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Thanks for the support :)
Thanks but we won't win this year maybe next :-)
What are your plans for this UI are they for your version of your mod or for 2.0 ? Ether way i don't mind. But like you said i used the research tree but also used a work around which ill be using for a load of new abilities the AI can't use.
A few features i added into my version.
Stacked upgrades so using one after upgrading unlocks another.
Selective upgrades one upgrade will lock another so you can chose from AA or TM upgrades which get placed in the same spot on the unit.
This part of RVE was put on hold until we finish of core parts of the mod which are needed to play the game this upgrade will follow after.
Yes i also added this into my version i had working in the alpha.
This seem like a widget version of my idea here seeing we made the Devastator for this reason Moddb.com this uses ability's rather than a UI widget problem using UI as always the AI can't use it with ability's they can. In the end we think these should only be for T5 units and T6 units as they are in few.
We will try to get a alpha out soon but mapping out a new tree can take a lot of time i will be posting up a link in the news feed soon feel free to talk about research tree ideas and layouts.
Models are made in 3ds Max, Effects made in Photoshop all codding is done by hand in notepad.
the spawn menu in 2.0 is a updated version of the SC one, You can't use cheats in campaign GPG disabled them.
We post any updates to the steam page so no need to look every day.
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.
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.
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.
Really if you think about it this game is based in the future and these ships mite run on energy not fuel.
No units will just build slower or cost more when u build on the go.
Maybe some think I look into ;-).
Never happy also this unit was only to get feed back on its design.
OK seeing no one likes aeon we will remove it from the game.
Nope sorry to say i wont let my mod be played with the normal scale haha, But really no there no way to change it you can but you be there for a very long long time.
Mass Extractor Veterancy has been fixed please redownload the mod for the fix.
More info on the mods steam Page.
That fb hover is in v1.1b which will be out very soon.
It can resurrect any unit once even your ACU! also i don't find it unrealistic at all the unit was create and programed to follow this path not all technology is perfect.
A man with a brain :)
You dont get energy when reclaiming also you only get a low % of the units cost in mass, And if you were a robot you would do what you were programmed to do.
Why because it not a engineer and was never made to be, One necro bot can bring back over 15 land units before dieing if not repaired, if you were thinking a life for a life then that would be pointless.
All Engineers do is rebuild, When building over a dead unit its still costs mass and energy right, a necro bot loses life because it sacrificing its own mass and energy to the unit its bring back this is how necro work in rve! You get insults because 99% of the things you post don't make any sense.
OK let me start off with this don't whinge over some think you don't understand, Necro bots work in RVE in the following way they give life to recreate it how is that so hard to understand, 2 all factions will get a bot why because it keeps every one happy giving cybran this ability and no other factions would be a huge unbalance, 3 why didn't i make the engineers just have this ability 1 the AI uses necro bots they send them out with attack groups, 4 to even get this working in SC2 took a lot of time this ability piggy backs off the normal reclaim ability as it was the only way to get it to work in SC2 it also has a load of code hacks, So to let engineers have this ability would 1 render the AI useless 2. there would be to many holes having the one unit doing two reclaim functions, Also bare this in mind I'm making new game functions that were never attended or even possible, So next time you lose your crack pipe think about that.
Yes there will be research upgrades for mines soon.
We get use to it @_@
Haha thanks for answering your own question, tree forts aren't armored now are they?
I think hes replaying to his last comment.
Cybran units dont really unpack nether do Aeon units mainly only UEF units in SC2 do, but i do remember Aeon units did in FA.
Yer as my theory goes,
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.
Also unlike units like land and air there not spammed from the start of the game, so have a huge factory for experimentals is a bit under thought.
Wouldnt know never play Total Annihilation also havent played FA for 5 years.
Yer that was another idea i had was some how make the pillars so engineers could assist when doing so it apply s a buff so things build faster, Or have a new game mode were the tower had to be defended it would spawn with you at the start of the game, There a heap of idea these can be used for.
We are happy to supply the mod to people that respect our work and team members, So you have nothing to worry about :).
Because of evanescence4ever this mod wont be released to the public it will released and give on request.
Yes he has re-rated the mod which i thank him for.
Buzkill is no longer a buzkill haha its gone.
The head looks more like a ship the old head just looks like a head >_<, The other model for the UEF ACU its legs looked to fat like it need to lose some pounds, Over 48 hours of work went into this model.
Yes it does
I played blackops when i use to play FA it was a good mod had some good units if you have any ideas post them up :D.
Thanks for the feedback :-)
at the moment it add 3 custom exp units based off land models and 3 custom defense structures called prototype defense towers, the 3 new exp units are Cybran Cyraxs, Aeon Cresendo, UEF Devastator all theses have been added properly into the game, the ai has full use of them and there now in the research tree, more info can be found here Moddb.com