This member has provided no bio about themself...
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.
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).
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...
Desyncs are caused by differences between two players' gamedata files. Basically, you and your nephew have done something different when each of you installed the mods. Make sure you both can answer all of the points in question #3 the same way:
Love the team color designs on the ends!