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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...
Okay, not sure exactly what I did, but after some fiddling around with the cat UI I managed to generate 11 catalysts in a row with no problems (I got those eleven catalysts by building a single doomsday...hehehe...). I did get your problem, though, so you're not crazy.
All I can say is keep the balance suggestions comin'. Because I redid the health, damage and eco values of every unit, the balance is pretty ... experimental. Good news is, balance changes are easy to do, which means I can make releases with small changes more frequently.
OH! Whoops. The number should be 0.1575, but I put in a 1.1575 instead.
Gaah! I could have swore that I did this! Here, I re-uploaded the file with a fix. Sorry about that.
The end of the month in MY time zone is MIDNIGHT on July 31. Right now, it's 12:10 on July 30. That means I still have approximately 36 hours until the end of the month, thank you very much.
Well, I looked into the whole idea, but it doesn't look like it's going to work. You see, the research table is "run" BEFORE the game actually loads, and this means that I can't customize it in-game. For your idea to work, I'd have to customize the research tree while the game was loading depending on if "slow research" was checked or not. I'll keep thinking about it, but I wouldn't expect it in this release.
I'm still on schedule...just a couple days now.
Sorry, but no. I'm pretty sure we can't add new units into the campaign in the first place, but even if we could, it would require more work than it's worth. People usually only play the campaign once, and each mission is balanced around vanilla supcom anyway. (The tech tree alone would probably be painful to get working.)
This should help.
Or neither. Moddb.com
Still looking towards the end of July/beginning of August for a release. Nothing to help with at the moment, but once beta comes out I'll definitely need feedback on...well, pretty much everything.
First off, UnitPort is an add-on to this mod, so it's not so much "what's the difference" than "what's new in UP?".
Basically, UP (in it's current public version) ports new units (from supcom1 mods as well as vanilla SCFA), adds new effects, redesigns the research tree, adds some new UIs, etc.
We were denied permission to use their models, so we won't be using their ships. A shame, but it's their word so it's their decision.
No, the dragon is in 2.0.
If you can mod, then you can enable all the extra units you want. However, after UnitPort, the only units left (if my memory serves me correctly, and I think it does) are the classic engineers and factories, which don't do anything important anymore (since the tech toggle was implemented).
Yes, a balloon factory, absolutely! How did you ever guess? :)
Okay, NOW I get it. Thanks for clearing that up.
It's not a bad idea, but there's just one catch. I can't add any new restrictions. I can tweak old ones, but I can't add anything in. I do like the idea though, I might be able to swap it in at the cost of a different restriction.