Steel Division 2

Steel Division 2

112 ratings
AG Supreme
23
5
3
5
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
24.803 MB
Aug 25, 2023 @ 11:58am
Mar 18 @ 5:41am
21 Change Notes ( view )

Subscribe to download
AG Supreme

Description
Welcome to AG Supreme mod!

This mod focuses solely on improving the Army General campaign experience.
Mod is playable in skirmish battles.
FOBs are now in game!
More Strategic points per turn on the campaign map!
Timers and Flags have been reworked!

You can now join AG Supreme discord server -> https://discord.gg/HfpngPMVwf

When activating the mod you need to activate one of the chosen SU... submods in the same time otherwise the mod will crash and won't start!
Not tested but most likely you need "Death on Vistula" DLC. This DLC is only one needed not to experience any crashes!

General changes:
Time&Battles
- you need to use one of each submods!!! because otherwise mod may crash
- For changes there are now submods to affect Timer and Flags and Transports staying
AG Supreme ST...
- AG Supreme ST120 - changes the timer to 120min
- AG Supreme ST90 - changes the timer to 90min
- AG Supreme ST60 - changes the timer to 60min
- AG Supreme ST45 - changes the timer to 45min
AG Supreme SF...
- 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)
AG Supreme SU...
- AG Supreme SUG - when playing axis
- AG Supreme SUS - when playing ally
- AG Supreme SUA - all transports staying (as it was before)
- AG Supreme SUN - no transports staying (as in vanilla game)

- in conquest battles (meeting engagements) V/D Timers are different than in breakthrough except with SFV submod or base mod version (vanilla timers)
Submods can be combined in any way you like
> AG Supreme + ST120 + SF99 + SUG -> Timer 120min + slower V/D Timers + axis transports staying
> AG Supreme + ST60 + SFV + SUN -> Timer 60min + vanilla V/D Timers + no transports staying etc.

You need to play with any combination of *all three* types of submods!!!
Especially SU.. submods as they control other behind the scenes things!!!

AG Supreme ST45
https://steamcommunity.com/sharedfiles/filedetails/?id=3077279597

AG Supreme ST60
https://steamcommunity.com/sharedfiles/filedetails/?id=3093648895

AG Supreme ST90
https://steamcommunity.com/sharedfiles/filedetails/?id=3077212681

AG Supreme ST120
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201677

AG Supreme SF0
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201367

AG Supreme SF99
https://steamcommunity.com/sharedfiles/filedetails/?id=3077212354

AG Supreme SFV
https://steamcommunity.com/sharedfiles/filedetails/?id=3077279928

AG Supreme SUG
https://steamcommunity.com/sharedfiles/filedetails/?id=3123103439

AG Supreme SUS
https://steamcommunity.com/sharedfiles/filedetails/?id=3124724985

AG Supreme SUA
https://steamcommunity.com/sharedfiles/filedetails/?id=3140118227

AG Supreme SUN
https://steamcommunity.com/sharedfiles/filedetails/?id=3140120044


*disclaimer* during the campaign submods are not interchangeable (you can't change ST120 to ST90 during campaign)

DO NOT play the AG Supreme base mod on its own without submods! -> it is not recommended as mod might crash -> if you want to play vanilla style better use ST45, SFV and SUN submods.




CHANGES IN THE GAME:


*with submods* you now have 40 starting points per regiment in battle (5*40=200 if all 5 divisions come in A)

*with submods*
More reinforcements points per turn on the campaign map
- in all campaigns both axis and ally side now get 20 points per turn (except Baranovitchi where soviets get 40 ppt)

*with submods* Airforce regiments
- you are now able to call in 2 aircraft regiments per battle
> this is to simulate real fighter support for your bombers

*with submods*Remote contolled explosives and Landmines
- they are in Defense tab
- it is heavily recommended to deploy all of them in the deployement phase
- although they can be called after during battle, they cannot move so they will remain at spawn

Game
- game speeds have been changed so now it goes:
slow x0.50 (back from x0.80)
normal x1.0 (was x1.0)
fast x2.0 (was x2.0)
very fast x30.0 (was x3.0)
- AI now remembers your units position after it fired or it has seen it for 120sec (removed infinite memory on higher difficulties)

Defences
Barbed Wire - 8000m of barbed wire available
- barbed wire can now be deployed outside your initial deployment zone
> giving you the oportunity to actually deploy barbed wire in front your front lines

Trenches - 10000m of trenches available
> giving you the oportunity to position elaborate trench lines

Gun pits - 16 gun pits to deploy > oportunity to actually fortify you support weapons

