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Rtys8
Rtys8 Aug 13 2012, 8:57am replied:

Please add one from Avitus. He says he cant add new weapons to existing units.

So that explains why SACUS arent used by the ai.

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Aug 13 2012, 6:21am says:

Actually, can you guys post in the faq,the technical details what can and cant be done?

Eg.like editing anything other than stats for existing sc 2 units.

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Aug 9 2012, 9:50am replied:

Hmm it's for balance reason, but why not try giving yourselves some freedom?

Just designate Experiementals into 2 kinds.Minor and Major. early game orlate game.

+2 votes     media: New Cybran bot XP v4
Rtys8
Rtys8 Jul 28 2012, 7:32am replied:

It's a bad change i say.

No more can i see my colossus's foot squashing a building now.

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 27 2012, 8:04am replied:

Hmm we are currently suggesting upgrades and researches to give the units more combat profiency and distinctiveness.

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 27 2012, 4:28am replied:

except this stopped being true when the Massive trait was removed.No more stomping and squishing on smaller units and buildings.....

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 25 2012, 9:45am replied:

Uh i think he has a point.

There were strategies that allowed the ACU to be viable for battle in the past. A pity the current generation of ACUs cant stand too much attacks.

Note- as the battle drags to Mid to Late Game, the ACU is literally useless in combat,unlike FA.
It gets useless in combat progressively.

Upgrades don't help that much.It's a Design problem.Maybe the right upgrades will help...

Mind if you start a thread in the suggestions about it?It's getting lengthy.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 24 2012, 3:22am replied:

K, my idea was about the said to be ported Seraphim Units.I have a way of incorporating them without having to make a new faction.

If this gets in, it will be the next BIG update.Or,at least,a 5th way to end the game.(Seraphim Overtech)

(But i think it may just another mini tech tree within itself that isnt too distinctive,but it works with the ideal of having FA Seraphim units back in a way.)

1 ,never mind, the costs have to be tinkered then.
2 being possible will help.
3 i dont know how it will help yet, but it's will work for another idea i had for Aeon or UEF.

Another two questions.

Do you guys have any idea how much is "1" Research Point exactly? Given there is a economy tab bar mod,i figure i can devise the costs in my head somehow.

1.Is it possible to add an extra tab on the research tree sections?

If not, i can still work around that.

0 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 23 2012, 8:21am replied:

And one more, just in case for an alternative formula.

Can a unit cost Research Points instead of mass or energy?

0 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 23 2012, 8:14am says:

I just got a new idea, but i need some technical details.

Is it possible to spawn more than one unit from any building?

Is it possible to change a unit into another unit?

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 23 2012, 7:08am replied:

I'll need to hear the specifics, those are 3DMax Models right?Which version?

Although, i may not be able to texture,no experience in Photoshop.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 22 2012, 11:13am replied:

Nah, originally i was thinking of getting my bro to model my suggested units or even learn it myself,but it wont be much use if i cant just pass the models to you guys.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 22 2012, 7:23am replied:

oh i see, pity then, my bro can model,but it cant be used,nvm.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 22 2012, 12:39am replied:

What's an LUA?

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 21 2012, 10:43pm replied:

My new suggestions for the upgrades and abilities are going to promote veterancy and commitment to a unit.

Since the upgrade tab is there, why not?
Btw, I wanna suggest a Research Tree Layout for the factions.

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 21 2012, 9:00pm says:

I see you closed the abilities thread,was gonna suggest alot of upgrades and ablities.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 20 2012, 12:56pm replied:

Hmm, yeah,that is a problem that wasnt there previously in FA.

Experimentals used to be strong enough to crush even a decent defended base, but SC 2 introduced a whole new classification system.Major and Minor that is.

Though, still, these super units shouldn't die that badly fast.This problem was already there since vanilla SC 2.

But yeah, those Proto defenses are just too strong,too cheap and easy to make,
they have like T 3 power,for lesser research costs.

(These were what Upper tier turrets were for.
By the time your opponent manages to get to EXP Tech,you should have had T3 defenses ready and preferably with an army to defend against the enemy experimental.)

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 20 2012, 9:31am replied:

I take it that the real release might have an even grander and bigger artwork?

+1 vote     media: Cybran Wallpaper
Rtys8
Rtys8 Jul 20 2012, 8:46am replied:

Btw, see my new thread in the suggestions to get what i mean by my 1st suggestion.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 20 2012, 8:32am replied:

Actually, it's half/half for me.

While i do want to see them back,but at the same time, in the spirit of the revamp, i think it would be several times better if.... they were reimagined or even reconceptualised.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 19 2012, 10:18am replied:

Aww crap i would have wanted to see the Ythotha and Yolona Oss though.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 19 2012, 9:49am replied:

I see, that makes sense,these happen to be quite minor things compared to the main aspects.

But,when that time comes,you guys should open a suggestion thread.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 19 2012, 8:31am says:

K, this might be a pain in the ***,but i honestly wanna ask.......

Do you guys plan on adding to the end game options on Nukes and Artillery? And i mean like adding originals Nuke or Artillery units.

Btw, I mean Tactical Buildings.

The End Game options of Supreme Commander is usually this,

1.Armies
2.Experimental
3.Artillery
4.Nukes

By far, I see Artillery did get revamped a wee bit,but i see the T2 artillery units did not get ported over.
And the Aeon's take on Tactical Missile Building actually can be very interesting,if only it was made "Experimental".

As for Nukes, i was thinking the archetypal Tactical 1 button to wipe off the enemy idea does not really work here,when your enemy's base is heavily defended and happens to be mega sized.

So why not a different kind of Tactical Superweapon Building?
In Universe at War, their Endgame units were comprised of Tactical Superweapon Structures.

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 19 2012, 7:09am replied:

Hmm as far as i can see, in theory , the factories unit itself probably cant be modified.
The old Factory models had a design that distinctively showed what tier it was upgraded to.

(It also was pretty interesting to see them upgrade by "expanding" the extra Fabricator component.)

+1 vote     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 17 2012, 7:33am says:

Will Upgradable Structures like the old Mass Extractors ever come back? Frankly,even visually for the factories i think they still can have room for extra fabricator beams.

+2 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 17 2012, 7:09am replied:

LOL.

+3 votes     mod: Revamp Expansion Mod (RVE)
Rtys8
Rtys8 Jul 13 2012, 9:49pm says:

Why not try basing some naval units of the lobster or crocodile?

+2 votes     media: Cybran Dreadnought Head Re-work
Rtys8
Rtys8 Jul 11 2012, 10:31am replied:

As for your Idea,Hmm i think here's how to do the intimidation,yet not scale back on the tech.

Create a bigger transport! A transport,but not entirely one.

Hmm a Mobile Army Assault platform? A Sky Barge?

+1 vote     media: Cybran T1 mine
Rtys8
Rtys8 Jul 11 2012, 10:24am replied:

That's because the Illuminate are the only ones with the anti gravity tech designs to hover during the time of the story?

And half of this game is powered by Rule of Cool?


+1 vote     media: Cybran T1 mine
Rtys8
Rtys8 Jul 11 2012, 10:20am replied:

Except the Aeon should be the one with the mobile omni sensor,since they had the Omni sensing FA XP Eye of Rihanne .

+1 vote     media: Cybran T1 mine
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