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Hmm....have you tried manually installing? If my memory serves me correctly, I go over the process in my (not-)so-fun installation video here:
Mmm...I'll look into it, but I don't know if I can get it to differentiate from targeting friendly nukes and your nukes themselves. Shooting down your own missiles would be rather problematic...
The next update, of course! As for the date on THAT, I have no idea...
I will probably enable it as a separate download at some point, but it will still be included in unitport.
Glad to see you're back at modding again:)
Your version should be 1.260
I don't know what your problem is with installing, but I can promise you now that the balance mod is NOT the cause of your issue. And aren't you using the tech toggle?
Is it possible? Yes. Am I going to tell you how? No, because that would take a really long time and I have better things to do, like getting ready to actually release a new version...
Do you have the balance mod installed? If you don't, it can make your game a little...interesting. And, of course, have revamp installed. (I'm not sure how you'd run unitport without it, but just in case..)
This mod modifies nothing when it comes to multiplayer. If your skirmish mode works and your multiplayer one doesn't, I can't do anything about that. However, you may want to take a look at question #1: Moddb.com
Patience is a virtue.
Desyncs is question #1.
Also, DO NOT remove RVE, or RVE balance for that matter. If you remove RVE, the mod won't run. Since UnitPort is based around RVE balance, not using it would make your game...a little wacky, to say the least.
Ooh, aah. Looks nice :)
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.
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.
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?
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...
Question 3, point #2
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.
I believe the glossiness is just part of the render -- the unit will most likely look less shiny, but still just as epic, when actually in the game, depending on how Avitus decides to do the mask.
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
It's not absolutely necessary to run the mod, the unitport is designed so that you should use the balance mod.
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.
It's fixed in the next version. For now, just don't use it, and try not to have any Illuminate AIs.
You might want to read the wiki entries or the research tooltip on these two...
You have the last version installed; I just double checked, and I did fix this problem in this version.
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
What do you mean, "overwork"? Also, there is no tech 3.5 anymore...
I'm assuming you do know about the tech toggle? It's this little button in the bottom right corner of the abilities part of the UI that allows you to "switch tech levels" on builders (aka engineers, ACUs, and factories)