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I'm afraid that we only support steam copies of the game.
It doesn't just seem like a widget version, it IS a widget version. All the UI really does is just add some...visual flair.
I would think, though, that the AI really could use the UI, though not "intelligently". That is to say, why can't we use the same method here as is used with the research tree -- pick a tech in a list and if the list is done, just pick random techs until there aren't any left. And, after all, if the AI can't use this UI, how are they going to use the abilities? This is just me talking, though, and I suck with the AI.
Each unit will have its own upgrades, yes. Some units (i.e., experimentals) will also have more upgrades than others (on this note, I was thinking of even "tiering" upgrades; that is to say, unlocking one upgrade would make another available. The question with that would be how to display it in an intuitive manner...).
Yep, you'll only be able to upgrade units that you've unlocked in the research tree or constructed (I'm not quite sure which one I want to go with, and technical constraints may be a factor with the former). Objectives like you mention would be a bit trickier, but it's certainly something to consider.
Still alive and kicking.
...well, I'm not actually kicking, but you get the idea.
Hey, I like the seraphim!
Speaking of aliens, I can't wait to see what you'll do with yours -- it's always interesting to see new faction design themes.
What sort of error are we talking about? Also, have you read this? It might help.
Have you read this too? And does the game crash before the game starts (as in, while the skirmish is loading) or after you're able to click on your ACU and all that?
No, I'm deeeeeeaaaaaaaad....
No, really, I am sane! And alive.
Just in case you're curious, I actually got the whole catalyst idea (as well as the term "catalyst" itself) from game called "Darkspore", which was essentially the failed attempt by EA to make Spore (which is a fantastic game) an RPG. They had a catalyst system too, and I thought it'd work well in here.
Speaking of catalysts, get ready for a lot more types too. I only included a couple at first to make sure that the UI actually worked, and as soon as I figure out what this whole desync problem is with the cat UI, I plan on creating a lot more catalyst types.
Enough talking...I have homework to finish. Yick.
I would, but the models don't have AA, and since I can't model I can't add AA guns, and all that...is a little problematic, to summarize.
I can get to multi-tier stuff just fine...so I would assume that you're either getting confused with the tech toggle (unlikely) or you did something wrong when you installed (more likely). Take a look at this:
Sorry, it's because of the new way the exclusions work -- will fix.
I've looked into sounds briefly before, but I don't think I'll be able to actually add new ones. Sorry, I wish I could. Maybe someone'll figure it out someday...
I can't believe that I haven't done that already....after all, I've got the original missiles on the Swatter and Hermes...
Tsk tsk...someone still hasn't read the change log. Though, granted, this would be going back a ways.
You have to use a field engineer. It's sort of weird, I know, but there isn't enough room in a normal factory, so I had to improvise.
Huh. Well, I ran a couple games with the AI, and didn't seem to have much of a problem...
I think the main issue might be that the AI just doesn't make enough energy to produce a lot of higher-level units. Try running the AI on, like, the "cheating" difficulty level and then tell me if you still have the problem. (Maybe include a screenshot or two too?)
Bugs with the AI. Of course...
For the stopping thing, I know that problem's been seen in normal revamp as well as UP. As far as overrated knows (and he's much better with AI stuff than I am), the only real fix is to just use a custom AI. As for the units issue, I'll look into it.
Desyncs are not caused by the catalyst UI, but by different players having different files. Make sure you all have the same UP version, and check Question #1 for more info here:
Also, what is a tech plant? Do you mean resource plant, research station, or something else entirely?
Try question #5
No, I haven't, but it's on my to-do list. I did take a brief look at it, though, and I gotta say that that's pretty darn long for a fan-made story. Of course, that's good; for the most part, length of story correlates positively with how good the story is.
Huh...maybe try again? I can download it just fine.
Maybe look at these mirrors too:
"[Link] THIS IS THE CRASH FAQ. USE IT."
I put this in the file description for a reason...
Oh, I got it! I gave two variables the same name -_____-. Included the fix in 0.3.0.1.
Hmmm...let me try this. Can you make a shortcut on your desktop with this path?:
"C:\Program Files (x86)\Steam\SteamApps\common\Supreme Commander 2\bin\SupremeCommander2.exe" /log x.txt /xactdebug /showlog /windowed 1440 800 /EnableDiskWatch
This, if you didn't know already, will enabled the LOG, which I may be able to glean some information from. If you can get it to freeze again, can you copy everything in the log and PM it to me (it'll be a little much to put in a comment)?
UPDATE: I just uploaded a new file with some more fixes for the cat UI and a couple small balance changes. How much do you want to bet that the cat UI will still crash? -____-
Hehehe. Let me make sure that the UI actually WORKS first, and then we'll see about that.
I should clarify; if you're talking about unitport, then there is a new version. If you're talking about revamp, then no, there is not a new version, nor is there 'supposed' to be one out.
If the download doesn't work, then the file is being updated and/or is waiting to be authorized by moddb admins. It'll usually be back within two or three hours.
There is, though the link works on and off (off if the file is being re-uploaded with a small update).
Um...well...no. The thing is, I made the prices "unacceptable" on purpose. On top of all T4s, T5s, and T6s being even better than before, I want the outrageous prices to make players really have to choose what experimental they want, and then have to really work to build one. I want experimentals to really be the "super units" that they were in FA, not the "normal" units they were in vanilla SC2.
If you're talking about desyncs, then look at question #1. On the other hand, if you're just talking about random disconnects (as in, it says "network connection interrupted" or nothing at all) then it's possible your pc or internet connection just can't handle running the whole game (thus, it is a hardware issue).
New steam group for unitport!
You can report bugs and discuss the mod with me and others here.
Because energy generators can be spammed. And because there are three tiers of them. Mass extractors, on the other hand, can only be built in specific places (surprise!); therefore, they get a bit of a boost that energy generators do not.
Aha! You are going to want to update to version 1.260, I believe RVE is incompatible with other versions of sc2.
Now that I'm actually working on a mod myself, I do always install manually. Doing that makes thing a lot easier to manage when I'm messing around with files.
First, try validating the game files. This is also known as re-installing the game. After that's done, run it, at make sure you have the right version (of SC2), which is 1.260 (bottom left corner). Then you should be good. However, if it doesn't work, I would suggest re-installing the game (again) and installing the mod manually.
Smartphones...I am incapable of using small touchscreens...welcome to the club.
For me, none of the T3 shield generators show their energy consumption. But then again, I'm having mass extractor veterancy problems as well, so I wouldn't call me a entirely reliable source...
Oh yes, the AI is much better. I used to always turtle...now I always look at the ruins of my attempt...
Yes, you must destroy the novax center to destroy the satellite.
T5 generator? That doesn't exist...do you mean T3?
Ah, now that I read the description more carefully, I see "After many reworks the concept changed to a more armored version with crab-like legs and with an impressive loadout, having the same weapons as the previous version along with two LRM batteries and two dual photon blasters..." Silly me, why didn't I notice that before?
The "Chimera" has confused me a bit...isn't this the Chimera?
Or did this Chimera inherit the name from the old Chimera?