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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.
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.