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Tada! Only a month later than usual....make sure to read the changelog!Big thanks, again, to Overrated, Burnie, Asdru, the 4th Dimension Team, and BrandonPotter, as well as ex-developers Ryzuke, Rtys8, and HabbaLobba.

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UnitPort 0.2.8
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fengye
fengye - - 15 comments

Good, thank you.

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Teh-Losr
Teh-Losr - - 98 comments

Yeah thank you but couldnt you overwork the Researchtree behind the 3.5 Tech Mark. I mean just look (for example) at the Paragon when i have the Researchpoints i spend this on other Buildings because it needs very long to build and to that Time i already have a very good economy its just a Wish and Advice for this epic Mod for Supcom 2

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

What do you mean, "overwork"? Also, there is no tech 3.5 anymore...

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Teh-Losr
Teh-Losr - - 98 comments

OH i didnt playedd this mod but yeah i find it also so really epic

so to the meaning on overwork: expirimental units and buildings your can change in the tech level in my opinion like paragon to a lower exp tech level

another question: in sup fa (just playing now so im for a moment and see later if you answered inactive) you can multiple engis work on one building can you make this for sup com 2 also

ps:could you say me a website where i learn coding i just foun out how to change units stats in unitport but i want to make it like you

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

At the moment, I'm more concerned with just getting units in and playable. Once I move on to beta (which is relatively soon), then I'll probably start doing musical chairs with some units on the research tree.

No, unfortunately this is built into the engine of the game. Until I can crack that (which I won't), it'll have to be just one engineer per building.

Well, the first thing to do would be to learn the basics of lua itself. I would go here: Lua-users.org and here: Lua.org

As to porting units, this isn't a great guide in hindsight, but it teaches you how things work, even if it is a little off: Users.skynet.be

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Teh-Losr
Teh-Losr - - 98 comments

thank you very much for the answers

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Teh-Losr
Teh-Losr - - 98 comments

also a few question again im just learning from the sides you had given to me and when i finished it do need you need an assistant???

second question do you know when revamp mod comes out because it seems you have contact with him

third it would be nice to know if the veterancy concept from expwars 2.8 work for supcom 2 too because its seems that his mod is dead or do you know if he is working on it

excuse me for the mass of question but thats all iwant to know

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

I'm good at the moment, but if I do need help, I'll make sure to keep you in the mind :)

As for revamp, I only talk with overrated for code-related questions, so I know just as much about the release as you do. However, I am fairly sure that they're still working on it; it's just a slow process. As for the veterancy concept, I believe it will work, but I doubt I'll implement it (except for, maybe, a couple special cases) because it would be a bit of a bother to get working.

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stanolaser
stanolaser - - 41 comments

please help.
In the game there this unit and the game ends.
( Ahwassa ).

Názov chybovej aplikácie: SupremeCommander2.exe, verzia: 0.0.0.0, časová značka: 0x4f46f777
Názov chybového modulu: SupremeCommander2.exe, verzia: 0.0.0.0, časová značka: 0x4f46f777
Kód výnimky: 0xc0000005
Odstup chyby: 0x00372f69
Identifikácia chybného procesu: 0x1938
Čas spustenia chybnej aplikácie: 0x01cf2b42dac61103
Cesta chybnej aplikácie: Q:\Program Files (x86)\Supreme Commander 2\bin\SupremeCommander2.exe
Cesta chybného modulu: Q:\Program Files (x86)\Supreme Commander 2\bin\SupremeCommander2.exe
Identifikácia hlásenia: 2a14880c-973a-11e3-9345-001d92e2bda8

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Fixed :)

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stanolaser
stanolaser - - 41 comments

Thank you.

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fengye
fengye - - 15 comments

Aeon Hovatham is too much, the other family simply can't be built up base, hoping to cut its power or distance, thank you.

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fengye
fengye - - 15 comments

Aeon Hovatham Too strong, other group cannot establish base, hoping to reduce the harm or distance, thank you.

