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This is something that we are aware, unfortunately right now I don't have any idea on how to fix it. We believe that it is related to assist/repair orders, which seem to be only coded engine side, which means that unless we come up with a clever work-around, the bug will have to remain D:
Im at a hard limit, so I generally dont have much more I can add. I would like to add new maps (which is impossible) major UI overhaul (which is impossible) so right now what can I do?
Well I aint dead, but I'm coming into a massive hard limit into what I can do or mod into the game. Most of what I want to do, I can't unless someone can open bdf files
Im doing this because the units are too small, and the economy flows better if its drain based. This is my simple opinion, various other people may agree with me and some may disagree, If you prefer to play vanilla SC2 then go ahead. Not all people find vanilla SC2 fun as it stands. Respect peoples opinions and motives for modding and move on
Be carefull when shrinking the plants, not all scale well enough. Scale them down by the same ratio as your units, and most foliage is spawned underground and is mainly invisible- I had a problem with this in some of my earlier builds.
Unit cap can be tweaked by going to C:\users\username\appdata\local\gas powered games\supreme commander 2 (Vista, Windows 7) or C:\documents and settings\username\application data(or one of them)\gas powered games\supreme commander 2. then opening game.prefs with notepad and changing " UnitCap = '1000'," into whatever value you want.
Carpet bombing aint fully implemented yet :P, still only in experimentation phases.
Have you had a look at my Engineers_economy.bp in my BP.scd, because in my eco mod, the AI does eventually build quite a lot of power plants :P
Thank you, your welcome
This part contains all relevent script and code files for the base game. This means that the new economy system is in place for all original SC2 units (both DLC and non-DLC). The extra units from FA etc will be ported (again) so that they use the current updated economy
Aye. But a picture means a thousand words XD
That is something that is being considered. Although an alternative system to both FA and SC2 is being considered since tiers would be difficult to implement into the stock game given the lack of units AND the difficulty in adding it to the UI
I solo because it allows me to develop a wide skillset. I like it because I do enjoy the challenge and the benefits of doing everything.
It seems a little Ironic that the picture for a "Balance Mod" is one of a pair of unbalanced scales.
The Naval Expansion Pack is an addon for the Scale mod, so yeah it can :P
re-scaling of units takes place in the units bp, if you've managed to change the hp values etc. then I assume you know how to edit the individual files /save em et. al. so if you wish to scale the units size that is done by UniformScale = [X] somewhere under the display section - to scale down, you should multiply the value say if it was "uniformscale = 2," to something like "UniformScale = 2*0.36,". The other effects get a bit more wordy, so I will most likely post a tutorial sometime later. For adding new units, see this tutorial Users.skynet.be
I occasionaly get desynch problems (with my own mod) and with vanilla, so it might not be a mod-side problem, more or less internet related or a problem with the core game itself
This mod works in the campaign guaranteed, it even allows gamespeed changes in campaign (which i dunno why the developers cut it out). Give me some time (cause this is a 1-man project) and you'll find a lot more FA units.
For the time being, could you just use the normal command mode, i'll have a look into build mode to see what's going wrong when I get time
I think you must be the first to have these problems, perhaps the download got slightly corrupted :S. Im uploading a hotfix anyways that fixes gantries etc. hopefully that version should work :/
The AI has not been touched on at all regarding what units they build, currently, I dont think the AI builds all experimentals available to them in both this and vanilla SC2 :S
would be a huge piece of work, and would require being able to mod the UI completely - cause theres only 3 building tabs, no real capacity for upgrading, maximum units per tab is 10, and factories only have 1 real tab, there are about 200+ FA units, regardless of work, theres not enough space in the UI to do it; and more importantly the UI is near to impossible to mod. :(
Next version is getting mass extractors nass produced doubled, I may add in functionallity that increases the mass rate over time. :D
Ideally I want to be able to add new tabs to the UI and set up the old tier system if I am to port a lot of units, although it may end up being extremely difficult as most of the current UI is uneditable, though through other tricks it may be possible to work around this. As for research, none of the things are unlockable by research because the unit pack(s) are as of now standalone (making them unlockable by research means creating a whole new lua.scd which would mean creating a whole new mod for this purpose) :/
Currently, all the extra units etc. are being created as an optional addon for the base mod. Providing that I can successfully mod the UI / do some clever tricks, it would be nice to have all the FA units in SC2 :)
You havent correctly redone the mask, the colour pads are too reflective when compared to the SC2 equivalent, and most of the black areas are too reflective also.
are you going to be using my Megalith or are you going to start it from scratch?
thats actually at the discretion of the modders who produced blackops etc. the problem is is that they didnt really want me to port it see: somewhere down here Forums.gaspowered.com
If and when I get better at modeling / animating, I will try and create my own custom units :)
Thank you for your feedback. In response to your question, here is my tutorial on how I ported units from FA to SC2 Mediafire.com It involves copying FA models and script files, and changing certain variables, and then redo-ing textures to make them compatible for SC2.
In response to your suggestions:
@1. I will bring back the harbinger along with the megalith, brick, fatboy and percival (when I get around to finishing it) and will be released as a standalone pack
@2. Since there is a monkeylord available for purchase in SC2 (as DLC), porting that particular unit may have complicated legal issuses, so I am sorry to say that I can't -- If you think about it, your getting something for free that others have paid for.
@3.Yes, I'm gonna be porting that today :)
@4.Yes, all factions are going to get a navy boost :)
I will try to see if Seraphim can be correctly added, there may be an issue because there might not be a shader I can use to render them as good as FA
If you watch this space, you may find a new version released within the next week or two- simultaneously with the naval pack, as I've added some tidbits of code that make porting new units easier.
they look better when fully ported see:http://www.moddb.com/mods/scale-mod-fa-economy/images/fa-comparison-2 for a sneak peak. Ive also found out more or less fully how the textures work, this pic above was an initial test. current version is a lot better
If you mean the lines between the blue bit, then yes; all the faction colours are different now.
odd, cause it was working on my end :S
Though ive had this working since like 0.5 on mine :P
Um, drag and build, and they then just sit there and block enemy units?
left actually. This screenshot aint really do justice, so I'll try and upload a better shot to show how much of a real change this is. You can sort of tell that the lefts higer details by how easier it is to spot individual patches of dirt. The right might look nicer as a shot, cause the normal map ( what causes the dark and light shine) is a lot larger, hence more profound.
Also, look at the full size image if you can, it should become a lot clearer that way
here, fixed in .78C