Please read below for install info and full change log
How to Install
Run RVE_Installer.exe which is included in the mod click install then click Launch
Change Log (Alpha 1.1)
CHANGE LOG
FACTION CHANGES/FIXES
UEF
- Mavor Elite Radius increased to 1800
- Jackhammer has also been nerfed
- Repair arms on energy increase in repair time the higher the tier
- Phoenix Attack Bomber model refinements
- Scale changes made to Tier 1-3 land and air units
- Scale changes have been made to Naval units
- Fixed T3 mass convertor having no build texture when building
- Annihilator and The Hammer have been changed from Land to Amphibious
- Fixes Armored Fortress not being able to build
- Noah unit cannon can't build T2 or T3 units
- Fixed Land Tier 3 Anti-Air/Regen Upgrade tooltip
- Updated the Continental build icon
- Fixed the Field Engineer not being unlocked with its research
- Fixed the Riptide X targeting
- GPG Aegis has been removed
- Fixed Pac missing the afterburner ability
CYBRAN
- Avalanche II damage changed
- Temp-Fix for the Soulstorm units blowing up on unloading
- Fixed Proto-brain build cost typo
- Fixed Ported naval units walking on land with no legs
- ACU Build Rate Bonus Research has been nerfed from 10% to 5%
- Area Damage Research unlock for the ACU has been removed
- Codename 8 Point Defense damage changed
- T3 AA bot Added
- Fixed T1 mass convertor crash
- Adapter moved to T2
- Raptor model refinements
- Fixed AI crash when using the Skiadrum
- Skiadrum mouth has been changed to always stay open until later model updates
- Scale changes have been made to Naval units
- Brackman's damage radius has been reduced
- Phenom icon has been fixed
- Fixed the R1 Ion Reactor build axis
ILLUMINATE
- Fixed regen missing from T3 land units
- Fixed the Oblivion T3 PD firing backwards by removing it all together
- Asylum teleport range has been increased
- Added experimental nuke launch station to build restrictions
- New T3 Point Defense Added
- T3 mass extractor cost changed
- T1 AA upgrade added for Harvog
- Scale changes have been made to Naval units
- Fixes Ahwassa death bug
- Fixed Illuminate structure T2 health upgrade not having any Prerequisites
- Fixed Naval Units being built invisible
- Fixed Naval Factory missing Tier levels
- Fixed Naval Factory missing animations
NON FACTION SPECIFIC CHANGES/FIXES
- Experimental push radius have been fixed
- Fixes Adjacency not Appling to T2 and T3 Factories
- Fixes gunships strategic icon showing up as a Naval ship rather than a gunship.
- Fixed Strategic missile submarines not being able to build nukes (Requests base nukes to be unlocked)
- Codded added to save Mass extractors Tier levels when being captured
- Units that have no death animation now leave a default wreckage stack
- Fixed when factories are pauses to complete build tech upgrades there build animations don't stop
BALANCE CHANGES
- Tier 2 / 3 shield halved in shield health and resource drain costs, regen has been nerfed by 100
- Tier 1 PDs / AAs have been halved in damage
- T2 Mobile Land Shields have been rebalanced.
- Experimentals veterancy lowered in both experience needed and buffs
- Mass extractor veterancy levelling removed
- 15 second cool down has been added to Hunker
- Adjacency Rate of fire buff has been nurfed
- ACU Health Rebalanced
- Research income on Research Stations has been halved
- Mass adjacency have been added for gantries
- Tier 3 Artillery Radius decreased to 700
- Energy adjacency has been added for both Mass extractors and research stations
- Max Build Distance for ACU's increase from 15 to 25
- ACU movement speed increased.
