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Working in it...but don't expect it soon. There's many, many changes to be made.
I would try validating your game and then reinstalling. If that doesn't work, then try installing manually. It could be a typo in the mod manager file or something like that.
I made one earlier in the "Mod Feedback and Support" section of the forums for bugs, though you could really put any sort of suggestion in there. Maybe use that?
Have you unlocked the engineer research upgrades in the land tech tree too?
Unfortunately, the whole one-engineer-building-at-a-time thing is hard-coded into the game. Sorry :(
I've posted a thread in the "Mod Feedback and Support" section of the Revamp forums where I'm going to keep track of the bugs I find. It might be a good place for you all to post the ones you find as well, so OverRated and Avitus don't go crazy trying to remember them all.
No. The "Uploading" part is just getting the file ON the internet. After that, it takes the ModDB admins some time to approve the file -- usually a couple hours, by my experience.
This is the "QAI Prototype Facility". It's not new or anything...just not particularly eye-catching in the map list, I suppose.
That isn't RVE's problem, that's (probably) just your graphics driver. There's a small side mod to help with that -- it disables scorch decals entirely. It's in the "Mod Feedback and Support" forum section in RVE's forums. Look for the "Scorch Decal Glitch Fix" thread.
It's for a T6, so...I think "Doomsday weapon" is a pretty good description, yes.
Yeah, there are a lot of useless units, I'll admit it. There are also plenty of bugs, as this IS a beta. But on the other hand, UnitPort also comes with new balance changes, new effects, a variety of units that are usefull and new effects for almost all of them, and a variety of UIs that will deepen (probably) your gameplay experience. Furthermore, if you're a Forged Alliance veteran, most of the new units come from FA mods, so you get to see your favorite units in both Supcoms.
You also want to make sure you install RVE 1.1 as well, though you have to install that BEFORE UnitPort. You may want to take a look at the Crash EAQ under the "Tutorials" section of my profile or the video (there's only one) in the "Videos" section.
Sorry, multiplayer still doesn't work. Ugh.
I do plan on moving UnitPort to RVE 2.0 when it comes out (and it sounds like that'll be soon!). There'll probably be a lot of changes -- especially when it comes to the number of units -- but I'll definitely want to bring over some of the key units and UIs of UnitPort.
Unfortunately, it ends up the Catalyst UI doesn't work in multiplayer after all. I thought I fixed it, but I guess I didn't. For now, I would just say to stay away from that UI unless you're in singleplayer.
I've recently found a very simple way (that I should have seen a long time ago) to alter the blueprints of many units at the beginning of the game in a couple lines of code. I can tell you, at least, that experimental build times will be lower (though still not "low") when the next version rolls around.
At some point, I do plan on doing so. However, as of now, that's not too high on the agenda.
That's the plan. I wouldn't expect a new release until after RVE 2.0 comes out, though, assuming it stays on schedule for a first alpha around the end of this month or sometime in early August.
Back to the drawing board, I guess. I really did think I fixed it...
Yep. UnitPort will eventually be calibrated to work with the incoming Revamp 2.0, and will also have some new features as well.
It sounds like your problem is that either you or your friend(s) or maybe all of you made a mistake when you were installing. I would have everyone read the troubleshooting/EAQ page under the "tutorials" section of my profile here and then have everyone reinstall. It's a pain, but it should do the trick. Also, there's a video in the "Videos" section of my profile that might help.
Yah...uhm...guh...Nope. No ideas comin'.
I'll admit, that sounds pretty darn weird. I appreciate you looking at the troubleshooting steps, and you definitely DID install it in the right order, so I'm not sure what the problem is. There must be one somewhere, though...
Maybe you don't have the latest UnitPort version? You could try rolling back to an earlier one. Or, though I highly doubt this will work, make sure all your drivers are up to date and stuff. Otherwise, I don't really have any ideas. The only thing I can say is, as much as it sucks, maybe you should try reinstalling again.
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.
Hotfix link posted in the description. It fixes the problem with not being able to build most T3 things.
Just uploaded a hotfix. Should be approved in a couple hours.
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.
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.
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.