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Guest
Guest - - 687,512 comments

Hi i have noticed cybren submarines are able to move on land, did I install something wrong? I use the mod loader

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

You have the last version installed; I just double checked, and I did fix this problem in this version.

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cackalica
cackalica - - 11 comments

Cybran - Eagle eye and Prometheus cant see them in T3 after research

Best mod besides that

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

You might want to read the wiki entries or the research tooltip on these two...

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Markth
Markth - - 50 comments

Does this mod work with Warcraft? (;

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SC2Bully
SC2Bully - - 7 comments

You know what these comments pages need? More people like you to spread stupidity disguised as jokes and waste everyone's time. Keep it up Markth.

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Markth
Markth - - 50 comments

i believe you're original approximation of saying no has somewhat answered my question.

And for Starcraft?

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Guest
Guest - - 687,512 comments

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stanolaser
stanolaser - - 41 comments

Furt is wrong with an experimental bomber (Ahwassa) What do I do with it please thank you.

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

It's fixed in the next version. For now, just don't use it, and try not to have any Illuminate AIs.

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stanolaser
stanolaser - - 41 comments

Thank you very much. :)

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Guest
Guest - - 687,512 comments

Revamp Balance Mod the v1.1b2.scd need to install? After the installation of unit building time change

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

It's not absolutely necessary to run the mod, the unitport is designed so that you should use the balance mod.

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Guest
Guest - - 687,512 comments

Sometimes play computer will get stuck

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

If it's just your computer specs, then I can't really help you. However, if it's the mod actually crashing, I'll need more info, as specified here: Moddb.com

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Guest
Guest - - 687,512 comments

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Niv-Mizzet
Niv-Mizzet - - 31 comments

Ok so first off i love this mod i love big wars you did great in my opinion i do have the Ahwassa issue so i either play the my self and just not use it or dont have that race in the fight at all. i do see where ya still working on it but one step at a time over all love it

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Guest
Guest - - 687,512 comments

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Guest
Guest - - 687,512 comments

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Teh-Losr
Teh-Losr - - 98 comments

so i finished soaking up all the information from the sites you gave me and i also find some others i have a WIP called custom units when i am ready with programming them into the game should i send you some of these???

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Guest
Guest - - 687,512 comments

oh yeah goofy question is there any mod required or recommended with this mod

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Mithy's modsupport (v7) and RVE are both required. Revamp balance is highly recommended because, although it isn't necessary for the mod to run, I do all my balancing assuming that the balance mod is being used by players.

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Guest
Guest - - 687,512 comments

ok so i try putting the RVE (Revamp_Expansion_Mod_1.1_UNZIP.rar) in using the (SC2 Mod Manager v1.02) and it wont let me saying that in and it keeps saying it will replace the unitport one

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Moddb.com

Question 3, point #2

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Astrelan
Astrelan - - 6 comments

So, hey, i don't know -why-, but about thirty minutes or so into any skirmish match, the game just closes. No reason for it given, no error message and no obvious reason for it in the game. It just closes. I don't know if anyone else is having this problem, but it's kind of frustrating me. Please help!

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Astrelan
Astrelan - - 6 comments

Okay, little edit, since i looked at the FAQ page for crashes so here's a little more info:
I had Nukes and Artillery disabled
The map had no water (WayStation Zeta and Etched Desert)
The AIs were of all three factions in both
The AI had experimentals, but i don't know what kind

If there's any more info i can give, i honestly don't think i know it.
Oh! Wait, one more thing. In Etched Desert, just before it crashed, any new buildings/units i researched were not put into my build UI. Not with engineers or the ACU.

Okay, that's all i can think of.

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Ah, someone who read the FAQ before they posted a crash! This warms my heart...

Hmm...sounds like I missed a comma somewhere or another. If you happen to find what faction it is, that'd be great. Otherwise, I'll make sure to check it out...

