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Its still WIP so it will get a AA gun at some point.
Its getting there.
Don't challenge Avtius_12 to make that because you know it will destroy the Total Mayhem version lol.
Shells = Damage upgrades
Plus = Health upgrades
Cogs = Engineer upgrades
Round circle = Tier unlocks
Skull = Experimental unlocks
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.
These bonuses are just to demo how they work :).
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.
Yep there will be a type of adjacency in RVE i still have a lot of hours to put into this but it will happen :).
No need in 2.0 things will be cheaper but income will be less.
The model and textures that all avtius12 and i also think this unit probably is one of the best textured units in the game.
Small **** TURKEY ******
Yes I can do it but not as a unlock/upgrade because of the way the game works, land to water yes as u know but there no way in game to go water to land
After unzipping it from the rar file you'll find a scd do not unzip the scd just place it in gamedata.
They work fine for me Moddb.com
You need ether a I5 or I7 any Gen to run supcom2 at a good sim speed.
Supcom is based in the future you think most robots would be able to absorb electricity, and when i said emps work in the same way i said the function in game :P not in physics, And EMPs are already in the game have been since the DLC just not used to stun, both of you's no RVE uses them for one unit you would know that already if you actually played it !
I didn't decide this was just a public idea I brought to life, emps work in the same way.
Just forgot about 1.05 nothing from it applys to 1.2, a unit list will be up soonish.
we can add death animations probably could make different ones play depending on the way the unit died but that all takes time we done have :P atm, We cant create real craters like you said the engine cant, that just one good texture.
Ill look into this :)
Thats why i said i'm working on a system ;) but you are right but i was just saying a mine sweeper for a idea, It will be a mobile omni unit which can detect stealthed units to stealth is a very small part of SC2 at the moment.
Each's factions mine will be different UEF's is a Proximity Mine so it can be triggered when a unit is in a radius of the mine, Im also working on a systems for the mines they will be invisible to all units a aspect a few like mine sweepers and the ACU.
Yep that were the idea 1st come from, it a battleship fan unit :).
Yep T1 models only need to be basic there going to be small and only help you get of the ground.
lol so many people don't read the Description.
Thanks :), the name of the mod has been around for a long time and we like it changing it would be a mission lol.
its not transformers :P
Yes it does have a unpack but we wont say what type.
There a news update waiting to be approved with new info
The old monkey will be left in the game just for fans :).
U need to build a research station of that faction then yes you can.
No probably not the part that recoils you cant see its inside the barrel casing, I may add recoil to the barrel casing.
If you didn't read the side info I am talking about the gattling lines.
The top half can move on its own so both the aa and pd can move independent.
Wont happen sorry its a Defense unit and it wont be changed at all! And comparing some think each team has isn't stupid at all it called balance which you don't understand, illuminate is multipurpose take the gantry for one and the radar for 2nd each team has a multipurpose units.
Read the name its a prototype defense, Each faction will get one instead of a T2 AA and PD there will be one single turret instead, also i don't think you have much or any idea how aeon is because its no longer aeon its Illuminate which have multi purpose units, I don't see how a defense turret is going to make the factions the same LOL its like saying why do all factions have energy gens or factory's HAHA.
Sorry we wont be editing any SC2 units! also like I've said above its ether gantry's or pillars because of the AI.
Thanks for the support zach it goes a long way.
All i have to say is O_o have u been living under a rock.
Its all good man :)
Madface has already said its minimod -_-.
Nope that would be my job lol, ill be doing them soon.
FA was around way before GOW so what game ripped of what.
This will use flares so it will redirect them
This unit will do some big damage vs a normal T3 land unit.
The color scheme isn't going to change much sorry to say the white mite be lowered in brightness that's about it.
the Vanilla game cant support stand alone modding.
Small buildings like the AA and PD there not used on because there only 1x1.
We mod for fun its a hobby so we dont have dead lines we are doing the best we can :-).
Yep that's it :)
Im going for a FA scale so the ACU wont be to small the ACU shouldn't be the same size as a T3 unit.
Any ideas of what type of continuous beam? by the way this unit unpacks like the AA already in SC2.
Are you using the template mod or creating a new scd make sure its in zip format and if your running it with the balance mod name yours higher so just add a z to the front of the name so Z_helmet.scd apart from that your merge is fine.
The new commanders still need work so there not replacing them yet but they will for release.
good idea then we wouldn't need to get the tracks working HAHA
Its cleaner and easier to use the mod manager for mods that way you know what you have installed, Watch this video it will show you how to install in both ways Moddb.com
The download link has been fixed.
Have you tired deleting MM temp folder located here?
XP: Documents and Settings\$USER$\Application Data\SC2MM
Vista/Windows 7: Users\$USER$\AppData\Roaming\SC2MM
The revamp balance mod can work with out it being unzipped just place it into your gamedata folder.
LOL there all human :P there robots controlled by a ACU with is a human.
The UI limit is 10 icons and i can not edit the UI its hardcoded, you can build a classic engineer out of the land factory's or unlock the sacu and you will see the units your missing.
Try Right clicking on Supcom 2 in your library click properties then click local files then verify integrity of game cache, then copy the mod back into the gamedata folder see if that works, in the main menu if the mods working you will see REVAMP EXPANSION MOD BETA 2 installed.
the beta testing will stop once all bugs are fixed the next beta hardly has any bugs its just for balance and unit requests.
Yhe beta will have the new team colors depending on the feedback they will say or go.
ACU will build this its to big for the gantry
you cant make it build subs when its under water because it close the back door were the units come out when submerged :P
open with winrar edit with notepad.
haah thanks :-) , i only do the coding, none of this would be possible without Avitus12 modeling all these epic units :-), He is also helping me code some of the basic ai research goals.
uses a Beacon
Thanks Burnie you will be credited, We didn't want to rip your unit off completely you could say, which is why Avitus12 based it around yours.
Hey burnie222 I have a Question/favor to ask is it ok to use your weapon effect from your Avalanche from FA for the RVE version? If not thats fine but i thought it would add a nice touch.
There are no T3 experimentals lol.
Yes but its classed as a T3 Unlock.
Try reinstalling the mods .
....... Its on its way, it mite make the 1st Pre-Alpha.
Yep i have updated it a bit should be more easier to use now.
2-3 months we should have a Pre-Alpha/early access for you guys to play.
In the menu does it say the RVE version? Try downloading this video and watching it to see if you missed any thing, Mediafire.com and Tech Toggle Brief.rar
You need to use the tech toggle to change to the classic units in RVE 1.1. CTRL+X is the key bind short cut or try using the icon.
Are you running the DLC ?
Please Post to the Mod Page it watched more than the team page thanks.
Dragon ball Helm :D
HAHA ..... Where :P
Probably in the alpha stage.
Thats a Experimental Dropship named soulstorm it was a old version of the SR III we made. the Soul Ripper 3 will be added soon.
That isn't in the limitations of modding in SupCom2 sorry to say if it was we would, we can replace a faction using a mod but we don't see the point.
2nd or 3rd pre-alpha.
Most of the AI in supcom2 is C++ based, which makes it unmodable.
Yes unit production we have put on hold until the 1st pre-alhpa is out.
Skirmish at the moment I may added campaign support down the track.
Map creating is a pipe dream at the moment, all the maps files are compiled .
This is a new layout i just came up with please leave feed back. Also please post any upgrades you think UEF AIR may need.
Life is overrated and I'm apart of life so you tell me.
We have the funding for this tool to be finished but without donations there probably wont be a new mod manager made for some time as both of these tools will be made public for every one to use.
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.