Experience brutal battles on a massive scale! Wage war by creating enormous customizable armies and experimental war machines that can change the balance of power at any given moment. Take the role of one of the three enigmatic commanders, each representing a unique faction with a rich story that brings a new level of emotional connection to the RTS genre, or fight the battle online. Where do your loyalties lie?
Addon for the Revamp Expansion mod by OverRated and Avitus12. This download includes new units, balance, new tech tree, and more. Big thanks to OverRated for answering all my stupid questions and to Burnie222 for allowing me to use his amazing models from his supcom1 mod, Total Mayhem. This download no longer includes RVE v1.1 or the revamp balance mod. Meant to be used with CerusVI's mod manager. See forum-website for more info and installation instructions
big problem for some reason unit port 2.3 alpha wont coexist with revamp expansion 1.1 and sense 1.1 isnt in unit port 2.3 i cant play does anybody else have this problem
you have to have the revamp exspansion mod in the mod manager then add the unitport mod to overwrite files the revamp mod when it ask you to replace the revamp mod click yes then mod works
unit port 2.3 wont work in mod manager if revamp expansion 1.1 is already in there and vice versa
Looking into the issue now. It worked for me before a couple of times, I'm not sure what's wrong. Either way, I might make an installation video to make things to a bit smoother...
Everything is working fine for me. I'll put a video up to help people that are having issues.
Okay, I put a installation video up (processing at the moment, should be up soon). Both says how to install and proves that I'm not lying when I say it works fine for me.
scmm wont work for me, how can i install your mod manually?
Okay, what you will want to do is this: go to your SC2 gamedata folder ( C:\Program Files (x86)\Steam\SteamApps\common\Supreme Commander 2\gamedata ) and copy the mod files into it. Try to do it in this order: first, copy mod support. Then copy revamp balance. Then, open up the RVE 1.1 .rar file, then open the RVE .scd file, and copy all the .scd files you see (bp.scd, lua.scd, etc) into the gamedata folder. Finally, unzip UnitPort.scd and drag THOSE files into the gamedata folder (lua.scd, z_lua_dlc1.scd, z_UnitPort.scd). Then launch the game normally. Also, stuff should be overwritten during this process.
If this doesn't make any sense, I also put manual instructions on the website-forum. Also, make sure you watch the installation video (link at the top of the website-forum page) if you want to take another shot at the mod manager.
The aeons don't have there tier three shields anymore some reason. and in future updates will the commander be able to build higher tier structures. last the are the aeons the more powerful faction
The radiance disappears because there are so many aeon T3 buildings, the build icon gets booted out of the UI. Fix for this in the next version :). Therefore, the commander will be able to build all the structures next update...
The illuminate have been getting buffs because they are usually considered (at least, I think they are...) the worst of the three factions. They are not necessarily the most powerful faction, though.
The monkey king build icon sometimes do not see, perhaps the experimental class factory full, need a switch to next page options, look forward to your update.
Hmmm...I'll look into that issue.
I have a question, and please excuse me if there is a better place to ask this since it doesn't strictly pertain to this mod, although we are using this mod when it happens. on some of the larger maps with 4+ people and the unit limit set to 2k, we get slowness issues. all users have i7 920 or better but still we get to slow down of -2/3 sim speed.
Is there a way to utilize all the cores like in supcom/forged Alliance did with coremaxamizer? or would it be possible to create a mod similar to that? right now only 1 core is used and no matter what it maxes that single core. any thoughts, I did search but didn't find much.
I have the exact same issue....except it occurs 100% of the time :D (I have a slow computer)
If there's a mod to fix this, I don't know about it. And I wouldn't know how to make one either. More than likely, making something to help the game's speed is impossible due to the encrypting of the engine.
ok, that is what I had come to the conclusion of. I just didnt now if there was some gem of a software out similar to what coremaxamizer did for supcom1/FA. turning it into a multi threaded game vs single core. This seems to be the biggest limit in longer games for me :(.
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I have a suggestion: you can do mass extractor t2 and t3
you have to improve the graphical part of the experimental tanks uef?
an example ... the doom day does not appear the missile compartment it just comes out of nowhere the missiles
Yes, it is possible to make T2 and T3 max extractors. They wouldn't be upgradeable like in FA, though.
Hmm...the Doomsday looks fine to me. I just checked, and the missile batteries opened up as they are supposed to. Now, if you mean textures, then the units probably won't look any better as long as there isn't a real texture working on the mod.
really sorry doomsday is normal ... your work is great
suggestion for next update ...
domsday, hades and avalanche this very large (it a little difficult for them to move, depending on the scenario) decrease slightly
uef not have the t3 mass converter
construction of experimental Cybran has no next page (the monkeylord is off the list if u release all experimental)
make mass extractors t2 t3 (need not be upgraded)
if possible do extractor mass and energy marine
add more experimental of the total mayhem that are really cool
Your work is wonderful
are my suggestions
About the T6's ... they are supposed to be enormous, if they can't fit, don't build them. There may be more mobile models in the future, though.
I'll see about the advanced mass extractors...that wouldn't be too hard
The UEF don't have a t3 converter? I wonder if I maxed out their UI....
The cybran XP ui being maxed out has been fixed
Marine mass extractors would be useless, as the mass points can't be put in the middle of the ocean. As for floating energy generators...possible....
More experimentals are on the way, I promise...
Thanks for the compliment :). If you have any more suggestions, feel free to put them here or on the forum!
marine mass extractor you can do the same in SC FA can build anywhere in the sea without a point mass
excuse my ignorance but what is UI? you are not added UEF t3 converter?
you have any date for the next update? very soon?
I am anxiously awaiting
True, true.....
UI stands for "User Interface". It's basically all the buttons you push. In this case, I think there are so many advanced UEF buildings that the T3 mass convertor build icon was "booted off" the area were all the other build icons are. Anyway, if I'm not making any sense, it doesn't matter all that much :)
The next update should be in a couple of days. I've had some issues with the things in this update, but it should arrive shortly. What you should really be looking forward to is the update after this next one, since a large number of units are going to be ported (instead of a lot of bug fixes, I'm hoping)
yeah I understand about the UI but have neither the icon in the tech tree also
aaah remembering that if you want to put xp on the construction of the experimental UEF for future experiments would be nice .... and so for now
I await the next upgrade
Fast update ah, good man, every day I look forward to your update, expect more epic units.
Next update will be...interesting, and the one after that even more so. You should see the unit I just ported...but no, I can't say anything. That would ruin the surprise...
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new experimental all factions do not have regen rate
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