- Overload has been added back onto T3 shields
- Experience per kill on all units has been balanced T1 units give less Experience when T3 gives more
- Friendly fire has been turned off on normal Tier units
UI CHANGES
- Team Color Pink has been darkened
- Resource Sharing for max energy amount has been increased to 500000
- Fixed Sharing UI not being able to be closed in skirmish games
- Fixed the Eco Panel not showing the right research per tick
- Fixed Grammatical errors in loading tips
- Fixed Eco Panel displays "+-1" instead of "-1"
RESEARCH TREE CHANGES
- Factory / Engineer Tier Research Tree Unlocks removed and now apply when unlocking Tier Research Module's for each sections
- A Research upgrade has been added to the Research Tree to double research income
- Movement speed research tree unlock added for UEF ACU
- Multiple ACU Research Tree Changes
- Multiple other Research Tree Changes
KNOW PROBLEMS / NOT BUGS
- Mod manager doesn't work (The current mod manager is old and doesn’t seem to like large mods, please use the RVE mod loader included with the mod)
- The RVE mod loader doesn’t find mine Supreme Commander 2 install (The loader doesn’t support cracked version of the game.
- Adjacency beams clip through ground cutouts (This isn’t a bug just how they work as SC/FA didn’t have cutouts this problem was never seen.
- Rift Cannon UI storage size is wrong (This is hard codded to the UEF Noah Unit Cannon)
- Class 2 Experimental Research Module is unlocked from the start and its free (This is unused for the time being)
Here I go! Downloading now for awesome!
"Unable To locate an official instillation of supreme commander 2" message pops up when running the RVE_Installer my install is under steamapps folder
The installer runs from your registry so if you don't have a brought copy the installer can't locate your game, This is simple loader the next version will have a option to locate your program files, also the new mod manager will be started soon this installer is only for the time being.
bought as in retail disk version? as i bought steam version??
Try doing a manual install for now, Extract RVE.zip into your gamedata folder, once i get a update of the loader i will upload it.
OMG ******* awesome, amazing job guys! I would love to make big multiplayer matches with this mod! Any chances to make an official ''revamp'' tournament just for the fun of it? I think that would be cool. :)
thanks alot for the patch! was needed :)
but why isnt dragon speed increased? and why are ACUs so nerfed? they are not that strong anyway nerfing them like this will only leave them as a support unit and no longer an front line unit for offensive players.
The UEF commander is capable of straight up going into the enemy base and killing their com with out any resistance that can counter it without just feeding it xp, it can literally take on exparamentals.
Its a commander not a experimental hobbit haha , ranking the commander up will always help him in the long run.
so freaking balanced now. Ugh thank you devs:D!!!!!
Over rated and the rest of you guys, thank you for being an interactive dev team and a criticism friendly one. I can't wait to play it.
RE: ERRORS WHEN USING THE INSTALLER
*****
This is how the search is performed to get the installation information from the registry:
SteamInstallati Registry . GetValue (@"HKEY_CURRENT_USER\Software\Valve\Steam\", "SteamPath", null);
SupCom2Installati + @"/steamapps/common/supreme commander 2/";
If the installer displays an error message saying it cannot locate an official installation of SupCom 2, then it is because it was unable to locate the appropriate path, as it is assuming that the game is installed in SteamPath + /steamapps/common/supreme commander 2/ .
If your game is not installed in this hierarchy, then please comment with details and I will look into it.
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I have a separate steam library with Supreme Commander 2 in it. I assume that the tool can't be modified to detect that? No worries, I'll just install manually.
The other steam library is on a different drive.
I now you guys busy and ty for great mod and updates but can we expect any new maps in future ? (maybe) ? :)
The map files are encrypted, so it's unlikely that there will be new maps beyond modifying already existing maps and calling them new ones.
But you can try out the Revamp Map Pack if you want:
Moddb.com
Like malurok97 said only way to make new maps would be to find some one to hack the map files, I'll be uploading a new mod map pack soon to get the most out of the maps included in the game.
It would be nice to see the patch notes laid out better. For example, perhaps doing it like
UEF
Military
Notes
Note
Economy
Notes
Notes
Aeon
Cybran
Bugs
Art
Etc...
