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Yer sorry not my department you could say :P.
Not to long after the Alpha once i get the base down for the mod and it playable then ill be back to adding new units.
Is this with RVE or unitport?
The 1st release of Revamp worked with the campaign but after the DLC come out it was to much work to support both the base game and DLC as they both have there own files.
No but i was told i would have it by last weekend there's not much i can do other than wait, If i don't get the tree tool by the end of next week ill be doing them by hand again which takes a lot of time.
I was waiting for a tool to help me work on the tree which seems to be a pipe dream at the moment.
Cannon upgrades/addons for Teir 2 and 3 yer, These will upload new weapons on the units model.
Maybe in the future i will.
Those are ground defense upgrades so they cover Tier 1-3 cannon addons and unlocks. The rockhead barrel upgrade falls under this unlock.
We are still waiting on the research tree tool to be able to finish these trees off ETA was last week so we are hopping this weekend.
Why its paypal.
If not it wont be long until they follow these still need tweaking which is why i have not added them into the Pre-Alpha it doesn't mean i don't have them on hand.
Units already have damage and health upgrades in the tree :).
Yep that idea we thought about before but it would render UEFs engineering arm upgrades useless, We plan on adding a engineering arm structure to each faction but only UEF will have them on there power gens from T1-T2 other faction will only have a T2 arm.
Oh you mean the Eco monitor yes it reads just like the built in ui but doesn't have a read out limit so it can read higher numbers, and yes its built into 2.0.
Its based on the SC/FA spawn menu but has been ported and improved for RVE.
Are you talking about the spawn menu? As for the upgrades these where just to demo what they can do, I mite make each faction the same and each faction difference when supporting another faction.
Yes there will be a version out for you guys once its playable.
Shells = Damage upgrades
Plus = Health upgrades
Cogs = Engineer upgrades
Round circle = Tier unlocks
Skull = Experimental unlocks
Those are place holders LMAO
The POSEIDEN is a tier 2 unit in RVE 2.0
There are a range of units that will be added after the tree has been made.
Put it this way lol, Those Tier unlocks wont be cheap it will take some time to unlock those, You can ether save up and leave your self open for a *** raping or upgrade your units then work for the next tier, Also this is just one of the tree ideas we mite rework the whole thing if we feel it needs it, Also unlocking higher tier doesn't mean u can just build them you also need to research tier upgrades for the factory's as a tier 1 factory can't build tier 2 without being upgraded 1st.
Yes veterancy upgrades are not needed when there are tier levels.
Yer software wise it is.
Yep once we get the tool.
Unitport isn't related to RVE.
How's it on hold its in slow production haha.
1st units is a god xp which are T6 units they will be added later on, 2nd one isn't in game yet needs a few more hours of work.
Being remodeled onto the new model format that unit was made before we had the new exporter so the tracks need to be redone.
We have new Air and Sea units but we are working on getting the game playable and debugged before adding more content.
Purple Stars are NAVAL FACTORY UPGRADES
Blue Stars are AIR FACTORY UPGRADES
Green Stars are LAND FACTORY UPGRADES
Yes naval isn't even close to being finished we are just putting together what we working in game so far so we can get a playable version out for balance testing and debugging adding new units and upgrades after this will be simple. And yes these icons are just to show the layout there not in game made with PS.
Its starts on the tier2 icon then branches out from there going alone the green lines.
Thanks for rating my mod 1/10 just because you can't understand how to install a simple mod.
Haha all good we will end up making other nodes later on as we are always updating units.
Cybran isnt round and if you think thats off you should of seen the old FA node.
This was the 1st reversion avitus has updated it a bit new picture soon.
Yep ill be codding the unit into the mod soon right now its not functional.
I mite add it to other units depending on how it goes in testing :).
haha nope its not that easy but nice guess :).
Revamps tree was only a place holder till the research tool was ready.
