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I don't really know how many versions there will be...I just like to make a lot so people can be caught up with what I'm doing :)
The unitcap is adjusted by the player, not the mod (although the mod can change the unitcap limit, as revamp has proved, I haven't touched anything like that...). I know, if you go to the SC2 page here on moddb and go to downloads, there should be a program to change the unit cap in there.
Check back in a couple hours... :)
Loving all these new pictures! I'm going to have a ton of fun porting all of this upcoming stuff....
I have to agree with the previous comments on turret design; the front ones look sort of cybran-y, and the sides UEF. Personally, I don't mind the side turrets too much, but I think the main turrets could be a bit less "spiky".
Otherwise, it looks great. It's beyond me how you can model like this with hardly any free time...
No, the link is fine for me
Now THIS I think I can understand. According to google translate, you don't want to have to register on Moddb. However, this shouldn't block you from downloading unitport.
If it helps, this is the link that the "download" button above goes to:
The problem that you have is probably with one of what I call the "extra" mods. I know that the revamp map pack and eco panel work, but I'm not sure about the blitz AI, eco mod, or warp pillars. Actually, I think warp pillars messes things up....try removing warp pillars, and if you still have issues, start removing the AI and the Eco Mod. If you're still having issues, there's probably a messed up install somewhere...
Looks very nice :)
Well, there is the pyrite....that's pretty close to a spiderbot.
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.
I think I speak for a lot of people when I say that I will always think of the upcoming version as "1.2"
Hopefully tomorrow, if not tonight :D
Is this what you're talking about?
Either use the mod manager or drag the files into the gamedata folder. (Much) More specific instructions are on the mod's main forum page.
Working on it :)
Minor updates are on the steam page..
Aggghhh! I want to texture like this!!
Looks awesome :)
It's not a problem. Situations like this better prepare me for similar problems in the future..
Two things. First of all, the current version is 0.2.5pre2. That shouldn't make too much of a difference, but just scroll up to download. Second thing, I think you'll want to actually get a copy on steam (I don't know what "skidrow" is, but I'm assuming it's not the same thing as steam.) It doesn't cost a ton, I think $15 - $20 between the game and the DLC. Also, I would try validating if you could. It's solved plenty of problems for me before.
Have you taken a look at this?
uuuhhhmmm....I'm going to ask some stupid questions, just to get things straight for me, so...just a warning. Not trying to insult your intelligence :)
1) You're sure you have mod support?
2) Did you install in the same order as in the video?
3) Did you try validating your supcom2 files and installing again?
3) Are you sure you have the newest unitport version?
4) Does the version for unitport appear on the main menu (bottom right corner)
5) You have no mods besides the four mentioned?
6) Your supcom2 game is a steam copy?
Ummmmm.....I haven't heard this one before.
When's the last time that you've cleaned out your gamedata folder? If it has any "trash" in it, it could be messing up the mod. Try going to c:\program files (x86)\steam\steamapps\common\supreme commander 2\gamedata and deleting all of these files:
1) all .original files
2) older versions of whatnot, if they are there
3) any mods that aren't necessary (not necessary = not shown in the video).
Other than this, I'm not exactly sure....maybe try installing manually, if you haven't already?
New steam group for unitport!
You can report bugs and discuss the mod with me and others here.
The mod isn't released yet...
Yes. If you're having trouble, I have a (sort of) wonderful little video in my (surprise!) videos section.
It still has some issues (ie, it is pretty much useless ingame) but it's also pretty cool function-wise
Oh. Well, my reason for porting aeon stuff was threefold....
1) Aeon units tend to be more fun to make
2) You told me to. Sort of.
3) I majority of the supcom players I know are illuminate fanatics, and always want more stuff.
Ah! I was worried I had forgotten an exclusion somewhere. I'll make sure to fix that.
Don't worry, I don't plan on giving the illuminate anything much the next update or two.
The imperator is supposed to be a sort of "transition unit" between tech three and tech four. So it should be big, but I don't want it to really be an experimental. I think you'll see what I mean as I make more units like it.
Er...well, I'll be releasing a update soon(ish) to fix the bugs found so far. Other than that, I can't make any guarantees about new units.
A little UEF-y, but still better than I could do in...ever.
This leaves...just the seraphim T3 AA?
Whoops.....added to my bugs list :)
Ah, so you're adding units. Not sure what units there are to add, though....
Anyway, what a factory can build depends on the unit's categories. The unit's categories have to match up with the factory's buildable categories. What were you doing code-wise before?
It's possible, yes.