Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

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UnitPort RVE Addon (Games : Supreme Commander 2 : Mods : Revamp Expansion Mod (RVE) : Forum : Mods : UnitPort RVE Addon) Locked
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Apr 28 2013 Anchor
UNITPORT REVAMP ADDON
This page will serve as the "official" page for this addon, as it is neither a full-fledged mod nor an official revamp addon.

STATUS
BETA!
Version: 0.3.1.1
DOWNLOAD HERE

To make it short and sweet...this is a WIP. There's going to be bugs and unfinished stuff. If you want something that's perfect, don't download this.

IF YOU ARE HAVING INSTALLATION ISSUES, PLEASE VIEW BEFORE REPORTING:
Moddb.com

PURPOSE
RVE 1.2 is taking a long time to get here, which is by no means a bad thing, as more time working means a better mod (and 1.2 will be truly phenomenal), but in the meantime, another mod may be useful to hold people over until 1.2 comes out.
This mod will port even more supcom:fa units AND units from various SupCom1 mods and add various features (aka balances/"bug" fixes) to revamp until RVE 1.2 comes out.

REQUIREMENTS
-Mithy's mod support 7
-Revamp Expansion Mod
-Revamp Balance Mod (unless you want some unbalanced gamplay)
-UnitPort, or course!

INSTALLATION

MOD MANAGER
1) Download RVE, RVE's Balance mod, and this mod and extract it's contents to a place of your choice
2) Download CerusVI's mod manager (in RVE's downloads)
3) Run the mod manager. At the bottom left-hand corner, click add.
4) Add the mod support minimod first, then revamp balance, then revamp and finally unitport. YOU MUST ADD REVAMP 1.1 FIRST. You will see that UnitPort takes the place of RVE 1.1 in the mod manager. This is supposed to happen.
5) Check the boxes next to all the mods on the left.
6) Launch

MANUAL
1) Navigate to your steam directory and then your SC2 gamedata folder. Usually:
C:\Program Files (x86)\Steam\SteamApps\common\Supreme Commander 2\gamedata
2) Place the mod support .scd file in the gamedata folder
3) Open the RVE 1.1 .scd file with WinRAR or a similar application
5) Drag all the RVE files into the gamedata folder
6) Do the same with the revamp balance mod and UnitPort
4) NOTE: Make sure you install RVE BEFORE you install UnitPort. In this installation, UnitPort will need to overwrite some of revamp's files. If Revamp is not installed first, then revamp will overwrite some of unitport's files, and you will have a nasty surprise when you start a game...
5) Launch the game normally.

To check that you have installed correctly, look at the bottom right corner of the SC2 main menu. There should be text saying that Unitport 0.3.0.1 has been installed. If this text is not present, you have installed the mod incorrectly.

SPECIAL THANKS TO
LiveorDie (aka Overrated) for answering my incessant questions
Burnie222 for allowing me to use models from Total Mayhem
Asdrubaelvect29 for allowing us to use his models (Experimental Wars, Xtreme Wars)
The 4th Dimension Team for allowing us to use models from their mod, 4th Dimension
Rtys8, HabbaLobba, and Ryzuke as ex-developers

CHANGELOG

0.3.1.1
BUGS
-Fixes not being able to build most T3 things

0.3.1
BUGS
-Mass, Energy, and Research catalysts no longer read in their descriptions as having a negative effect
-Redid the restrictions so that they should be correct now
-Catalyst UI now works in multiplayer
BALANCE
-Hunter has less damage
-Hunter duplicate ability cost increased (a lot)
-Lots of new catalyst types
OTHER
-Unit wiki descriptions all finished!

