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ALBINOsnowball
ALBINOsnowball Dec 7 2014, 10:35pm replied:

I'm afraid that we only support steam copies of the game.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Nov 27 2014, 12:54am replied:

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.

+1 vote   media: Upgrades
ALBINOsnowball
ALBINOsnowball Nov 24 2014, 11:19pm replied:

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...).

+1 vote   media: Upgrades
ALBINOsnowball
ALBINOsnowball Nov 24 2014, 11:17pm replied:

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.

+1 vote   media: Upgrades
ALBINOsnowball
ALBINOsnowball Nov 16 2014, 1:16am replied:

Still alive and kicking.

...well, I'm not actually kicking, but you get the idea.

+3 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Oct 30 2014, 10:43pm replied:

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.

+2 votes   media: Some general Info! Read -->
ALBINOsnowball
ALBINOsnowball Oct 3 2014, 8:47pm replied:

What sort of error are we talking about? Also, have you read this? It might help.

Moddb.com

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Oct 3 2014, 8:46pm replied:

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?

Moddb.com

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Sep 29 2014, 9:17pm replied:

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.

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 15 2014, 11:04pm replied:

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.

+1 vote   download: UnitPort 0.3.0.2
ALBINOsnowball
ALBINOsnowball Aug 15 2014, 11:03pm replied:

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:

Moddb.com

+1 vote   download: UnitPort 0.3.0.2
ALBINOsnowball
ALBINOsnowball Aug 15 2014, 11:01pm replied:

Sorry, it's because of the new way the exclusions work -- will fix.

+1 vote   download: UnitPort 0.3.0.2
ALBINOsnowball
ALBINOsnowball Aug 15 2014, 11:00pm replied:

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...

+1 vote   download: UnitPort 0.3.0.2
ALBINOsnowball
ALBINOsnowball Aug 11 2014, 12:25pm replied:

I can't believe that I haven't done that already....after all, I've got the original missiles on the Swatter and Hermes...

+1 vote   download: UnitPort 0.3.0.2
ALBINOsnowball
ALBINOsnowball Aug 9 2014, 7:25pm replied:

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.

+1 vote   download: UnitPort Beta 0.3.0.1
ALBINOsnowball
ALBINOsnowball Aug 6 2014, 11:33pm replied:

Huh. Well, I ran a couple games with the AI, and didn't seem to have much of a problem...

Tinypic.com

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?)

+1 vote   download: UnitPort Beta 0.3.0.1
ALBINOsnowball
ALBINOsnowball Aug 6 2014, 10:34pm replied:

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.

+1 vote   download: UnitPort Beta 0.3.0.1
ALBINOsnowball
ALBINOsnowball Aug 6 2014, 7:13pm replied:

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:

Moddb.com

Also, what is a tech plant? Do you mean resource plant, research station, or something else entirely?

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 6 2014, 1:29pm replied:

Moddb.com

Try question #5

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 5 2014, 4:53pm replied:

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.

+1 vote   download: UnitPort Beta 0.3.0.1
ALBINOsnowball
ALBINOsnowball Aug 5 2014, 3:32pm replied:

Huh...maybe try again? I can download it just fine.

Maybe look at these mirrors too:

Moddb.com

+1 vote   download: UnitPort Beta 0.3.0.1
ALBINOsnowball
ALBINOsnowball Aug 5 2014, 3:28pm replied:

"[Link] THIS IS THE CRASH FAQ. USE IT."

I put this in the file description for a reason...

+1 vote   download: UnitPort Beta 0.3.0.1
ALBINOsnowball
ALBINOsnowball Aug 4 2014, 2:32pm replied:

Oh, I got it! I gave two variables the same name -_____-. Included the fix in 0.3.0.1.

+1 vote   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 3 2014, 6:06pm replied:

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)?

+1 vote   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 3 2014, 10:49am says:

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? -____-

+1 vote   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 3 2014, 10:48am replied:

Hehehe. Let me make sure that the UI actually WORKS first, and then we'll see about that.

+1 vote   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 3 2014, 12:08am replied:

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.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 11:08pm replied:

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.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 11:06pm replied:

There is, though the link works on and off (off if the file is being re-uploaded with a small update).

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 1:22pm replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 6 2014, 1:26pm replied:

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).

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Sep 12 2013, 10:52pm says:

New steam group for unitport!

Steamcommunity.com

You can report bugs and discuss the mod with me and others here.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Jun 26 2013, 10:17am replied:

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.

+2 votes   download: Revamp Expansion Mod v1.1 ( Legacy )
ALBINOsnowball
ALBINOsnowball May 22 2013, 6:53am replied:

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.

0 votes   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball May 21 2013, 9:36pm replied:

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.

0 votes   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball Mar 20 2013, 4:28pm replied:

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...

+3 votes   download: OBSOLETE - Revamp Expansion Mod v1.1b
ALBINOsnowball
ALBINOsnowball Mar 19 2013, 10:54pm replied:

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?

+1 vote   download: OBSOLETE - Revamp Expansion Mod v1.1b
ALBINOsnowball
ALBINOsnowball Mar 18 2013, 4:33pm replied:

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?

+1 vote   article: Revamp Graveyard
ALBINOsnowball
ALBINOsnowball Mar 18 2013, 3:45pm says:

The "Chimera" has confused me a bit...isn't this the Chimera?

Moddb.com

Or did this Chimera inherit the name from the old Chimera?

+1 vote   article: Revamp Graveyard
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