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Well not really for 1.1 they were added for uses, but 2.0 is a new mod so for unit we haven't modeled yet classic unit will be used as place holders for now.
Yes at some point i will look at doing this i did before but there was no way to make the Naval factory build on land without a unit replace.
When 2.0 is out of Alpha it will not carry any ported units from SC/FA, The reason i didn't make the ported cybran naval units walk on land was there animations from SC/FA do no longer work in SC2. All these units will be replaced with new models which will walk.
I'm guessing the wyvern king is a unitport unit? RVE will have T6 units added at some point these will have more hp, But for now T4s will be a cheap and weaker experimentals when T5s will be around double that of a T4, Balancing is still up for discussion at the point in time as well.
Within the next few months maybe two if all goes well, Just don't forget it will be a Pre-Alpha release it will be playable and most things will work but there will be a lot missing out of it, We just want to push a release out so people can start playing it while we update it each month, So the meaning Early Access does come into play with RVE.
Click on the image at the start of this page that says DLC requested 4 play it will take u to the DLC page.
Nice deal :-) Make sure you pick up the DLC off steam as well as RVE needs this to work.
142 MB is for v1.1 legacy 1.2a is over 600MB at the moment.
The bdf file format hasn't been cracked yet i don't think it never will.
Don't worry the main gun could have a upgrade to a dual barrel.
On the main menu down the right had side do you see RVE listed there? make sure your running the mod support mod as well.
Well looks like ill just will be releasing a hotfix for the cybran nuke sub seeing no other bugs have been reported.
please what the video here
Mediafire.com and Tech Toggle Brief.rar please download. and watch.
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.
Yes i split the two mods as some people liked the normal balance of the game but i recommend using it.
Any bugs for v1.1 should be reported here Moddb.com Version 1.1 is very old, It was a stepping stone for me at the time since then i have greatly improved my skills, So i plan to release a patch fix for any bugs you guys can find in Version 1.1 so people can continue using it until RVE 1.2 is out.
Ill give every one a week to report any bugs they have come across in v1.1 next weekend ill release a patch please report any bugs here Moddb.com
Is this RVE or RVE + UNITPORT? Make sure you are both running the same files!
Is this with nuke researched? and with the sub above water? Can any one else confirm? If its a bug i may fix it and re-upload the mod with a patch to fix the problem, Any other problems would also be nice to know as i can also patch those to.
Hello try this fix let me know how it goes its a problem with the mod manager which isn't related to RVE we plan to make a new one from scratch but try this fix for now. Youtube.com
Maybe soon :)
The game likes higher clock speeds rather than more cores as the engines SIM only runs on a single core sad to say, I run a 5930K @ 4.5Ghz i would say a 4790K would be a good choice as its stock speed is 4.4Ghz, But i just don't think the slow downs can be avoided if you play with friends and there computers are slower then yours yours will be pulled down as well.
Still waiting on a program ETA is this week to help us work on the research tree, other than that I have been just cleaning up some code.
ETA is this weekend we will let you know once we have it :).
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.
Thats not the KK thats a god XP which will be added later on that was never made to replace the KK.
Well you never know that was our original idea.
T1 turrets won't be getting it seemed abit OP for small units but t2 and t3 turrets will be and it will be a rate of fire bonus.
Some units are based off the same idea which is why they carry the same name, others that are new ideas have there own, This mavor can use two weapons one being the one from FA.
It wasn't intended to can't say I've played the game.
Its not an error :P
Yes but both players need the mod you can not use this online in random matches.
Nope but i may do depending on what unit we use this for.
thanks for the support :)
haha there will be a alpha release very soon no date yet but its not to far away.
The cannon holds 9 drones 8 out side in storage one in the barrel ready to fire.
You can ask but not here this isn't a public forum were you can just post and talk about random stuff its a mod so keep on topic that's all we ask, and good luck finding any think off topic that doesn't related to revamp.
Like any forum or mod there's rules to follow and seeing that you don't understand those rules it ends in your post being deleted all i'm doing is cleaning up off topic discussions which shouldn't be posted or talked about here why because there not related in any way, also i don't care who's posting them they will be deleted yours isn't the only post i have deleted, One post could lead to more posts about unrelated subjects.
It off topic has nothing to do with this game there for it doesn't belong here it belongs in off topic here Moddb.com if you want to post about unrelated things, This goes for any other games as well.
Fans are old school thrusters would of been cooler for the movie :P.
We try not to revamp what we don't need to at this stage or the mod will get pushed back even more.