0.3.0.2
BUGS
-Fixed z_unitport.scd not being updated

0.3.0.1
BUGS
-Fixed some crashes with the catalyst UI (but not necessarily all of them, mind you)
-Mantis size is now correct
-Virutola is balanced
BALANCE
-Land scouts now have less health and more speed
-Ace range increased

0.3.0
BUGS
-The Ythotha is now not invisible
-Marksman now has veterancy
-Fixed EFOF Cleaner strategic icon
-Ported bombers (Ahwassa, Vesinnee, Notha) now accurate
-Fixed Vesinnee strategic icon
-Retribution drones are no longer selectable
-T1 land scouts are now available
-T3 mobile sonars are now available for all factions
-Dominion and Occulus now have cost stamps
-Fixed Zthuthaam strategic icon
-Fixed Hauthuum being in "test mode" (having messed up stats)
-Removed energy requirement for snakebite laser
-Super Triton now buildable
-Fixed Kykhu Oss landing glitch
-The Classic Loyalist will now fire its large cannon
-Fixed many new cybran units having the jump ability
-Redhawk and Warper now have sounds
-Prometheus can no longer fire at ships
-Flying Eyes is now T1
BALANCE
-A general balance pass that touched almost every unit in the game (the only ones that weren't affected were the ones I forgot). For this reason I'm only going to mention very important balance changes, as opposed to all the tidbits
-Permanently removed the MA12, Ehuhua, and Uziel.
-TEMPORARILY removed the Paragon. I don't want to trash the unit, I just need to find a good place for it to fit with the new balance
-The UEF Light Stinger now doesn't get its rocket until it reaches veterancy level 5
NEW UNITS
ILLUMINATE
-Sonar Installation Intel Gathering Station
-Virutola Gunship
CYBRAN
-Corsair Fighter/Bomber
OTHER
-Diplomacy UI! My new masterpiece. Make and break alliances with other players. Press Shift-X to open
-Catalyst UI! Making buffs fun...and random! Increase your score to be able to generate new "catalysts", which then grant you boosts when enabled. Only four can be enabled at a time. Press Shift-H to open.
-New UI textures! Dialogs now look much more SC2-y. Thanks to Overrated for redoing textures
-The resource sharing UI now includes mass, energy, AND research. Press J to open
-For UP's 1-year anniversary, I hosted a contest on Steam whose winner got to name an ACU. This is why you need to join the Steam group, people. The winner was fsfsfs3000, and there is now a Cybran ACU named QAI.
-Regen is now present on all units
-Tarmacs are now on all buildings
-The restrictions list should now work will all UP units
-Descriptions of all UP units added into the Unit Wiki
-New loading tips added (so you don't always have to look at the idiotic ones that come with vanilla SC2. "Build experimentals as fast as you can." Really? We can figure that out after our first game, we don't need to see it a hundred times.)
-A more accurate veterancy system set up for building; when a builder constructs a building, the builder gets half the veterancy than the unit that would kill the building would get. That didn't make sense, did it?