I for one would really appreciate a more organized patch notes structure. Thanks you for your time. :)
EDIT: It didn't keep my layout too well... The point stands though. I'm not saying my template is best or anything, just attempting to start a process.
I don't have time to rewrite a change log.
I'm not asking you to re-write this one. Simply making a suggestion for the future. No need to be curt. I'm a fan of your work and love what you're doing, I give the feedback not from a place of arrogance but of passion. Sorry if I have offended somehow.
Wasn't meant in a harsh way dude haha but ill rather spend my time working on the mod , feel free to organize it and I'll use the same model for the next release, if I get time I'll make a new log but most people know I hardly do logs haha.
Ive been wondering about the new functions of the Mass convertors as a support building, so far:
- Adding them to any factory gives reduced Mass cost(slight tho)
-Adding them to shields gives more Shield capacity(while generators give regen)
-Adding them to Mass extractors doesnt give any appearent bonus (?)
-Adding them to Research Centers doesnt give any appearent bonus (?)
-They cannot be added to turrets
It'd be a little silly to put Mass Fabricators next to a turret array, at least in my opinion. UEF Energy Generators heal stuff, so the added buff is just extra encouragement for me.
so i have an question if you acu rush there will be an warning popping up saying that acu countr measures are on what are these counter measures i know the acu got nerfed alot (which was really needed but hunker should have an bigger cooldown) again i wonder what happens if im at the enemy with the acu do the enemy buildings that surround my acu get buffs or what does this warning mean????????
As RVE doesn't not support ACU base rushing, Enemy ACUs gets a damage and movement speed nerf when entering a enemy's main base.
Downloading!!!
Awesome!! Friend and I have been playing this since last night. Much slower pace than what we're accustomed to (RVE 1.1 + Unitport). Thanks for your continued development of this great mod!
I have a question. Many times, the ACU becomes unresponsive when faced with several incoming enemy units, not firing on anything, instead, doing nothing. Is this expected behavior?
When i try to set the unit cap with the installer it says UnitCap.Txt is missing
Create a text file in the installer directory, named "UnitCap.txt". In that file, input the desired unit cap value. Valid amounts are 250, 500, 750, 1000, 1500, 2000.
For whatever reason, doing that still generates the error for me.
Ah, I've been using the separate file "SetSupCom2UnitCap.exe". Trying to set the unit cap using the RVE installer, I have the same problem as you. I'm not sure what the process is, using the installer.
should work properly in the next release.
Tried using that one, I think I either forgot or launched vanilla or something where I borked it, because it didn't work for me. Still crunched the AI. Annihilators and Hammers are surprisingly effective for EXP1s.
Good morning friend your work is amazing is to be congratulated, so far not seen any bug.
Amazing work and developer attention to detail.
Thanks for the support :-) .
Hey I wanted to know if there is a possible fix but about around 40-60 minutes into the match my game crashes for an unknown reason. Not sure what it could be at this point.
Hello guys. My game crashes around 40-60 min too. + I have found several bugs. As Illuminate the cost of the Tempest experimental battleship is too low, and if i try to build it the game crashes. If i would like to build a experimental sea hunter 1 mins after its done the game crashes. Thats all right now, i'll know you if i found more. Btw awesome work there, I really appriciate the hard work you guys do. :)
this is the bast mode ever....wooow guys thanks a lot
Release notes have been updated.
it works with 1.250 ver?
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Hi mam problem mod I used as it is written in the manual when loading games but game crashes and unresponsive please poradte where the error is thank you.
Is there a place to make unit suggestions?
Unless you already have plans for UEF Exp Air,
can I suggest that a unit be something of a heavy
anti-air piece? "Condor" Comes to mind.
Maybe another could be some vastly imporved AC-Terror,
But maybe slower and more oriented to the already estanblished
"kill you from way over here" kind of use.
Everything works but with bugs companion refuses to take off with the game crashes!
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