Please read below for install info and full change log
REPACKED TO SUPPORT
Compelx's
SC2 Mod Manager RC1A
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Please use RVE with the new Mod Manager for the cleanest installation
!!!!!! Mod Support Information !!!!!!
• The Infinite War Battle Pack DLC is Requested
• Requests Mod Support Minimod v7 ( Included in download )
Version 2.0 A1.3/1.31
Released 24/09/15
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FACTION CHANGES/FIXES
HOTFIXES for A1.31
- Fixed Illuminate ACU cannon projectile not showing
- Fixed Cybran Skiadrum AA sound
- Fixed Cybran Krypton Regen Rate
- Fixed Research Stations Experience Ranking
- Research Stations now level up in the following minutes 15/25/35/45/60 from game start
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UEF
- Fixed black build texture on T2/T3 Mass extractors
- Added Air Experimental Tera Fortress
- Jack Hammer build cost and time rebalanced
- Pause ability on Energy Generators replaced with “Enable/Disable Engineering Tower” ability
- Enable/Disable Engineering Tower ability now clears commands and now can be doubled clicked to disable all
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CYBRAN
- Fixed missing jump jets on 3 land units
- Shredder Assault Drone build time and energy cost have been increased
- The T2 Wagner Tank has been replaced with older updated RVE model
- Fixed Skiadrum AA targeting problem
- Skiadrum new walk animation added and model adjustments
- Fixed nuke not being unlocked when researched
- Fixed Jump Range on Loyalist Reborn
- Fixed ACU firing problem
- Corrected Adaptors shield size
- AI can now use the PD unpack ability on the Brick
- AI can now use the Replicate ability on the Loyalist
- Changed Adaptors health
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ILLUMINATE
- AI can now use the Rapid Fire ability on the Emissary
- Fixed Fortified Artillery not firing
- Fixed Nuke strategic icons
- Fixed black build texture on T2/T3 Mass extractors
- Fixed ACU firing problem
- Added T2 Assault Bot (Colossus)
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BALANCE CHANGES
- Carriers can no longer build Air Transports
- Carriers build rates increased from 3.5 to 4.5
- Research Rate Upgrade has been removed from the research tree
- Research Stations now gain Experience every 15min increasing your income rate by 20% each time for an hour, Experience timer starts at the start of the match.
- Fixed upgraded units not matching to health of a prebuild unit of the same Tier level
- AI Handicaps reduced
- Some AI emery threat levels balanced
- Nuke research cost increased by 10
- Mobile unit personal shields balanced off unit’s health
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NON FACTION SPECIFIC CHANGES/FIXES
Enable/Disable Toggles on Mass Converters and Research stations have been updated for better functionality, Icons have also been updated.
Adjacency code improvements and refinements
Adjacency added for Radar Stations
Adjacency added for SCU Capsule’s
Mass converters adjacency for gantries now reduces build times as well as mass costs
Fixed Adjacency beams effects being left behind when a unit dies
Fixed Adjacency not applying when placing down the applying unit 1st
Fixed Adjacency Buffs not being removed on Reclaiming/Death
Fixed Adjacency affecting build scaffolding from being removed
Fixed Adjacency not being removed when the applying unit has been captured
Fixed Cybran and Illuminate Nukes Structure Anti-Nuke shot down requirement not being 2
Great news^^
lol... Wanger tank.
Awesome! Can't wait to test!
so you just add it to the mod manager and check and your good to go?
A fix will be upload to fix the aeon acu firing problem later today.
cause when i try to do it i get to the load screen after u make a match and it crashes
Then your game files are messed up or your running it without the DLC?
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question, are you still planning on changing the acu design to something that looks more like a armored core acu ? i was looking at some concepts you had posted earlier, and they looked really good ! I am asking, because i am unsure if the concept was scratched, or if the plan was to uploaded it in a future update. Also.. if there is an older file that has this design, what would the files title be ?
At some point yes.
i has dlc its also on steam and i have did the "verify integrity of game cache" thats why im stumped
Normally your game will only crash if your missing files, maybe try unzipping the scd files into your game data.
Does this mod require a Mod Installer?
Best to use the mod manager yes but can be installed without but can be messy.
ok so i figured it out is was my dumbness its seems i still had files in from old mods so if anyone has this issue u cant not have other file from other mods in and the mod installer doesnt always remove em so u have to go to game data to do so and all i did was go in and sort by date all the one that were made 1st and on the same day were installed by game any thing on a later date is stuff you add so remove it
Yeah the mod manager has this problem plus a load of other bugs which is why there is a new one being worked on :).
You guys have turned this game into a masterpiece, BRAVO! Seriously, thanks for all you have done!! Keep the magic coming. :)
I'm playing a game right now where the AI is making hoards of units at their base and not even using them. All it's doing is causing the game to go really slow.