0.2.8.1
BUGS
-Zthuthaam has higher fire arc
-Retribution drones respawn now
-Notha now has experience and new AA weapon (that actually hits stuff)
-Fixede ehuhua emitter
-Made athanah bigger
-Fixed UEF arty frigate having unbalanced health
-The Kykhu Oss flier now has textures
-Othuum now fires
-Madcat IV walk speed adjusted
-Pen now raises up during its being built
-Haemon now builds correctly
-YO nuke **should** now require another antinuke
-Made Classic Storm Strider rockets smaller in size
-New T6 units should be restricted by restrictions now
-Olympus, Tsunami no longer have offset textures
-Prometheus can now target mobile units
-Avalanche, Scavenger smaller
-Shrank the ex-catalyst in size
-Mayhem IV chest cannons no longer have huge range
-Removed second CZAR, fixed vanilla units' descriptions on the wiki
-Fixed crash when ahwassa projectile tried to explode
-Should have fixed crashes with the AI (no guarantees, as usual)
-Scavenger is no longer on all tech levels (in the build UI)
BALANCE
-Snakebite has correct laser damage
-Increased renegade and Gemini damage
-Decreased jester damage and health
-Halved t3 artillery damage
-Increased perses health, decreased ex-catalyst and anode health
-Raised classic Storm Strider AA damage
-Made heavy airships more expensive
-Lowered marmor damage
-Lowered demon damage radius
-Gave the Hellhound and Python personal shields (when that tech is researched)
-Nerfed zthuthaam damage
-Increased hellhound collision radius
-Buffed mavor and rampart
-Increased anode's range
-Increased perses' range
-Increased damage of doomsday and avalanche
-Wyvern AA damage increased
NEW UNITS
UEF
-Aloha Tactical Missile Launcher
ILLUMINATE
-Vesinnee Advanced Bomber
-Serpentine Tactical Missile Launcher
CYBRAN
-TML-4 Tactical Missile Launcher
OTHER
-All seraphim units were retextured to look more silvery (like they were in FA). I also set up team color system so that team color positions don't change, whether the unit belongs to the Illuminate or the UEF/Cybran
-Took a shot at making a custom nuke, as opposed to a ported one. It's not amazing, but if you want to see it, cheat (Alt+F2) and build a Liberator, which has ID ‘ucb0419'
-Additionally, I also ported in the seraphim factory, which is not currently buildable in-game because there's no point. If you want to use it, cheat (Alt + F2). It has id ‘uib0004' and can build the Thaam and Ishavoh (both of which are unbalanced...)
-Did some retexturing here and there
-As usual, new unit descriptions are on the wiki
0.2.8
BUGS
-Sliver and Sea Snake can no longer go on land once LEGS is researched
-Added weapon sounds to the ace
-Fixed Wyvern/Thayath-Hau build texture issue
-Fixed crash with rampart ability
-Fixed nukes not firing from nuke subs
-Heavy Sea Snake and Sliver will now fire torpedos
-Governor Class II now leaves ruins, and is bigger
-Jester must now be unlocked
-Seraphim anti-tactical projectiles on the hauthuum should actually work now...
-Undertaker should be built less by the AI
-Increased python collision radius
-Jester now has hover lights
-Downsized Hades a tad
-Made the trebuchet bigger
-New death animations for the Hades, thahethus, and aeon predator
-Made the wyvern darker
-Thayath-hau main cannon now has more of a water impact sound
BALANCE
-Fixed build time of Executioner Class being too short
-Increased EFOF Cleaner's AA range
-Increased Undertaker's main cannon damage and range
-Increased swatter research cost
-Governor Class II now has a different AA projectile
-Raised Poseidon health
-Increased wyvern damage
-Increased vulture damage
-Boosted barracuda and sliver health, nerfed sliver's damage
-Increased hauthuum build time a lot
-Raised doomsday research cost a tad
-Increased benefactor build time
-Fixed anode health
-Increased sliver build time
-Increased disruptor build time
