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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:
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.
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.
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...
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....
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!
Yes, I mean giving resources. Pressing "J" opens up the UI for giving mass and energy, pressing "Shift+Y" opens up the UI for giving research points.
Now that I think about it, I'm not sure that having two players actually sharing the same pool of resources is even possible. Probably encrypted in the engine. In any case, resource giving should work just fine.
Umm...I don't think so, but you could always test it out and see for yourselves. I've been wrong before...
Well, I already have resource sharing in UnitPort. But if you mean a SEPERATE resource sharing mod, then yes, that is probable. I'm more concerned with finishing UP as a whole first, though.
Sometime around the end of July.
Look at question 3, point 8 and question 5.
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...
Hmm...are you sure you have mod support? I know you probably do, but that's the only thing I can think of off the top of my head....if something else comes to mind, I'll make sure to say so.
The end of this video will describe how to install mods manually: Moddb.com
Furthermore, you need version 1.260 for the mod to work correctly.
Have you read this?
Darn, they didn't mention UnitPort. But still, it's nice to see that new people come to this page too (as opposed to chronic every-day-checkers like me)
At the moment, I'm having some...computer problems...so I wouldn't be expecting anything terribly soon. There's also the fact that not only am I awful at balancing, but I'm slow too.
At the moment, I'm just working on writing all the descriptions for the unit wiki. Not exactly picturesque...
Cheating in general is blocked in multiplayer, and as far as I'm aware, there's no way to change it.
You will ABSOLUTELY see another version of unitport! The question is only "when?". If I didn't plan on finishing it, I would have quit working on it a while ago...
Hey, it's not so bad....as long as it works :)
I know, but better safe than sorry...
Mostly because I'm afraid they'll cause crashes...the AI hates me, and I hate the AI, so I try to stay away from it as much as possible. I still may allow the AI to build them later, though...
No. The Illuminate doesn't have any T6 models yet, for starters.
If your balancing sense is messed up, them mine is...is...oh, I don't want to think about it! :)
This is a different unit than the Harbinger. It just looks like it, but it won't replace it.
Press Ctrl-X to switch techs after you get hunker.
Ummm...it seems that you forgot RVE itself. Install RVE v1.1 right in between the map pack and UnitPort.
Question 3, point #8
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
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.
You have the last version installed; I just double checked, and I did fix this problem in this version.
If you want me to fix stuff, you're going to need to be more specific....What units? Projectiles from what units?
The number of experimentals will increase as new versions come out....
Hmmm...I'll look into that issue.
That sounds like an interesting idea.
True, true. But Burnie made some buildings. Mostly turrets. And hydrocarbon structures, and anti-navy structures, and new air refueling stations (I think). Overall, there aren't many different types of structures, but we have a wide selection when it comes to certain stuff.
And we have a lot. Burnie has made a TON of models. And once we take all of his, we go and ask blacktops if we can take theirs! Mwuhahahaha...
Almost all the models are courtesy of Burnie222 and his mod, Total Mayhem for SC1. If you own the game, you should install it. Link is in the description of the download...
Burnie is starting to get tired of modding SC1, though. And I doubt he wants to mod SC2. So, as much as I would want to ask him to make models that rival Avitus' for me, I can't. He has to volunteer.
Darnit. Wen't to click the "+" and clicked the "-" instead. Whoops...
I've always been a UEF fan, but you just might make me switch to the illuminte if you keep making things like this! Nice job.
Here I am running around trying to figure out how to make a projectile at all, and you guys pump out something like this. Great job.
Question: Was the t3 bomber just used to demonstrate this, or will it definitely use this projectile?
I like the idea of the role, but I think it's a tad to pointy, as aeon units are generally more round (surprise...). Maybe make the "feet" and the cannons a little more "dull", and also take the horns off the "chin"?
Models that would take me eons to make thrown out because they dont...fit. A shame.
As stated before, the T3 carrier is a good model; maybe increase it's size and make it a T4 carrier? Also, I like the idea of a T4 missile launcher. Not so much for gameplay reasons, but because nobody has one at the moment...
Illuminate or cybran T2 artillery is my best guess.