Side note the reason why the two mass numbers dont match up is because the Eco panel refresh time isn't in sync with the SC2 UI, If i could kill off the SC2 UI i would haha.
This release is only a bug fix release as I'm spending all my time working on v1.2 and dont plan on doing any think more than support for this version of RVE.
There slowed by 60%
Have you used the balance mod before? XP speeds will be tweaked a bit but wont but much different than in the balance mod.
Actually I'm going by Blueprint Specs which is TurnRate, These are the new speeds in 1.2a which have been reduced where 1.05 where left at default.
Only for low end machines!
Nope it will be a T3 unit, a friend said it reminded him of the "Necro" Ressurection Kbot (Core) from TA it will be along these lines. 3rd unit from the top Tazone.tauniverse.com
OPEN YOUR EYES AND READ
Engineering Tower :)
For now only the 1 effect will apply i may add different worm hole effects, The impact marks are random though so they do change.
Scaling will be done later! uhm
Sorry i missed counted :P, T2/T3 shield Gens, T3 Energy Gen, T1 scout, T1 bomber, T2 fighter/bomber, T2 Torpedo bomber, T2 Fighter, T3 spy plan.
Like i said in the Description this is actually a bug in the SC2 engine GPGs new about it, There for buildings with cutouts like the UEF mass extractor never got there PD/AA research upgrades they were originally codded for, What have i been doing I've added 7 UEF units to the mod over the weekend :P this T3 Energy Gen is one of them.
All these changes are implemented into 1.2 if you see a WIP next to one of the changes those are still being tweaked.
Just a bit because of the sharp edges I guess.
True but because the game also has space maps you wouldn't think they would be on earth get what im saying.
Its not earth there on how do you know those tree are normal size?
Yep Skyfire is T2 AA and the silvertide is a T1 tank.
They are O_o
This unit still have a far way to go before final, It look more like a T1 unit.
A lot of recoding thats how :).
It's only a T2 unit 3 weapons would be overkill.
It will have an ability for rapid fire :) unlike SCFA there will only be 1 Artillery station.
You do know what drone means -_- sorry but you crack me up
Robot in general
Remotely operated underwater vehicle
Unmanned aerial vehicle
Unmanned ground vehicle
Well yes it is a air drone that can shot ground but that's basically what a gunship is both fill the same objective.
Yes the pillars will be added into revamp and the gantry's will be available to for people how like to use the.
Read my post below.
Maybe but UEF has moved away from sams in sc2.
Heres what the unpack will look like.
Yes as the title states this mod adds warp pillars, Also note this is a beta release so don't aspect its to be 100% bug free. :)
HAHA a video mite come or will just let people that dont know find out by playing the mod.
No worry's it is a side mod :).
Also some info just think of the pillars as a Experimental transport beacon there built off world and teleported to your base.
The Portal wars mod is a mod madface is working on which is still in early stages.
This mod I've been working on for some time the pillars replace 1 Gantry per faction but the 1 pillar can build both land and air while saving on space, The mod works like so in this video Moddb.com Here are the pillars for each faction Moddb.com Moddb.com Moddb.com Not sure what ill be naming the mod but its a must have for my type of game play style :).
No name yet any ideas please post. XD
No its not a Soul Ripper III any more its a air carrier.
Fatboy -_- ^^^
The doors timing is just a tad off it has been fixed.
:P i posted a video of some progress.
T3 yes there will be one T4 there is already one Moddb.com
--__-- really i don't see the point of this madface announce updates is what steams for.
Thank you Starga for your re-review.
GO GET ******!
If you mean the one from FA which was a scaled down anti-nuke structure we are replacing all FA units.
There not yet balanced they will be for the mods release.
Hes a troll he also reviewed my mod as 1 --__--
Yes it needs the mod support mod which can be download from here. Code.google.com
Its not ment to be a demonstration just a progress click.
Yes those are WIP tarmacs.
Seems Moddb has a problem at the moment :S, Some people can view it when others cant.
Its has 8 weapons 4 more than the AC1000 ?