Bunkers - more bunkers
4 Pak40 bunkers for axis nations
4 50mm bunkers for axis nations
6 MG bunkers for axis nations
7 Maxim bunkers for ally nations
4 76mm bunkers for ally nations
- bunkers now have HE ammunition > 75/76/45mm bunkers
- all bunkers can be deployed in forests and directly on the roads
- FOBs are in the game

Entrenched stance provides additional reinforcements
- 6 units of dishartened infantry
- small AA detachment
- supply trucks

Defenses tab is now separated into to 2 tabs (companies)

> entranched status is now quite important (especially with sich. and police regiments)
> you can set up an in-depth defence with 2 or 3 layers to fall back to

Units
- all transport vehicles now stay on the battle map during battles (no disappearing transports)
> you can now use transports during the entire battle
> "Evacuate transport" order is implemented
- all cadavers stay on the field for the whole battle
- Inf supply teams are now a thing (now mostly coming with supply vehicle as transport)
- increased amount of supply for inf supply units (950 -> 5000)
- Supply chain has been implemented
- Infantry can now be reinforced with supply units
- All artillery units now have higher dispersion (including mortarts)
- Artillery observer infantry (beobachter...) are back in the game
- Artillery leaders now give more dispersion reduction to artillery
- All recon aircraft now provide radio to artillery units
- All twin engine (heavy) fighters now provide vision same as the recon aircraft (but not the radio)

STRETCHING HISTORY:

Almost all campaigns have some changes!

ALL CHANGES ARE LISTED IN DISCUSSIONS SECTION ON THIS PAGE, LOOK FOR
"Changes of the campaigns"
DISCUSSION TO SEE ALL THE CHANGES!

https://steamcommunity.com/workshop/filedetails/discussion/3025607959/3959287799153316751/






Planned changes to the game:

ALL PLANNED CHANGES ARE LISTED IN DISCUSSIONS SECTION ON THIS PAGE, LOOK FOR
"NEXT UPDATE CHANGES LIST"
DISCUSSION TO SEE ALL THE CHANGES!

https://steamcommunity.com/workshop/filedetails/discussion/3025607959/3820796140095797801/
Popular Discussions View All (9)
24
4
Oct 16 @ 8:46pm
What's coming next - v5
wux
15
Apr 8, 2024 @ 1:40pm
Changes of the Campaigns
wux
7
Jan 17, 2024 @ 2:21pm
Changing names
wux
503 Comments
LogosDistributing 2 hours ago 
Looking forward to it!
wux  [author] 3 hours ago 
I will have to move the upload of v5 to tomorrow, thursday 23rd as unexpectedly i wasn't home today
Captain Caveman 19 hours ago 
@Wux - Dude awesome - looking forward to it...
asdSFsfwsd Oct 21 @ 4:50pm 
:steamhappy:
ccruler Oct 20 @ 1:01pm 
Glad to hear Wux, looking forward to it :)
DDX Oct 20 @ 11:23am 
thanks for the news Wux, keep the good work!
Pathfinder Oct 19 @ 2:33pm 
Thank you so much wux!!!! I love the mod as it is so take your time with it I'll be happy getting to play it with the new AG Campaign.
wux  [author] Oct 19 @ 11:01am 
Hello all,

first i want to thank all of you that i know have been patiently and eagerly awaiting for this update. I know how frustating it can be and i am sorry it took this long.
And the good news is the update IS COMING IN THE NEXT 3 DAYS. I can't say when exactly but by wednesday 22 of october you will be able to play AG Supreme v5 updated and ready with the latest version of the game.

Sadly divisions and defense rework won't be included as it is just not ready, but it will come at a later update.

I will address your comments more thorouoghly when the update lands.

Thank you all once again for waiting

As always be good

And have fun :steamhappy:
DropShot Oct 19 @ 10:29am 
If you're having trouble finding the correct mod file (they're almost always a random string of numbers for steam) you can either unsub and resub so its a fresh install and use the 'last edited date' (which would now be today) to find the correct file. Or you can try looking for the string of numbers in the https line for this mod. 302567959etc. Idk if that matches when it's downlaoded, but it probably does
DropShot Oct 19 @ 10:23am 
Possibly, so long as nothing actually affecting the mods is broken. If you find the .txt file for the mod.

After literally 2 seconds of googling - Locate config.ini file, should be a regular text file. You're looking for a "ModGenVersion =" and you need to change the value to the current version the game is at. Save it and it should run.

Back to what i said previously. If something has change that directly affects the mod, it will crash when that broken thing is introduced, if it doesn't just crash as soon as you start a game.