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ALBINOsnowball
ALBINOsnowball Mar 2 2015, 11:47pm replied:

You could crank up the AI by using the "custom" option. But if you want to make it SMARTER, then that's not something I can do, as A) I hate the AI and would probably mess things up more than I would make them better and B) I'm pretty sure that all that's encrypted anyway.

+3 votes   download: UnitPort 0.3.1.1
ALBINOsnowball
ALBINOsnowball Mar 2 2015, 3:10pm says:

Hotfix link posted in the description. It fixes the problem with not being able to build most T3 things.

+1 vote   download: UnitPort 0.3.1
ALBINOsnowball
ALBINOsnowball Mar 2 2015, 1:26pm replied:

Just uploaded a hotfix. Should be approved in a couple hours.

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Mar 1 2015, 11:34pm replied:

Unitport actually IS supposed to replace RVE -- it acts like a patch instead of an actual mod, for technical purposes. Starting over from scratch should help. Kudos to you, by the way, for doing it in the right order. If you install UP before Revamp, then things can get really messy.

+1 vote   download: UnitPort 0.3.1
ALBINOsnowball
ALBINOsnowball Mar 1 2015, 6:10pm replied:

Try looking through the different parts of question #3 on this link. I know it's not specifically for your problem, but some of the solutions to the problem it does address might help you as well. If those don't work, we'll go from there.

Moddb.com

+1 vote   download: UnitPort 0.3.1
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.

+2 votes   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...).

+2 votes   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.

+2 votes   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
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