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Don't worry the main gun could have a upgrade to a dual barrel.
1st units is a god xp which are T6 units they will be added later on, 2nd one isn't in game yet needs a few more hours of work.
The AA and Gun upgrades i do plan on making new icons for.
Ill be posting up the real tree some time this week so keep a eye out :).
They replace quantum gateways which where from SC/FA.
no or you would run out of anti-nukes when you really need them.
I don't know where you read its a cannon buts its a EMP NUKE. Supcom2.wikia.com
LMAO have you been under a rock O_O
Could you test it for me which shield and what faction ?
Umm never had that problem and 1.1 was tested a lot before it was released in stability.
I can replace units yes but modding SC2 models like say adding weapons to a existing unit isn't possible with out a lot of work.
It takes your engineer and replace it with a ally's engineer after the conversion it gets change to there control, and yes there wont be no gifting and even this i may not add.
I'm waiting on some new models for the resources sharing and no date yet for 1.2 but i putting as much time into it as i can.
I have added a poll to the main page should be up soon, I may remove cross faction building.
You could do the same in FA so i don't see how its overpowered.
I cant mod or touch the SC2 UI so i cant remove it sorry.
we may add damage to it we are unsure and no it wont affect experimentals as there to large in size.
RVE 1.05 no longer works 1.1b was released yesterday and will show up in the Downloads list soon.
Leo burnie222 is right in a way the Mayhem MK.4 has a head, 2 legs, 2 arms and fork like cannons haha, This design is fresh and wasn't based off the Mayhem though.
wants the fun of that :D haha once the model done im going to go over all the rules of this unit.
Its not a SCU its a ACU
Maybe just the feet looks a bit cybran
There wont be T1 or T3 only T2 and the 2nd arm is a upgrade, Its fully automatic it doesn't build its a support structure.
i has one if you watch it closely and it does take out trees :P.
Carpet yes, If your talking about the aeon bomber thats been removed and will be added back in down the track, There will be no more new UEF XP units until the reversion on the ported units are done.
hunter in FA was a small chicken bot HAHA
Sorry if that come off wrong, Balancing doesn't need to be in the FAQ because it states on the main page none has been done.
If you look on the main page it say balancing 0% so what do you think that means?
Yes you can spawn any all unit id even one like the build scaffolds.
Yes 99% of these models are made by Avitus12 :), there are a few made by leosake just look at the posters name it will tell you the creator.
We are thinking of that as a upgrade which can be unlocked, This version is with out any upgrades.
The kriptor why would you want more kriptor looking mechs each unit should have it own look.
Yep we liked that mech so much we thought we could create it a brother.
None of the SC2 units will be replaced the ACU will be in time even then that my be a side mod, Also we are remodeling some SCFA units but also added new unit that are based of thought.
They do look a bit like air units lol.
There will be a effect in the center.
The Sooprizer i missed adding a new beta ill be releasing next weekend, The Czar and the fatboy are land built XP there built by the ACU and engineers.
I think you didn't read the Info -_- use the tech toggle!
Thanks to Avitus i can now finish my mini mod which will be released around the same time as revamp 1.2 :).
Because of the smaller scale units the map textures will also need to be scaled down so there clearer which will make the unit a lot easier to see as well when zoomed in the HD textures will look around 3x better.
depends if we can get pillar to spawn when the map starts.
Keep it but i wont be using it cbf.
We will only be using the latest updates we post and we haven't got to Aeon yet they will be last.
Muzzle flash needs some work :D
NO...AND NO --__--
The mods not even in Beta yet so i cant give a date or time frame sorry.
The weapon hasn't been finished but yer we could do that.
I didn't think the team colors were any different in campaign?
Will with replace the big rockhead tank called the Devastator, The same name will be carried over.
Yes that texture is going to be updated for the new weapons.
Version 1.8 is hell old the latest version is 1.24 the exe hotfix brings it to 1.25 both version will work.
Thanks for the confirm Joker :).
you can just add that to the manager or copy it into your gamedata folder, Or hold off there will be a small update release very soon i need these problems fixed so i can get to work on the big upcoming release.
No ETA at the moment i plan on redoing the research tree before i release the next update.
Can you try going to settings and setting your SC2 folder and see if that works?
No the 2 research stations to the left are turned off only 1 is active.
Sorry that wont be happening i help RK4000 out with his mod when hes stuck on some think a part from that we rather go our own ways.
For now it will be left the same as it was in fa but the cost of the control center isn't cheap its along the same price as a monkey lord.
Thanks im looking into creating some new units soon well ill give it ago im not the best in 3D Max, If you have any ideas for any units and can create them ill happy added them into the mod.
Are you running a non English version of windows?
The get the units IDs and stats just open up the uncompiled_lua.scd for normal units and the z_uncompiled_lua_dlc1.scd for DLC and shadowed units, The ENC files doesn't need to be opened. To see how the merge mod works i have added a Template Mod to the download selection.
If the testing goes well then next week, If problems show then it will have to be put on hold till there fixed.
I have no problem with small tweaks for personal use, You can still tweak the units but the balance has been removed from the revamp expansion mod and now is in a stand alone mod as you can see in the screen shot.
There no need for tier factory's there 2 unit unlocks per tab in the research tree BASIC and ADVANCED so basically you start off with sc2 units the you can unlock basic classic units then ADVANCED classic units, just like how tiers work, but the upgrades apply to all SC2 factory's.
the same way as the mod :)
Yes every think is scale down aspect the experimental units, what do you mean by teleporters to warp in sub commanders ? they already have jumpjets and teleport abilitys.
Like i said this fixes all the main bugs that were in beta 1, the only main problem with beta 2 is the classic unit cannon doesn't have a icon and hasn't been added to the restriction list, and the cybran SACU research tree is missing 2 icons, the classic units building out of the SC2 factory's isn't a bug.
its 128mb to some people they mite find that big but remember it holds textures and models so there's no way to make it smaller.
yes still builds
the stats of the units will all be changed to fit in with the mod.
Its a ship from FA called the Neptune redone in SC2 colors
The units in FA don't use the same textures in fact and they must be converted to even work on supcom2, that's why the units end up looking like this to get them looking they way they should whole new textures need to be made to fit in with supcom2 system, if you test try the textures from a supcom2 unit on a fa unit they look 10x better because there made for the engine.
with out the UI it looks like this and the buttons dont work.
Not in game yet.
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.
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.
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.
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.
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.
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