Sorry wont be any FA looking units in RVE.
Note to leosake if i dont get time to talk to you, The guns on the cobra are to UEF looking also the gunship.
You must not watch many sci fi shows like stargate, If transports worked like they did in FA it would predate all of the other tech used, Its like saying lets add a house and cart aswell and sorry but if they did use chains to transport units i dont think i would even be modding this game.
Cant tell at the moment depends how many we get finished but its like a 5% not a huge number :).
Note that not all units posted will be in the next release what Avitus means by finished is that the model and textures are done, After that theres rigging, codding, and animations.
Maybe but we will see.
No need for armor its got a shield -_-.
Its a timed mode for now.
its hover in its base effects will be added :)
Its a WIP it will be improved on :)
Yer they Riptide in FA was hover but only had a small gun i based it off the FA Riptide, Version 1 it was posted some time ago here Moddb.com but you can see Avitus has improved it even more.
The Pillars still build units the units aren't just spawned with 0 build time, After a unit has finished building it will be spawned out the front of the pillar also it may only build T4/T5 units Experimentals , These pillars also mite not be used they mite be added in with a side mod.
My answer to this
"Removal of the gantry and make experimentals buildable by the ACU/SACU"
the problem with doing this is build time with gantry's more than 1 unit can assist it at a time, Some people mite think i can add this back in but thats not the case with it a engine function which i can get to.
Any more posts from evanescence4ever will be deleted so don't bother replying to the F**KING RETARTED F**K, and for the record Chris didn't have any part in the copyright it was only a small group of admins on the GPGs forums which aren't linked to GPGs in any ways.
I do understand around 80% of mods never get released but dont worry this wont be one of those.
Maybe read your own comment, this maybe a mod but its highly complex we cant just slap 2 things together and its done there are key components that need to be finished its not C++ its lua which has to be written by hand im basically righting a book here, It was never meant as a insult but you have to understand there's a lot of people that keep nagging for a release and it gets a bit much some times.
Thanks grzybonol for the understanding. :)
Its not a T1 gun ship its T3.
Updated the image with the final design.
Yer a few games have walls but these mainly just works a shields units can still just walk though them, They just add a new touch to the game.
What do you guys think about Yellow Assist beams and a light purple repair beam?
because all factions need naval units just because 1 faction can hover doesn't mean any thing, its was just a cheap shortcut GPG made.
UEF doesn't need 3 tank like experimental's this is a approved Fatboy 1 which would render the old fatboy useless.
Yer sure thing ill PM you the eco scale mod I've finished it test it out see if every think is to your likings.
Dont use both eco mods at the same time only use 1 and i cant see the balance mod installed what ACU has the problem? Does the mod manager work for you?
if your using it the revamp expansion it will work fine if your not it will crash the game, The next version will be able to run with both.
1.21 is the newest update its up on box, moddb has to look over every upload so it takes time to show up, theres no need for the default ai mod this on covers both :)
Ok its up on box.net it will take some time for moddb to clear it, links are at the bottom of the summary.
im still testing the limits to what the game can handle its not alot which holds me back with the ai caps :(, im still working on the ai so it will end up being better and more stable, ill be uploading the normal one for you to try in 10min :).
in the lobby setting set the game speed to adjustable and try playing at a higher game speed try 4x means things will build faster than normal,i can release my mod running on the normal ai if you really want but things like the unit changes and research changes will be the same as they are now :).
what game speed do you play at my normal game speed is 4 the ai normally attacks around 12-14 min, the scale of the unit doesn't effect the normal game at all this mod was made because me and my friends like building a base up before attacking, and before i made all the changes to the ai you would be able to build a army up of 30 units and rush kill a cheating ai, you would need 4 cheating ai to come close the the revamp ai, the ai can still rush you play on the smaller maps and give them a higher income bonus, i play up against 1 cheating ai with 300 income bonus not alone though with a friend, thanks for the feed back give the new update a go let me know how it goes.
I made the ai build up well defensive bases so it takes you some time to brake though, just like if you were playing up against a human player the idea is you cant rush kill the ai there for you hold back and build up resources to build a army that can brake though there defense, 1 or 2 ai players should be all you need on any map the less ai you have the better game speed you will get, but about the exp bases that the ai builds there will be some improvements in the next update that should stop them going nuts which will be out in a day or 2.
yer the buildings count in the unit cap but you can change the unit cap up to 2000 which gives you the room to build plus the AI will build 3X the amount of units.