NEW UNITS
CYBRAN
-Ancient Renegade Helicopter-Gunship
-Eagle Eye Stealth Bomber
-Retribution Drone Carrier
-Prometheus Support Bomber
-Charcharadon Class Light Battleship
-Arty Frigate Class Artillery Ship
-Classic Storm Strider Experimental Fortress Megabot
-Command Class Alpha Experimental Aircraft Carrier
-Snakebite II T6 Assault Bot
ILLUMINATE
-Hovatham Heavy Artillery
-Sylph Submarine
-Arty Frigate Class Artillery Ship
-Yathsou Submarine Hunter
-Haemon Experimental Submarine Battleship
-Illuminate Pride T6 Prototype Flying Saucer
UEF
-Classic Demolisher Heavy Mobile Artillery
-Bulwark Shield Boat
-Jaws Heavy Attack Submarine
-Arty Frigate Class Artillery Ship
-Meridian Class Light Battleship
-Ex-Catalyst II Experimental Point Defense
-Mayhem IV T6 Assault Bot
OTHER
-UNIT WIKI! My masterpiece so far. Descriptions for all new units have been included. Press "Y" to open
-Research Point Sharing UI. Now share your research points and your resources. Press "Shift + Y" to open
-Flashes are now included with explosions. Wheee...
-New texturing on various units, especially seraphim ones. This isn't a totally finished process yet.
-New icons, again. These are pretty much the final versions. Hope you like.
0.2.7
BUGS
-Notha can now be built
-Predator (Ill.) must now be unlocked
-All air units now really can be transported
-Ahwassa projectile can now go through shields
-Ahwassa can now fire multiple times at a single target (though it's a bit more inaccurate as a result)
-New illuminate units now have personal teleport info
-Kykhu Oss now has sound, transform threads optimized (aka no longer duplicates)
-Triple Threat now has build textures
-Cybran structure's sonar tech no longer requires weapon upgrades as a prereq
-New illuminate structures can now all quantum float
-Darkenoid moved down to tech 1 in the illuminate gantry UI so that the ahwassa can now always be built
-Paladin now built by the AI
-Hunter now has upgrade emitters
-Increased doomsday projectile main size (though it's not too noticeable)
-Increased evensong projectile size
-Added experience values to some units (still a WIP)
-*Maybe optimized some experimental pathfinding
-Fixed a crash where the AI would freeze upon the AI trying to research the hades or wilfindja
BALANCE
-Buffed the Perses
-Made the Argus a bit bigger
-Increased paragon mass income...again
-Added torpedoes and anti-torpedoes to the Brick
-Othuum build time increased
-Buffed the scavenger...again
-Horizon fires differently, projectiles faster, unit speed increased
-New AA projectiles for hermes and doomsday
-Increased marksman radius a bit
-Buffed paladin missiles
-Akuma walk speed slowed down
-Increased perses build time
-Nerfed the zthuthaam
-Increased Yolona Oss hitbox size
-Increased brimstone cost
-Increased lumberjack cost and damage radius
NEW UNITS
CYBRAN
-Resource Plant T3 Resource Generator
-Panther Mobile AA
-Trebuchet Mobile Heavy Artillery
-Combat Engineer...I'd say that's self-explanatory
-Black Hole Class Experimental Dreadnaught
ILLUMINATE
-Resource Plant T3 Resource Generator
-Au-Iya Regeneration Field Generator
-Thahethus Assault Bot
-Athanah Mobile Shield Generator
-Beshlas Defender Bot
-Marauder Experimental Assault Bot
-Faunus Tower Experimental Point Defense
-Pacclow Experimental Shield Generator
-Enfocer Experimental EMP Bot
UEF
-EFOF Cleaner Heavy Airship
-Resource Plant T3 Resource Generator
-Wrecker Gatling Bot
-Swatter Experimental AA Installation
-Wyvern Experimental Factory/Dreadnaught
-Dragonite Experimental Heavy Assault Bot
-Undertaker­ Experimental Tank
OTHER
-A new changelog category? Gasp!
-New resource sharing UI (press "J" to open)
-New explosions!! Ported from the 4th dimension explosion mod
-New icons! These are still a work in progress, but all icons have had at least one redo pass

