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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.
Releasing a update every month will give us time to do bug fixes/balance along with adding new content in RVE 2.0, RVE is more than a mod its a complete retake on SC2, The mod still have a way to go because we haven't finished adding and making all the new units also we plan on adding new weapons effects for the units and a lot of new feature like unit upgrades and Adjacency need to be worked in and balanced.
I hope to have a research tree tool to help me finish the trees because at the moment it takes a long time to code the layouts and add all the units as these trees are all from scratch. I can't release any of the content as RVE 2.0 uses a different system to 1.1 so there not backwards compatible this also applies to unit port it will not support 2.0 out of the hat it will take some work for ALBINOsnowball to update his mod, I spent a lot of time working on the new RVE 2.0 scaling system and unit balance + features set to speed up adding new units and features, In 1.1 i scaled all the units by hand 1 at a time in 2.0 i can just change a few numbers at it will mass scale what ever units i want just like that. The mods still have a long way to come but there will be a Pre-Alpha out soon once i have the research tool once the trees are done and base code for the items are done we will start testing the balance after we are happy with the balance the Pre-Alpha will be released and updates every month after that.
Thats not the KK thats a god XP which will be added later on that was never made to replace the KK.
You will get use to them after playing for a bit the info there on mouse over like normal.
GPG forums i guess, We have some think planed for that unit to make it more balanced.
Yes because the AIs coded bad in the game it runs out of mass and energy so increase these, The AI was never made for that type of cap and doesn't build enough power gens and mass extractors.
AI buffs are to low.
Tell GPG that because its like that normally.
The AA and Gun upgrades i do plan on making new icons for.
Thanks these will be in game :)
Ill be posting up the real tree some time this week so keep a eye out :).
Not in game yet.
Sounds like you need to reinstall the mod.
Ill try my best we just waiting on some tools to help us work faster.
nothing is set in stone at this point like i said before this part of the mod is on hold till a later point.
Click on more downloads the mod manager can be downloaded there we are also working on a new version.
We are waiting on a research tree editor to be made CerusVI is looking into it for us.
Yes the new spawn menu will be in the next version of the mod.
Thnks for the feed back .
Yes indeed these upgrade will be worked on also changed over time.
These bonuses are just to demo how they work :).
Download the mod manager add the mod using that.
Yes they do but shield sizes can't be buffed in game.
Its based on the SC/FA spawn menu but has been ported and improved for RVE.
Yes veterancy upgrades are not needed when there are tier levels.
I'll see what I can do but 90% of the AI is in the engine which is unmodable, This Adjacency system isn't a port from FA the only thing that was ported was the effects.
A Metal Gear Ray clone O_o the only thing they have in common is there both dragons apart from that they don't look nothing alike.
No it looks like any type of electrically powered gun.
I wish i could add that back in but engines coded to work with out it.
With some work it could be T3 but it reminds me of a aeon version of the mech marine.
Keep dreaming Haha electro shock wouldn't destroy a unit depends on the voltage it would make them malfunction.
HAHA the title says 1.1b not 1.2a @_@.
@Ahrimansiah Should read i also made this pretty clear :P.
Yep there will be a unit for each faction.
Let me explain how this will be balanced, 1. The unit Resurrecting drains in life watch the ACUs life so if you want to bring back a XP unit you will need more than 1 Resurrection bot also you can send some engineers out with it to slow down the health drain. 2. units that are Resurrected wont have full health so you will need to repair it to full health.
The new ACUs wont be in the alpha of revamp there still getting refined.
debris sizes are positions im also working on but how im doing this is isnt as easy as it looks.
The damage defects work in 25% blocks so 25,50,75,100, There will be no balance mod for 1.2 the mod will have its own balance.
Good idea once the scales are complete ill make a screenshot.
Cool thanks for the idea ill go over it when im balancing the mod.
Tank Destroyer what do you have in mind?
No there spread out over the tiers just not shown here because there not revamp units.
Dont forget these are renders there not 100% scaled to the size there in game.
When the skys fall revamp will be released.
How the mod works is i replace the gantrys with the pillars for the AI, Then i create a new pillar unit for human players so the build icon is right, I cant replace the gantry's icons there in a folder which is 1gb.
The problem with this is if we have both the AI will only use the gantry's i have no access to the AIs factory manager table which is in the games engine/EXE, So i cant add the pillars for the AI to build.
After we run some tests ill be uploading it moddb normally takes a day or two to approve it for download :D, Also a side note this mod will work with or without revamp but DLC is requested though like normal addon mods.
We haven't finished those yet.
Good about time.
Get your own effects --_--
No nothing like a stargate there only factory portals.