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Astrelan
Astrelan - - 6 comments

Thanks! Like i said, i don't know which faction caused the crash. On Waystation, i know my Cybran ally had an experimental out before the crash (think it was some sort of walker), but other than that i've got no info.

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Astrelan
Astrelan - - 6 comments

Okay. So i've ran a few tests on Waystation Zeta, with all the AIs and myself as the same faction each time. Here are the results:

UEF: The game crashed nearly two hours into the match (I had to go eat so i let it run for a bit). There were experimentals of all types on the field. I built a 'Bunker' deployable tank with a Combat Engineer. When i selected said tank, the game crashed. This was the first such tank i had made.

Cybran: I was about 30-45 minutes into the game when it crashed. There were a few experimentals on the field, but the game crashed at the EXACT moment i researched the 'Trebuchet' land unit. Researched. Not built, or selected. Researched.

Aion: The game went on for a little over an hour. There were experimentals of most types on the field. The game crashed when i selected the 'Kykhoss'(?) Flying Bot unit. Not on research or construction, but on selection.

Also. It may be a feature, but to me it seems like a bug: I CANNOT build any of the T3 structures with either the Engineer, ACU, or the various Combat Engineer units. I also CANNOT build the Quantum Gateway so that i can build SACUs. This happens with every faction.

That's about everything there that should be there. If i can give you more info, give me a poke, please.

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Hmmm...well, I ran some tests too, and I found that the Cybran AI would crash on creating the retribution. For that faction, at least, I think the problem is solved...at least, one of them.

I also blocked all the AIs from researching most T6 stuff, which has caused issues in the past.

As with the T3 stuff, I'm assuming you know about the tech toggle? In all engineers' and ACUs' ability UI, there's a little button that allows you to refill the build UI with new units. As for factories, you need to upgrade them (you didn't mention those, but thought I'd put that there anyway).

May I inquire as to what your unit cap is set at? I believe that causes save problems, I wonder if it can cause crash problems too?...

If you run the game any more, would you mind using the LOG? It's the great UI that can print out some useful stuff. To enable it, just create a shortcut on your desktop to the following (and include the quotes):

"C:\Program Files (x86)\Steam\SteamApps\common\Supreme Commander 2\bin\SupremeCommander2.exe" /log x.txt /xactdebug /showlog /windowed 1440 800 /EnableDiskWatch

If you could post the log on pastebin.com or something like that after the game crashes, that can help a lot too.

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Astrelan
Astrelan - - 6 comments

I've been using the tech toggle, but T3 structures are never put in it, no matter how many times i push the button. Same for the quantum gateway. The factories have no problems.

I play with 500 unit cap. I had it higher, but something happened to my file or whatever, and now it's back at 500.

And i will definitely enable that LOG thing. It sounds handy.

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Huh. Just tried the tech toggle, works fine for me. Maybe validate and reinstall all the mods?

Hmm. 500 is normal, no problems there. If you do want to change it, navigate to your appdata folder and then go /Local/Gas Powered Games/Supreme Commander 2/Game.prefs. The unit cap will be somewhere in the options table, just Ctrl + F it. Or, you can go and use the cap-changer program in revamp's downloads section.

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Astrelan
Astrelan - - 6 comments

So i validated and reinstalled everything, and now it all works A-okay! Sorry if i wasted your time. ^^' I tohught i had everything installed correctly.

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Guest
Guest - - 687,512 comments

Me too, this version to 20 minutes or so is always about the death card, error probability, with group A

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Death card? Group A? The only time I've heard of a "death card" is with tarot cards, and "group A" is quite ambiguous. Do you mean a certain faction?

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Guest
Guest - - 687,512 comments

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stanolaser
stanolaser - - 41 comments

Please you will be the next version because it falls during the game exit the game.
The experimental unit (Ahwassa).
Otherwise, it's a super mod.

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