Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
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Revamp Expansion Mod 2.0 Alpha 1.4 | Locked | |
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May 29 2016 Anchor | ||
Please Use this thread to post any bugs or suggestions about RVE 2.0 A1.4Please only report bugs and balance suggestions mentioning missing features and abilities doesn't help us the mod is a Alpha so these are bound to be there.BUG LIST AND THERE CURRENT STATE FOR NEXT RELEASE CHANGES/FIXES • Show Venterancy Level button added, prints the selected units Rank to the screen
Edited by: OverRated |
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May 31 2016 Anchor | ||
I'll start since I've been testing this mod recently... EDIT: There is one bug that is completely unrelated to this mod: Supreme Commander 2 thinks that the Steam Overlay is enabled even though I disabled it in its properties menu. When I use F12 to take a screenshot, it saves it to a folder outside of the SC2 screenshot directory. I tried verifying the game cache and testing without the mod, but this bug still occurs. This does not happen with any other game I play or any older versions of the mod. ----------------------------------------------------------------------------------------------------------------------------- Now on to the mod bugs: Bug #1: The front of the Cybran Warp Pillar does not allow generators to be placed where the experimental will be coming out. Screenshots: The generator cannot be directly placed where the experimental will spawn... But if I move it out of the way, I can place it. Maybe this is to fix the issue with the experimental unit floating if the pillar is completely surrounded by generators. Bug #2: The Cybran Nuclear Silo's panel in the research tree is missing the blurb that tells what builds it. It is supposed to say "Built by: Commander or Engineer." Bug #3: The Axiom costs 4 research points to unlock, but all of the other T3 Cybran Land units cost 9 research points. Edited by: malurok97 |
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May 31 2016 Anchor | ||
One thing that bugs me and my friend who play with this mod is the Anti-ACU 'field'. Would it be possible to make that optional or have some way of turning it off? |
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May 31 2016 Anchor | ||
cheesy_fof wrote: The next update it will only be active for a set time similar to a rush timer. malurok97 wrote: Those are really RVE bugs that more a bug in the warp pillars mod or could be how i made it i can't remember lol. -- |
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May 31 2016 Anchor | ||
OverRated wrote:cheesy_fof wrote: Ah, that's cool, thanks For example, I've set my LUA settings to buff mass income by 1.5, meaning a T1 mex brings in 3 mass by default. When you build an energy generator next to the mex the income from that mex is lowered to 2.1 instead. Removing the energy generator simply lowers the rate to 2 as it would be without the lua settings, meaning you have to rebuild the mex in order to get the increased income again. Edited by: cheesy_fof |
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Jun 4 2016 Anchor | ||
With ACU destruction headless (built cabin salvation ) comes the sound of a nuclear explosion |
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Jun 5 2016 Anchor | ||
Hi, I didn't see all the messages but a "ctrl+f" didn't get me anything so : BUG : Edited by: grozozor |
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Jun 5 2016 Anchor | ||
grozozor wrote: The heatseeker's long range missiles do not track no tactical missiles do, and what experimental artillery destabilizing ?? cheesy_fof wrote:OverRated wrote:cheesy_fof wrote: Yeah ill look at fixing that. -- |
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Jun 5 2016 Anchor | ||
OverRated wrote: |
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Jun 5 2016 Anchor | ||
Well for one a tech 1 engineer shouldn't be able to build it lol are you playing with all research unlocked? you need to upgrade your engineers or build better tier ones even when all research is unlocked you will see the icon down in the left hand corner. -- |
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Jun 12 2016 Anchor | ||
I have a problem. My MM is acting up, and I'm wanting to play without the mods for a little bit, but do not know how to take them out. Any help? |
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Jun 27 2016 Anchor | ||
Bug: When clicking the T1 icon it in the Land Factory, the cursor gets stuck so that you can't deselect the factory without pressing RMB or ESC first, as if it is waiting for an action to be completed. |
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Jun 28 2016 Anchor | ||
Bug 1: T2 and T1 mass convertor have the same cost. Bug 2: UI builds many naval factories, but does not build any t1 naval units. P.S: can you move exp buildings in tier 3? |
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Jun 28 2016 Anchor | ||
bzek wrote: 1. already fixed 2. already fixed 3. no -- |
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Jun 29 2016 Anchor | ||
and AI likes to build MANY mobile AA when the aircraft is not present. |
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Jun 29 2016 Anchor | ||
bzek wrote: already fixed -- |
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