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Hmmm...well, I ran some tests too, and I found that the Cybran AI would crash on creating the retribution. For that faction, at least, I think the problem is solved...at least, one of them.
I also blocked all the AIs from researching most T6 stuff, which has caused issues in the past.
As with the T3 stuff, I'm assuming you know about the tech toggle? In all engineers' and ACUs' ability UI, there's a little button that allows you to refill the build UI with new units. As for factories, you need to upgrade them (you didn't mention those, but thought I'd put that there anyway).
May I inquire as to what your unit cap is set at? I believe that causes save problems, I wonder if it can cause crash problems too?...
If you run the game any more, would you mind using the LOG? It's the great UI that can print out some useful stuff. To enable it, just create a shortcut on your desktop to the following (and include the quotes):
"C:\Program Files (x86)\Steam\SteamApps\common\Supreme Commander 2\bin\SupremeCommander2.exe" /log x.txt /xactdebug /showlog /windowed 1440 800 /EnableDiskWatch
If you could post the log on pastebin.com or something like that after the game crashes, that can help a lot too.
Death card? Group A? The only time I've heard of a "death card" is with tarot cards, and "group A" is quite ambiguous. Do you mean a certain faction?
Ah, someone who read the FAQ before they posted a crash! This warms my heart...
Hmm...sounds like I missed a comma somewhere or another. If you happen to find what faction it is, that'd be great. Otherwise, I'll make sure to check it out...
Question 3, point #2
Mithy's modsupport (v7) and RVE are both required. Revamp balance is highly recommended because, although it isn't necessary for the mod to run, I do all my balancing assuming that the balance mod is being used by players.
I believe the glossiness is just part of the render -- the unit will most likely look less shiny, but still just as epic, when actually in the game, depending on how Avitus decides to do the mask.
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
It's not absolutely necessary to run the mod, the unitport is designed so that you should use the balance mod.
I'm good at the moment, but if I do need help, I'll make sure to keep you in the mind :)
As for revamp, I only talk with overrated for code-related questions, so I know just as much about the release as you do. However, I am fairly sure that they're still working on it; it's just a slow process. As for the veterancy concept, I believe it will work, but I doubt I'll implement it (except for, maybe, a couple special cases) because it would be a bit of a bother to get working.
It's fixed in the next version. For now, just don't use it, and try not to have any Illuminate AIs.
You might want to read the wiki entries or the research tooltip on these two...
You have the last version installed; I just double checked, and I did fix this problem in this version.
At the moment, I'm more concerned with just getting units in and playable. Once I move on to beta (which is relatively soon), then I'll probably start doing musical chairs with some units on the research tree.
No, unfortunately this is built into the engine of the game. Until I can crack that (which I won't), it'll have to be just one engineer per building.
Well, the first thing to do would be to learn the basics of lua itself. I would go here: Lua-users.org and here: Lua.org
As to porting units, this isn't a great guide in hindsight, but it teaches you how things work, even if it is a little off: Users.skynet.be
What do you mean, "overwork"? Also, there is no tech 3.5 anymore...
I'm assuming you do know about the tech toggle? It's this little button in the bottom right corner of the abilities part of the UI that allows you to "switch tech levels" on builders (aka engineers, ACUs, and factories)
Hey, I'm still goin'...though, granted, I'm being a little a slow at the moment. Do consider that getting the unit wiki to operate took a normal update's time allotment...
More like: Awful Units -> Basic Units -> Advanced Units -> Really Good Units (XPs) -> REALLY Good Units (Major XPs) -> Game Enders (T6s)
My best example of the T6 tier, in my mod at least, is the Yolona Oss, but many people seem to prefer the Avalanche. In case you were interested :)
It just checks the bps. If it were to check current unit stats, it would have to take info from a selected unit, and if it were to work like that, then that would mean you could only look up units that you had built that game. And I wrote it myself, if that's what you mean by "pre-written" :) (As opposed to the resource sharing dialogue, which was already half-written by the developers of supcom1)
If you want me to fix stuff, you're going to need to be more specific....What units? Projectiles from what units?
Revamp will be developing their own T6 units. (For example, I believe the cybran dragon is one of them.)
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.
If it's practical, that could be put in. But, as you said yourself ("... can obviously..."), this would not be particularly good fluff to put in. But then again, that sort of contradicts the definition of "fluff"....bah humbug.
Well, to each his own....but there aren't too many more options for fluff...
Well, I have to put something there. Otherwise, I might have to design a collage for each unit, and I don't think anybody would want to look at my artwork (and that is a fact...).
Well, the idea is that the description says what a unit would be better for and/or not so good for. I have not programmed the game to crash when you don't follow my instructions :)
I, personally, prefer SC2's economy system. My theory is that people like what they started with; that is to say, people who started with supcom1 want to see similar features in supcom2, and people who started with supcom2 would rather supcom1 be more like its sequel. As most people started with supcom1, most people hate the economy with supcom2. But I don't really mind....
There you go. Your rant for the day....
Whichever you want. If you like SC2's economy, then good for you, because it's the default. If you like SC1's economy, then you'll want to click the "more downloads >>" link right above your comment and get the eco mod.
I just teleported 20 super tritons, and it worked just fine for me...
Hmm. Well, in that case, this isn’t so bad. What I would do is just make the research “unavailable” to the AI, like so (I have this around line 490 in SkirmishAISystem.lua)(also, sorry for the lack of indents. Moddb appears to not like them...):
if researchName == 'ILP_Torpedo' then
LOG('Starting hades research removal')
for k,v in self.UnresearchedItems do
researchName = self.UnresearchedItems [self.ResearchSetNumber][researchVal] (that space between Items and [self shouldn't be there, as you probably know...)