These build experimental units this side mod disables the gantry's and replaces them with 1 pillar per team, They dont teleaport units but the concept goes they get warped/teleaport from a different planet were there built.
Its not a rocket so a launch platform is a bit 80s lol.
"this mod broke the game designer's wish"
WTF Dude i really think you should look up what MOD means also why games support modding --___--, If a game developer doesn't wish for there game to be modified then they don't supply things like uncompiled files to help modders or add support for scd loading, Go back to school or lay off the weed its cooking your brain.
Please respect the mod team before posting if people cant shop online then that's there problem what is this the 50s online shopping be around for years, Now i don't really care if some 15year old kid cant play my mod to bad to sad.
The mod will only work with a paid version of DLC not Cracked ill make sure of that!
REPORT THIS LOSSER
Sorry to say we wont be using any SC/FA units from now on the next release will be 100% custom, Also the old Mavor looks 400 years old i worked with the FA style but doesn't with SC2.
No we wont be adding anti air to all cybran units there will 3 anti air units , and most of the cybran ships that dont have legs will be removed and new ones added.
No we didn't copy starcraft 2 the ideas from the 1st Supcom.
This will replace the old FA soul ripper.
HAHA there wont be any more bug like based units only the 3, and who said replacing.
??? Just add it to the mod manger along with the mod support mod.
Yes the tarmacs are applied to all buildings which uses them.
You will see it when we want you to you mite never see it HAHA.
This will replace the old FA cybran light Artillery this will keep the hardened Artillery ability it just fits the roll more XD, Flak will come in time or even in a ability ;-).
Well that was madface LOL which is working on the tools i need to get the mod closer to being playable XD.
HAHAHAHA The scale is a little diffident but that's not whats changed in this screenie.
This one reminds me a bit of that PD unit that jazz made for cybran i think the CNC one remodeled with smaller platforms out the front for 2 of the upgrades and 2 raised ones around the back for the other 2 upgrades and some aeon touches made to it like the flags a bit like the land factory ?
I don't mind answering a few people that cant read LOL, There is no release date at the moment because of the following reasons
1. Waiting on MadFaces GUI tool for the research tree and im not sure how long i will take to mod the tree to a layout that fits.
2. Jazz our modeller is creating a few new units a week which take time to script and set up for use in game.
Theres more than a few big jobs left to do also i would like a Tech widget up before release but we cant seem to find any UI modders willing to help.
should be around july.
SC2 structure tree? add me on steam Joker will be easier to talk.
Air factory at the moment.
its T3 not experimental :P also same size as in FA.
FA eco system for construction yes and some key things like shields drain energy and research stations, fixing a boring *** game with no means of base management just spam and attach.
Thanks man what modding skills do you have lua codding your just bp ?
Theres no eta at the moment the list of changes and updates isn't short and because I'm the only one working on it its going to take some time.
It is effective against AI the stealth field gen is the only thing visible when your using the clock ability the AI, if your using the stealth only then your only stealthed against radar.
BART15 Do you ever read the info there are links to it there.
Overwatch17 the eco panel is a wip will be available very soon :-)
Next update of the mod supports 50 levels of veterancy on all combat units and structures, Yes this is with the balance mod it took over 3 hours to kill this AI and would of taken longer with out the veterancy ranking, AI settings we use are Custom Cheating AI with 10x build speed bonus, 250 income bonus with a 2000 unit cap, I have the replay saved as well.
A new version should be out some time next week to balance a few things better.
The turn radius is the same as it was in FA.
It will act like normal bombers
Ill probably end up giving this to Illuminate because of its design.
haven't u every played FA?
I see a few problems with your mod, Just trying to help you out a bit,
1. you don't need to change files inside the uncompiled.scds the game doesn't use them there put there for modders so you don't need to pack them with your mod.
2. why do you need to pack the bp, lua, dlc scds have you changed some unit stats?
The Quantum Gateways ? im not porting these because its a factory that makes 1 unit which takes up 1 out of the 10 spots i have on the classic engineers which ill be using for some think else.
no problems :) wait for the next beta because theres alot that's been fix already .
Thats not possible to do because there's only a selection of 10 colors and there all presets, there no way to add more presets only edit the ones the game has already.
i turned them into a white charge plasma shot.
i haven't tried it but it most likey be hardcode to the engine.
Do you mean team colors?
the megalith from FA with a new projectile.
ill try to make 2 versions so people can pick which they would like to play :)
yep the 3 units im starting on are the Megalith, Galactic Colossus and the fatboy all these will be added into the ai and research tree, after that ill be looking into what else i can port :).