This is a problem that happens some times when the AI can't reach a attack order requirements, I am still looking into the problem why they do this.
Would it be a problem with the new units and the map, or relating to a death? I've had times where the A.I. is attacking, and then one of them dies, and they stop, or on another time it just doesn't happen at all. Granted it might also be a problem beyond my basic understanding, but hey, worth a try.
Thanks dude.
i think they like to steam roll
Great so far but there's a crippling bug with the UEF point defenses. So far I've tested (still in a game) but the hatcher and T1 point defense suffer crippling aiming bugs when faced with shooting downhill. It doesn't appear to be a case of the incline being too steep as sometimes they shoot sometimes they don't. But the targets are always in range and they are always tracking their targets.
Are you talking about the pitch limit of the weapon? The barrel is only ment to pitch down and up a set limit or it will clip the mesh.
Well I looked at the angles and the guns are lining up with their targets. but its random whether or not they'll actually take the shot. They don't always shoot is the issue. makes securing ramps very difficult. Have yet to test this with shooting up hill yet.
I must clarify that AA turrets don't suffer this issue. Also SAM's are still nightmarishly underwhelming.
Your AI cheats like hell
Good no one likes a boring AI.
Don't know if this has been mentioned or you are aware of it, but the Illuminate fires multiple anti-nukes to take out 1 regular nuke.
Please read the change log before posting!
Experimental nuke Anti-Nuke shot down requirement changed to 4
Structure Nukes Anti-Nuke shot down requirement changed to 2
Naval Nukes Anti-Nuke shot down requirement changed to 1
EMP Nuke Anti-Nuke shot down requirement changed to 1
Moddb.com
I want to play it without mod manager !
Open the winrar file grab the individual folders/files within the winrar file and Drag it directly into your data folder of SC2
The requirements to take out nukes seems too much (2|1 ratio). Defense should always have an advantage. I guess this wouldn't be a problem, but since the AI can build more nukes than is humanly possible to even build anti nukes, something is broken. I've played this game for years and (at least on Clark's Training Ground Map) it's impossible to build enough anti nukes for all the nukes a Normal AI lobs at you. Either the AI's nuking needs to go down a tad, or the requirements need to be reduced. I know build order makes a difference, and that's fine, but from what I'm gathering that margin of error is too little. No one wants to conform to an exact build order every time just to beat a normal AI. There should be some leeway.
I know this is just Alpha, and you can disagree with me, but just my two cents to make the AI less mechanical and more human. I'm sure there is a way for us to manually adjust the nuke, but since I'm new, I don't know how to do that. Thanks again for all you've been doing :)
That would be because the AI can now build nukes in expansion bases which they never could before, if you read above you will find your answer to why there 2|1, also the cost to build a anti-nuke was also reduced by 50% when this change was brought in.
Well, I was incredibly satisfied by the new UEF air XP2! It had an apocolyptic amounts of guns, but wasn't ballistically over-powered (I almost got mine killed). It definitely added the oomph I felt the UEF needed for their air. The AI also seemed to behave a little differently, but nothing that was too new.
well, for some reason my game keep crashing when i'm loading a campaign mission. It work in skirmish, but no matter what i trie, not in campaign. Idid use the mod manager, i have a clean install of supcom 2, and no other mod. I don't really know what to do next.
Sorry for my english, i'm french.
RVE doesn't support the campaign and never will.
oh...too bad. I was wondering if it was possible to create a version with a more little unitcap to keep the game more fluid...Cause when you have a bot with 2000 unit, even in x10, the game is quit slow.
Try only use a max of two ai the ai is what slows the game down.
That mod are good?
ya bet he is !
Perfect mod, but the excess of pop make is very heavy for my hardware, show me the way to reduce pop limit, this should make game runs very well.
You need a i5 or greater for best compatibility , Never use more than 2 Ai per match.
Remembering that the .exe for pop that we can download here doesnt work for this version.
No the unit cap can only be set in the following numbers in RVE 1000,1500,2000,2500 and 3000.
RVE needs a unit cap higher than 1000 to work correctly which is why 500 is no longer available.
And how i can do it?
With this
"Remembering that the .exe for pop that we can download here doesnt work for this version."
Can you, please, return Megalith mk.1 from SC?
No we don't use ported units from SC/FA, play unitport the side mod for RVE legacy if your wish to play the old units.
I sorry, but i saw sam old units from SC and FA. Of coure it is your decision, but what abot them? Why they were returned, but megalith not?
Thats ok :) These are just place holders in RVE 2.0 which will be replace at some point.
Well, i understood.
Well, i understood. But will we see other giant units like megalith?
The stormstrider was the RV version of the megalith.