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ALBINOsnowball
ALBINOsnowball Aug 3 2014, 10:48am replied:

Hehehe. Let me make sure that the UI actually WORKS first, and then we'll see about that.

+1 vote   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 3 2014, 12:08am replied:

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.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 11:08pm replied:

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.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 11:06pm replied:

There is, though the link works on and off (off if the file is being re-uploaded with a small update).

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 1:22pm replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 2 2014, 1:20pm replied:

The bugs never stop! **Runs in circles screaming**

I guess I'll be uploading the file again later...wheee...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 8:35pm replied:

Hehehe. This is the sort of thing that makes me wonder if those resource generators were the best idea...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 8:35pm replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 8:32pm replied:

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?...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 11:51am replied:

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

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 1:05am replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 11:47pm replied:

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...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 9:44pm replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 5:26pm replied:

You have to admit, though, it's rather hilarious to watch their walk animation...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 4:55pm replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 4:37pm replied:

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.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 4:29pm replied:

OH! Whoops. The number should be 0.1575, but I put in a 1.1575 instead.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 12:49pm replied:

Gaah! I could have swore that I did this! Here, I re-uploaded the file with a fix. Sorry about that.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 30 2014, 12:11pm replied:

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.

+1 vote   news: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 28 2014, 10:51pm replied:

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.

+1 vote   news: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 28 2014, 8:19am replied:

I'm still on schedule...just a couple days now.

+1 vote   news: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 28 2014, 12:36am replied:

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.)

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 20 2014, 11:55am replied:

Tada!: Moddb.com

This should help.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 19 2014, 7:39am replied:

Or neither. Moddb.com

+1 vote   download: UnitPort 0.2.8.1
ALBINOsnowball
ALBINOsnowball Jul 19 2014, 7:39am replied:

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.

+1 vote   news: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 18 2014, 4:15pm replied:

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.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 15 2014, 10:20am replied:

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.

+1 vote   news: NEWS FEED
ALBINOsnowball
ALBINOsnowball Jul 14 2014, 12:09pm replied:

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).

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 12 2014, 12:17pm replied:

Yes, a balloon factory, absolutely! How did you ever guess? :)

+2 votes   media: What am I making?
ALBINOsnowball
ALBINOsnowball Jul 7 2014, 5:30pm replied:

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.

+1 vote   news: Upcoming UnitPort Beta 0.3.0
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