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It's just how the engine was made SC2 uses a updated engine from SC1 which puts all the sim load on a single core there's no way to change it, all gpgs did was move some other tasks to other cores like game sounds, If you want your game to run better only way is to overclock your 1st core.
Try this Moddb.com
Thanks for rating my mod 1/10 just because you can't understand how to install a simple mod.
Soon we want to work more on the code side of things like the reteach tree.
Yes indeed it's crap.
Nice :-). I'll be running a I7 5930k with a gtx 780ti for my build all watercooled.
Haha that's OK I'm just waiting on my asus rampage extreme v :-).
Ill be starting work on the mod again in 2 weeks as thats when i get my new computer together.
Thanks to all the watchers we now have 1,002 members following the mod :).
Thanks should have a new system up and running in a week or two its not cheap building a 2011-3 rig, All the funds we get help us buy tools/plug-ins for programs we use to create units and effects for the mod thanks again.
Ill be back to modding next week i have a temp system up and running until i build a new system :) .
I'm guessing your talking about the unitport mod ? I'm sure Albino is looking into it.
That's only available in RVE 2.0 there is a basic menu in SC2 you can bring up pushing ctr+f2.
Please report unit port bugs on the unit port page here Moddb.com any RVE 1.1 bugs can be reported here but that version has been discontinued.
Just letting you guys know my work on the research tree and the mod will be very slow until i get my system back up and running as my motherboard died, I'm using a old intel core 2 which is fine for office use but doesn't really run SC2 lol.
Maybe Albino can add some research upgrades in to balance it out.
Yep the centipede is getting redone with our new tool for SC2 so should be even better when finished.
Its just to give some detail but yes avtius has made the wear on the corners too thick for the size of the unit it will be refined.
Yes the mod changes the AIs attack group numbers.
That would be why the mod needs 1000 and even that is to low use 1500.
What unit cap are use using the AI normally only does that if your playing on a low cap.
I use to do campaign support but not any more as its just not worth it.
The ship dropping them off is a nice idea not so much not costing mass its more of a trade tower, You pay through the tower and the unit gets transfered back through rather than needing just energy for a Stargate .
Really if you think about it this game is based in the future and these ships mite run on energy not fuel.
Well you never know that was our original idea.
This was done back in the FA days i use to talk to the guy that made it, It was like a stargate where you could enter a gate code into your gate and send units though also worked on any gates friendly or not.
Hey Overtkill this bug was fixed some time ago but i never bothered releasing another update for 1.1 as 2.0 is a completely new mod and doesn't really carry much over from 1.1. If you wish to lend a hand send me a PM, What type of modding have you done in the past and what area of the mod would you like to help in :) .
I understand that but there won't be gates in 2.0 as there a waste of space :p .
Not every think we make and do will keep every one happy you should just be happy we are releasing our mod in the 1st place.