I think that's apart of the unpack which would be hidden.
Its my 1st model --__--
OMG if you want the answer go back to the 1st post about this tank.
O ok i got you wrong there its just this is about the scale O_O that why i created the balance mod to buff them up.
Sorry if i go off here a bit but what are you guys going on about maybe you should load up FA and have a look how the hell do they look like T3 units, I wasted my time on this screen shot bellow just to show u both game side by side, I Photoshopped this removing the background so you can get some idea of both games.
There ya go i posted one ^_^
Well because of the scale of the maps im trying to keep the units a bit smaller than FA.
Well blame GPGs for that its there model :P.
LOL there's 2 ways best way it to just download the mod manager and add the map pack to that heres some more info.
when you download the mod you will get a rar file unzip the mod then you be left with the mod.scd simply just move them into your game data folder.
!!How to install when using the mod manager!!
Open up the SC2 mod manager click on add locate the Mod.scd click ok wait a few seconds for the manager to load the mod, After its been added to the list you can now ether back up the mod or delete it because it's now installed on your system.
Im sorry it was the only way i could fix the problem in a patch looks like ill just have to upload a small update of the mod v1.05 ill call it :P.
Last team? ill be adding a drone to each team to even it out.
No this tool is for people looking to create there own mods with there own units, The next version of revamp expansion will have all the units add to the tree and will be balanced.
No worry's i understand :) , i would like to see adjacency bonuses back in sc2 i mite have a look into this.
adjacency bonuses were removed from SC2 adding them back in would be a really big job which i mite look into when i finished what i'm working on at the moment.
Mass converters cost energy per second if you use there mass fab ability, Research stations cost mass and energy to produce research, and shields cost energy to run and all have ability's to toggle them off and on if you can support there drain they you can disable them till you can.
Thanks for the supports :-)
These Tech Toggles works of numbers 1,2 and 3, I would like to create a new UI element with 3 tech buttons on it but im fairly new to UI modding so this mite be some think that happens down the track.
The widget shows the Net Rates, i.e -13 mass would mean thats how much mass you are losing each second, calculated from your mass income - drain, The Widget only made for the eco mod using it with out wouldn't be useful for any think, In the next version of revamp exp research stations and mass converters both drain mass so it would be useful in the next release.
Well sc1 every think cost some think to use lol, I'm just adding balance to the game by adding ability that should of been there any ways.
When will the next update be out is that what your asking?
Seems to be working now though.
No problems glad to help :)
The manager works fine with steam what problem are you getting?
UEF will be getting the Ahwassa.
No release date yet i still have a lot of things to test.
Yes i have added it to the SC2 land and air factory's i mite leave naval out because the FA ships are to big, The toggle mite have to be left off the acu's because they don't have any toggle room left.
Its a balanced cheating AI 25- build speed 250 resource bonus.
Why does it look different on your end?
I wont be adding bone unlocks to units that don't normal support them it would take time to re map the textures but the idea seems good mite look into it :).
As soon as i fixed a few problems ill be releasing it i hope to have them done tonight.
Sorry i cant give a day but i hope to fix the problem ASAP.
I have edited some of the models in 3DMax, with this one i have added bones so the units drop out of its rear end :P, which is a jump from its features in FA.
Thanks for the reply that makes scene, i think there should of been the option to play with no research stations with the experience system and 2 option for no experience with research stations because i found having both a waste of time.
This is going to be a support exp unit when the fatboy 2 is a exp Assault unit that cant build units, both fill different aspects, just like the CZar.
We wanted a more faster moving experimental unit for cybran so we made one, each team has a new experimental unit to fill in the gaps.
Sounds like maybe you didn't copy all the files over or the download went bad because i haven't updated them from version 1 and they were well tested :).
What faction, map and units so i can test it out thanks for the feed back.
sorry added how to install to the summery and yes it works with steam and online , just make sure all other players are using the same mod and version thanks.