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If you cant use the mod manager then install it manually i made a video about this ages ago Mediafire.com
The building are the same size as FA all the units i ported remained the same scale.
Yep thats the plan i mite make this a side mod so people can have both.
--__-- its 1 scd file because you load it with the mod manager.
The new commanders still need work so there not replacing them yet but they will for release.
Try again now seem to work problem was moddb messing around.
Yes Theres AI support added to the mod.
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.
LOL that could happen the old FA air craft carrier was crap any ways.
The ACU isn't ment to be as big as a experimental its bigger than a basic land unit.
Have a look here full unit list of FA
Yep the old ACU will replace the old FA SCU.
well we don't know yet for sure but it will be balanced into the mod.
No not really it will be slower moving that the other ACUs for that reason also slower on attack as well because of its armor.
Yes that texture is going to be updated for the new weapons.
The one large file is a scd and its made for the mod manager you can open this one scd with winrar and you will find the normal 4 scds in side.
if you click on More Downloads >> you'll find a small tool that you can set the cap they didn't put the cap settings in the game >_<.
Yes it could be done but at the moment i have to many things to do, but it will be looked into.
:S The only ported experimental naval unit missing Atlantis it been ported but theres no reason for is unit in SC2 would feel no part in the game play.
Another team is working on a WW2 mod for FA but no we wont be going into the modern or ww2 side of things high tech units only there are other games that cover WW2.
UEF doesn't need 3 tank like experimental's this is a approved Fatboy 1 which would render the old fatboy useless.
The desync wouldn't be related to the mod or maps i play hours on end with friends a never get 1 desync make sure your using all the same mods and versions and also don't use to many AI's if you fill a map up with AI players this could be why also.
We well get to the projectiles after but the FB will be replaced with the hover one.
Oops about the Illuminate Air Factory that would be because i did a update on the units and forgot to add that back in >_< sorry.
"Reduce the Range"
Yes this can be done i mite just create a small addon mod for this because some people mite like the normal unit ranges because even know the unit scale was bigger in SC2 GPGs never changed there ranges so there still around the same as they were in FA.
"An Option in the Exclusions Options to turn off the Sup Com 1 Units"
This isn't possible because all the UI is hard-codded so i cant mod the in game menus but maybe i mite think of away this mite work but still the research tree will be a mess after i finish working on it. (BUT A GAME WITH OUT THE PORTED UNITS ISN'T REALLY A GAME AT ALL LOL)
"Screen Shake from Artillery and other screen shaking units be removed"
Yes just type this in to the console when in game "cam_ShakeMult 0" or if you want them turn down a tad just 0.5. 'Z" to open console
The balance will work with both DLC or none DLC games, and no when u downloaded the DLC it would of replaced the modded DLC scd so if your using the manager just remove the mod and add it back in, or if your just replacing the scds in gamedata just do a copy and replace again.
This is fixed already your using the balance mod right? i missed the Soul Ripper II when moving the balance over to a standalone mod.
Its probably random all to do with what cap your using to if your using a cap thats low or the AI has built to much base they don't leave any more for units blame that on GPGs. lol
good idea then we wouldn't need to get the tracks working HAHA
LOL i guess you guys have never played FA or you's would know the model.