Mar 19 @ 7:13pm 
@SNIper of DARKness
I had no problems with defenders and their defenses, logically, it would make sense to have alot of defense if your hunkering down,it should also be that attacking forces should have it harder and suffer alot more when pushing in defended areas. I played both defensive and offensive battle in campaign and had no issues, it even helps certain unit group consisting of militias or rag tags of mix unit using old equipment have a capable stance to dish out damage.

(this being said as a German player facing 2 artillery brigade of Russia consisting of MLRS and and Overwhelming numbers) kinda makes you feel like a German commander xD
The amount of time AI get buffed in Insane difficulty where their artillery has such pin point accuracy across the maps is like playing darksouls doing a naked speed run on a first try.

Also the planes are fine, just have anti air, most planes get shot down pretty fast... even 9 box cars can shoot down a fighter plane.
deusmortem Mar 19 @ 4:49am 
thanks for the update, great mod
wux  [author] Mar 18 @ 3:17pm 
And also main mod has been reuploaded as it has a quality of life change regarding UI. The text box in the lower left corner of the main menu screen that shows the version of the game and activated mods has been enlarged and now you can easily at a glance see what mods you are using.
Also in the Mod center checkbox column where you activate your mods has been moved to the left of the mod names so it is more easy to see what mods and submods you are actually picking.

This is implemented with the AG Supreme, but also made into a standalone mod called ModCenterQiLI and uploaded to steam. ModCenterQiLI alone should be compatible with most other mods especially if they don't change the UI. (for the AG SUpreme you DO NOT need the ModCenterQoLI!)

https://steamcommunity.com/sharedfiles/filedetails/?id=3447079957

Have fun :steamhappy:
wux  [author] Mar 18 @ 3:09pm 
To the @Snykovic, no problem man wuf wuf :)) and feel free to ask for update if you see no one has already done it (for others too, just don't spam it, if someone wrote it there is 99% chance i saw it). There is a possibility i haven't seen that the update has dropped and this can be a good way for me to catch it
That being said thank you @Herodotus for being the shield that guards the realms of AG Supreme :)

To @Indefatigable i agree very much but sadly there is no way to change the number of turns for campaigns

And lastly for @SNIper of DARKness i will address your other feedback and input here and on discord a little later so not to worry
wux  [author] Mar 18 @ 3:09pm 
First to address the big issue, SFV not working properly, it should be resolved!
Thank you @deusmortem and @SNIper of DARKness for your feedback, i don't have test teams and can't possibly test all the various scenarios and find all the bugs so player feedback is always welcome. No need to get upset, if the solution exists we can find it :)
Problem was not the SFV submod but ST45, but it should work fine now for all combinations. Both SFV and ST45 along with the main mod have been reuploaded. There might be a need to resubscribe if the game doesn't do it itself.
deusmortem Mar 17 @ 8:07pm 
SFV Submod is broken. After Attacker captures 4 points, the game lasts for the full amount.
+++++ to this.
Snykovic Mar 16 @ 8:37am 
@wux
Thanks for the fast update!
wuf wuf
Herodotus Mar 15 @ 12:16pm 
@Snykovic
And again with the update demands.
Snykovic Mar 15 @ 10:28am 
please update the mod!
SNIper of DARKness Mar 9 @ 6:37am 
SFV Submod is broken. After Attacker captures 4 points, the game lasts for the full amount.
SNIper of DARKness Mar 9 @ 5:49am 
I want to like this mod, but it has such obvious balance issues that I find it hard. It has good features like permanently destroyed defences, more trench lines. But then you have frustratingly unbalanced decisions like:
Digging in is 1 AP
More Income for Factions on the Operation map (ruins balance)
Mortars nerfed to 2,1km? Why
Way too many defences for defender.

You have all these issues which really make it broken in PVP, and nothing that addresses the reload time of Airplanes? Really? Sorry, but I find it frustrating since it has a lot of good features but also some bad ones to make it a very hard choice whether to play or not.
Indefatigable Mar 1 @ 11:32am 
Hi wux, I really like your mod and it has added much fun to my game-play experience, but I am just wondering if you can somehow change the round limit for each campaign like adding more rounds. I think 20 or 23 rounds are just not enough. Thank you!:steamhappy:
1xgamer Feb 15 @ 9:08am 
I have issues with mortars limited to 2000 meters range. Any solution for that?
seashell Jan 31 @ 8:29pm 
warno campaign is a big upgrade to airland battle
in airland battle, each pawn is a full battlegroup, and you can not combine them in a single battle.
sometimes you are forced to fight a battle with a nearly decimated bg while your fresh bg can not help.

but i like airland battle for its inclusion of coast.