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The bugs never stop! **Runs in circles screaming**
I guess I'll be uploading the file again later...wheee...
Or neither. Moddb.com
When it comes to file order, just make sure that mod support is first and unitport is installed after revamp. All files modified are in the gamedata folder. And, by "regular order", do you mean in the tech tree, in the build UI, in the factory UI, or somewhere else?
I might try playing games with each of your friends separately, and having each of them do the same. This way, you can identify the person (or persons) with the problem by identifying who keeps getting desyncs.
Well, the only thing I can tell you for sure is that SOMEBODY isn't doing things right, as desyncs are caused when the gamedata folder between two (or more) players doesn't match up. Kudos to you for validating and re-dowloading, but obviously that isn't the problem. First, I'd make sure that everybody has the DLC and that everyone has (at least) all four required mods, as specified above. Then make sure everyone's installing them in the correct order (also specified above).
Unfortunately, this is about all I can tell you. Desyncs only have this one cause...
If it's just your computer specs, then I can't really help you. However, if it's the mod actually crashing, I'll need more info, as specified here: Moddb.com
I believe this is a bug in any game, mods or not. If the AI gets to the 1000 unit mark, it simply stops working. The game wasn't originally designed for more than 1000 units, and since the AI is mostly uneditable, we can't adjust the AI to higher unit cap settings.
About the T6's ... they are supposed to be enormous, if they can't fit, don't build them. There may be more mobile models in the future, though.
I'll see about the advanced mass extractors...that wouldn't be too hard
The UEF don't have a t3 converter? I wonder if I maxed out their UI....
The cybran XP ui being maxed out has been fixed
Marine mass extractors would be useless, as the mass points can't be put in the middle of the ocean. As for floating energy generators...possible....
More experimentals are on the way, I promise...
Thanks for the compliment :). If you have any more suggestions, feel free to put them here or on the forum!
New update! V. 0.2.2 -- Moddb.com
Not ported! GASP! If you ever need a free hand, I can always port the simple units for you :). besides, I should really get away from the explosion effects for a bit. With all the work I've been doing on them, I think I'm gradually becoming a pyromaniac...
Small bug that I fixed myself, the Skystalker's build material doesn't work. I just turned the build material off, but you could probably edit the model to make it usable. Just in case you didnt' know...
I thought you weren't going to be updating 1.1 anymore ...(and there were no huge bugs either)... Which units? I hope you haven't stolen any of mine! Well, at least you can't steal my explosion effects...well, now that I think about it, you could...
Actually, the only reason I said something about my effects was to oh-so-conveniently lead you to my all new mod-help forum :D ! This one shouldn't be so bad, but then again, that's what I say about them all....
I seem to have found a bug; for me, at least, the cybran SCU and FACU cannot attack (they won't shoot any projectiles).
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.
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.
It's a bug, fixed in the next release.
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).
I'm afraid I need to you clarify what you mean by "locks the research center for 75 research points". Do you mean that you can't get more than 75 research points from research stations at a time?
No and no. I'm not putting in the Thunderstrike because it's just too close to the devastator and undertaker to really contribute anything to the game, and I'm not putting in the Talon because it has texture issues (I tried putting it in before...the diffuse ends up having this ugly mesh-y look).
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:
Well, the answer is yes, that is possible, thanks to Asdru's Xtreme Wars. The problem is, Xtreme wars only upgrades SCFA units, so other mod units (like the Demon, Crawler, or Rhyolite) would be left with no upgrades, thus creating a bit of a balance issue...
Hehehe...did you get this line from the unit wiki?
YO II, here we come...
Well, you have all the correct versions and such, and generally this problem is with the mod itself as opposed to installation, so no worries on your end. However, it'd be nice to have some more info (though what you gave me is helpful). I've updated the EAQ up top to include everything that I could possibly need.
I just teleported 20 super tritons, and it worked just fine for me...
Yeah....have to put revamp in first, then put in unitport, which will replace revamp. If you have any other issues (or bugs), feel free to ask.
UnitPort is supposed to replace revamp, though no message should pop up.....
Maybe try adding the files manually? Or you could try validating the game and then using the mod manager, if you haven't done so already.
Looks good, as usual.
Just wondering, are all these models ones that you've had for a while, or do you just happen to have some excess free time recently?
So....what sort of projectiles did you have in mind for this? Normal gauss projectiles (like the fatboy or original perses...I'm already calling this the Perses II...) or some sort of plasma sort of cannon (like the KK cannons or the new Percival II's projectiles)?
Looks a lot like the perses....as a matter of fact, it's a LOT like the perses. Fatboy-like guns, cylindrical body, radar doodad at the top...which makes this one of my more favorite models, considering I really like the perses :)
Can't wait to see it textured!
Hmm...the Avalanche and the Pyrite both fire properly for me, I just checked. I suppose re-install the mod?
You model? Interesting.
I, personally, am really excited for the UEF T4 gunship coming. I know, like the UEF need another gunship, but how can one resist a flying fatboy-thing?
I guess I'll pull down the urchinow health a tad more...
Okay, I put a installation video up (processing at the moment, should be up soon). Both says how to install and proves that I'm not lying when I say it works fine for me.
So you noticed the atlantis too? I have a feeling that we are either in the minority, or I am extremely ignorant :). I just found the atlantis (an enabled it in-game) not too long ago...along with a couple other (ie. the mercy) non-enabled units.
I approve. A shame the UI can't be modded...thanks GPG...
At the moment...nothing at all. I have gotten no opiions at all on the matter, and I'm busy working on the tech trees and porting units (and another suprise) at the moment.
Happy to help. Keep in mind, though, that modding questions go in the mod help forum. I got scolded because I didn't do that....
All you really need program-wise to port new units is Winrar v4.01 (newer versions won't handle some files correctly) and an image editing program. I use gimp, but photoshop is what RVE uses. If you want to design new units, then you would want a modelling program. I believe you can either use Autodesk 3dsMax (recommended, but expensive) or blender. (For either one of these, you'll need to go to the GPG forums and get a importer/exporter). And, of course, you need supcom2.
Feel free to ask if you need any help....finding assistance is really the hardest part of porting units for supcom2.
This makes me even happier: publicity for my mod! First, I fix all revamp bugs that I can. (See last comment...)
Second, I port new units. At the moment, I've got approx. units for UEF and Illuminate, and 3 for Cybran (I don't play as them often...). I mostly take units from Total Mayhem, since the mod's got some pretty cool models. I also am making a "return of the torpedo pds". Of course, my texturing is off (but not THAT bad), icons are bad, and all units aren't terribly complex...
If you want to see a big of what I've done, click on my name and take a look at a illuminate XP artillery ship that I ported...
Oh my...I already thought things were slow...but that doesn't matter! Good luck, and wow them with your supreme modelling (I didn't spell that right, did I?) abilities!
Hooray! Now I get to tinker with all the new files...and, of course, add my own stuff. If I find any bugs, I suppose I should just fix them myself instead of reporting them?
Funny...I look at the changelog, and I fixed almost everything by myself! Modding self-esteem boost...
The Novax and it's satellite are also a new units....