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Use custom AI increase AI buff.
We don't give a date for one reason we work on the mod when we can and we are sorry we don't sit on it 24/7 but that would make us homeless sorry to say we don't get paid, We do this for the love of it and love can't pay bills. The mod still have a way to go but we are working on a pre-alpha version yes once we get a tree done we need to do a few balance changes then it will be playable but unit and weapon effects will have to wait till we are happy with the balancing.
Thanks for the support.
This unit will not replace the Harbinger is more a heaver version the Harbinger will be more faster and weaker than this tank.
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.
Yes the new spawn menu will be in the next version of the mod.
We have tweaked them so they look better now.
that is done for now mass rocks are created around your ACU at the start of the game.
There called team colours which only show in game.
Well yes and no the shredder drone is a T3 unit which can only be built out of the launcher, When this is a XP unit so the building would be sort of a waste of time because it wouldn't do any think more than built it.
No not at the moment.
Yes unit transfer will work in the same way but will be limited to engineers.
aww that cheating because i gave it away to you haha :) .
O_o both are the same thing what this shows is your income and storage, there is no maximum storage capacity that's just the limit to the ui.
Well the mod has no problems working on the latest version of the game with the DLC so the problem is related to some think your end sorry to say.
What game version and do u have the dlc?
What are you running what mods?
Its meant to be a disadvantage it can be set to affect different units at a different rate, This is still a WIP just trying new things out :).
Sounds like a pirated copy.
The back of the unit has a hatch!
This will go though a lot of testing before it complete.
Only the Necro unit will have this ability no other units, not the ACU or any engineers also units can only be bright back once if the unit dies after being brought back it wont leave any wreckage, make sure you read before posting to save us time.
Its only the 1st revision so it not the final things can change.
cache is on your browser it saves info if your browser auto clears then you are able to re-vote.
lol you must have your cache turned off then.
Yes it jump jets :) we are still working on the animation.
3Ds Max thanks for the feedback :)
We like feed back but its up to us if we use your ideas or not.
Not possible also i cant see why it would need to be its a defense unit, Also there will be a unit that can detect them plus the ACU.
what was the question?
Yes it has AA you can just see them on the top left screenie.
Yep thats what its replacing the ambassador.
We will improve the textures later on but for now we are working on just getting the unit working.
Yer it doesn't have textures yet those are renders.
Both the PD and AA have there own turrets.
Maybe Aeon PDs will have shield.
O_o No thats not what the pillars were made to do.
Think of the pillars like a gatway beacon between worlds, Experimentals are built off world on a remote planet for storage and warped to your base.
Gantrys are replaced with warp pillars 1 pillar can build both land and air Experimentals, Pillars support the tech toggle instead of changing tech level they switch between land and air categories units, This mod also adds Naval support for Illuminate when using it with the Revamp Expansion Mod (RVE).
Guys its WIP it hasn't been finished yet -_-.
Does a frisbee have wings no it rotates to fly, you have to remember this isn't todays tech.
Yep me and Avitus didn't like the 1st attempt that's why he went with a new design :)
Turreted they will be able to turn 80 degrees
Yes all unit scales and speeds will be rebalanced when we hit beta testing.
When we get back to working on the mod after xmass im sure you'll be on the list for beta testing, The beta wont be posted on moddb because it will be updated with fixes a lot till end stages, But we do still have a lot to do before beta the mod in alpha stage at the moment.
You mean becasue the old FB1 had 4 threads and also didn't have any threads only textures that rotates using a shader when this unit has a real animation and each thread is real mesh.
Not being mean or any think but your should really google before u post they have 8 legs --__--.
Scorpiones within the class Arachnida. They have eight legs and are easily recognized by the pair of grasping claws and the narrow, segmented tail
What is this mod just 3 random levels no story or any think?
It all depends on the free time we get to work on it.
We have no need to rush release it so you can wait, Some times why do i bother you have zero understanding the work thats needed we are working on more than just models im re-codding a new mod structure, We are only a 2 man team if you cant wait then dont, ether way it will be released when we fell its ready.
The research you do uses at 1st O_O.
seraphim wouldnt look close to this at all if you remember they had a more alian feel to them there units all looked like they were grown.
Thanks guys XD
well we don't know yet for sure but it will be balanced into the mod.
No not really it will be slower moving that the other ACUs for that reason also slower on attack as well because of its armor.
Yer sure man ill happily add any units you create into Revamp and put together and add you to the team as a modeler do you have any ideas in mind? about the balance your looking for this could be created easily in a small balance mod ill put some thing together for you to test.
The next balance mod only supports the upcoming revamp expansion mod so they will be released at the same time with a lot of fixes, The AI is getting improved also :-), PS the desync's were tracked down and fixed its not related to the balance mod at all.
in English please.
its not hardcoded its just defaulted to 2000 use this to change the cap
Moddb.com for some systems 2000 units is to much to handle.
No not yet if i get time ill be looking into it.
HOW TO INSTALL instructions are on the summary page.
I was using the SC2 Poseidon as a template to test this unit out on.
Lol seems that the zoom changes i did haven't been in any of the updates since 1.04 sorry about :S
no problem ill increase the zoom more in the next update should be out soon.