thanks man! for now just trying to balance what I've got for a solid version 1.0; but going forward after that will include a couple of new units and abilities!
thanks man! for now just trying to balance what I've got for a solid version 1.0; but going forward after that will include a couple of new units and abilities!
Come to the Discord channel for the latest beta version of SupCom2020Mod, moddb release 'coming soon' by the end of the year if I'm ever satisfied with the balancing ;0
More popular than ever, actually!
Yes, but they do reuse existing models for ease of use. But there are a bunch of new units and even new factory upgrade modules.
Updated to 2020 Mod!
get it now for CSGO! Steamcommunity.com
This map got remade for CSGO: Steamcommunity.com
Updated for CSGO Steamcommunity.com
Get it now for CS:GO! Steamcommunity.com
now available in CSGO: Steamcommunity.com
CSGO Version here: Steamcommunity.com
This is now being updated for CSGO: Steamcommunity.com
Hey man, I'd love to get in contact with you about how to fix the hot-key bug (if the bug you fixed is that when you don't have enough energy and try to use a hotkey [or spam the icon did it too] it gets greyed out) for my mod (SupCom2013)
I've been out of town for a bit, but join the discord if yo7 haven't already.
add me on steam
One of those things I got about 1/3 of the way thru (one faction completed) and then dropped in order to work on the mod itself again. A video I would love to do but is sort of out of the question due to my bandwidth restrictions. I'll see if I can figure something out but in the meantime join the discord server if you'd like and I can give you a rundown!
This has been fixed in the newest version ... please check it out, you dont be disappointed.
No, because of the way SupCom2 loads its files both mods have to share some filenames, and therefore end up in conflict.
No, this is a 'stand-alone' mod (the 2 mods use the same files in the file structure, and due to how mods in the game load it's not possible for them to co-exist).
I re-upped with the modsupport smini-mod included
Take the contents of the file and drop the 5 .scd files into your gamedata folder and then start the game as normal and the mod should be installed. Hop onto the discord channel and flag me down and I can give you a hand.
AI Skirmish and multiplayer only, no campaign, sorry!
Make sure you add the mod-support mini-mod .sc2 file into the mod manager first, and THEN add in the SupCom2013 mod.
Yes, DLC is required (and your copy of the game must be 'legit').
Air is not meant for tiny maps unless you build gunships. Your bombs do not track anyways so even if I took out every peice of AA you would still be bait for a ground rush if you tried to go air on a small map.
Nope, a new version will be released in early March, if you want to help test out the beta for that version, join the discord channel!
Hey Players: come join our 2013Mod Discord Channel! :: Discord.gg
It's finally back for reals ...
Work slowly continues, and yes you nailed it as far as the AA towers go with their arc: gunships are best dealt with using fighters/interceptors in the meantime.
Unfortunately real life work has taken up most of my time and any spare I have is spent on some other things. The Mod is on the backburner for now though I pick it up and do some coding for maybe one day a month I know that is not enough and will put more effort in going forward (also trying to complete my Counter-Strike:Global Offensive map, de_tenebrous).
HoT_Ho11oW_PoiNT
Alistair joined
I've been interested in programming since I was young, and in playing since even before then. When I was 13 I started by writing scripts for the chat program mIRC; channel watchdogs, file sharing tools, server stat reporting, etc. I became a Dungeon Master for an IRC network's Multi-User-Dungeon game, which got me other DM gigs for MUD's while I learned Basic and VB in high-school. I also mapped for Total Annihilation and more-so for it's spin-off TA:Kingdoms. I also became a world champion player for team "hi-" in a Half-Life mod called Frontline Force. I took a year of software engineering in college where I honed my language skills (and learned some C), and started Beta Testing and doing media for Frontline Force. I took up mapping for Half-Life, and joined the Source version of Frontline Force's team as a mapper. That mod was never released, so I made that FLF map into a basic CS:S map. Later, I became a top 10 Supreme Commander 2 player, and now spend my time modding that game.