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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.
The bugs never stop! **Runs in circles screaming**
I guess I'll be uploading the file again later...wheee...
Hehehe. This is the sort of thing that makes me wonder if those resource generators were the best idea...
I looked into the build orders thing, but I can't seem to make this glitch occur. In any case, I don't think I could fix it even if I wanted to -- pretty much all the UI construction stuff is encrypted. I guess I can only tell you to try and not pause your build queue...
As for the Doomsday, I've seen this before, but it's just a price that has to be paid. The pathfinding in supcom2 is ... um ... not exactly the best, but I can't change anything about that for the same reason I can't edit the construction UI.
Posting picture = good idea. It really does help sometimes...
Funny how the more problems I fix, the more pop up. I'll re-upload the file (again...) sometime tonight with a fix. Don't you just love how you've had to download this, like, five times?...
Really? I just tested it and found that it works just fine. I guess I inadvertently fixed that too.
In other news, I re-uploaded the file with a few fixes:
*The mantis is now the correct size
*The Catalyst UI shouldn't crash (but I make no guarantees, of course)
*Changed the health and speed of land scouts
Maybe you're not tech toggling? If the unit doesn't show up, try switching to tech two or three. Remember that experimental factories have a tech toggle too.
I can build all my experimentals just fine...and I believe you mean Fatboy II, not Chunky II. Hehehe...
It's not exactly that T6s have less construction time; it's that the ACU has double the build rate of a gantry. Still, a problem's a problem. Fixing now...
The unit cap one is definitely unique. I plan on adding more in the future -- there's a ton of stuff I can do. Maybe I can even weasel Avitus into making some icons that actually look good...I'll worry about that later, though.
The problem was either something about how the catalyst was inserted into your catalyst table (which remembers all the non-enabled catalysts you have) or something about the randomization of the catalyst types and stats.
You have to admit, though, it's rather hilarious to watch their walk animation...