0.2.6.1
BUGS
-Marmor smaller, icon fixed
-Fixed parashield economy
-Fixed brimstone economy
-Parashield, Benefactor, and Hermes now have to be unlocked
-Fixed holes in UEF tech tree (structures)
-Hauthuum now on Illuminate tech tree
-Mayhem II is now transportable
-Heavy airships have the correct icon
-Monkeylord no longer gets huge regen buff when in stealth mode
-Decreased size of T6 hitboxes
-Salem Class II: All turrets now fire, has correct name in cheat dialogue, creates wreckage after death at sea, can't walk on land before LEGS is unlocked
-Increased Kykhu Oss research cost
-Stealth emitter for monkeylord now accurately displays length of ability
-T3 mass converter now actually called T3 in illuminate tech tree
-All new air units now dockable
-Fixed hellhound economy
-Made imperator smaller
-Fixed hunter ability (if you spawned hunters over your unit cap, the game would crash)
BALANCE
-More health, build time for benefactor and essence of life
-More mass, build time for mayhem
-Heavy Airships are faster
NEW UNITS
CYBRAN
-Jester Light Gunship
-Sliver Submarine
ILLUMINATE
-Predator Sniper Bot
(**This means there are two predators! Aaah! Beware...)
-Notha Fighter/Bomber
UEF
-Hermes T3 Mobile Anti-Air
0.2.6
BUGS
-Fixed Salem/Executioner classes not making large explosions
-YO scorch no longer disappears
-Halcyon health fixed
-Ahwassa now makes a real ruin
-Kykhu Oss should no longer be teleportable
-Mobile AA no longer buildable when "no air" is on
-Torrent Class build time increased, Beacon Class decreased
-Gantries can no longer switch to T3 (was nothing on this tier...)
-Salem Class II now built by AI
-Rhyolite radius slightly increased
-Increased kykhu oss speed to fit walk animation
BALANCE
-Thaez-Atha main beam removed, main cannon damage seriously buffed
-Increased paragon mass output (x5)
-Factory AA does more damage
-MA12 Bunker now built by field engineer
-SCUs now have a semi-nuclear death
-Some cybran XP build times altered
-YO nuke should now take 4 anti-nukes to counter
-Increased warper range a tad
-Hunters have a duplicate ability
-UI test changes for the UEF
-Buffed scavenger
NEW UNITS
CYBRAN
-Benefactor Heavy Airship
-Nanodrone Engineering Drone
-Sabertooth Heavy Point Defense
-Disruptor Heavy Artillery
-Hellhound Insectoid Class Bot
-Anode Experimental Point Defense
-Manticore Experimental Deployable Bot
-Heavy Sea Snake Heavy Submarine
ILLUMINATE
-Hauthuum Strategic Battleship
-Essence of Life Heavy Airship
UEF
-Light Stinger Light Gunship
-Brimstone Heavy Turret
-Parashield Mobile Shield
-Horizon Experimental Mobile Defense
-Mayhem II Experimental Heavy Assault Bot
-Governor Class II Heavy Cruiser
0.2.5.1
BUGS
-Fixed cybran BP merge not working
-Experimentals should no longer be push-around-able-
Zthuthaam texture now looks normal
-All units that should be transportable are (note: that does not mean "all units")
-Tweaked rampart ability
-Weedoboth no longer causes large shakes
BALANCE
-Decreased warper rang
e-Added new projectile for zheela
-Removed the Galaxy
-Tweaked the starfall
NEW UNITS
ILLUMINATE
-Halcyon Experimental Gunship
0.2.5
BUGS
-Fixed UEF Explosions not working
-Fabbers now count in the unit cap
-Scorch mark for Ahwassa Bomb
-Nuke sound and scorch mark for YO nuke
-Fixed doomsday build time
-Added sounds for some units
-Thayath-hau can get at the super triton a bit better (I think)
-UC arms no longer try to aim at air
-Fixed most cybran naval research icons being the same...
-Flood XR should now be buildable by factory
BALANCE
-Nerfed executioner class
-Thayath-hau damage increased (again)
-T1 shield research cost decreased
-Walls have special abilities
-Rampart, Thaez-Atha, and Monkeylord have special abilities
-Thaez-Atha has more weapons (AA and a new laser)
-Buffed vulture health
-Thaez-Atha jaw gun damage increased, big(est) health buff (ever)
-Decreased camera shakes for lower-tier units
-New "tech 3" tab for engineers. NOTE: At the moment, the only three units that appear in these tabs are tech 3 structures from Unitport. All will be found in the advanced tab. In the next update or two, building icons will do musical chairs and be in the right tab
-Removed Ia-Istle and Archer
-Owens research cost lowered
-Perses build time increased
NEW UNITS
CYBRAN
-Dominion Fortified Artillery
-Salem Class II Heavy Destroyer
-Scavenger Experimental Fireball Defense
ILLUMINATE
-Zthuthaam Fortified Artillery
-Evensong Mobile Missile Launcher
-Kykhu Oss Flying Walker
UEF
-Marmor III Tank
-Bull II Heavy Tank
-Havoc Experimental Bomber
0.2.5pre2
BUGS
-Rampart and SDMA12 show correct ranges
-Rhino turrets now alternate
-Added sound to SD-MA12
-Ia-Istle and Oauip now buildable
-Sprite striker can only be built by T3 factories
-Shard has sound
-Ia-istle in right spot on the tech tree
-Aeon naval factory can no longer build drones
-Serenity range now shows more correctly
-The Thayath-hau no longer takes a couple eons to build
-Thayath-hau can now attack T3 aeon ships with saw
-Fixed Thayath-hau name not appearing
-Yolona oss and Thayath-hau are now blocked by restrictions
-Rhino is now unlocked by correct tech
-Gave the pen it's correct laser back
-Tier 6 tech now says it unlocks t6 units
-Hades build icon moved to classic UI
-Did some minor changes with the Ahwassa. Tell me how it goes...
-Increased Ythotha hitbox-Buff radius works for GC again
-Added AI support for (most) new units
BALANCE
-Removed arty off of predator
-Buffed the main Thayath-hau cannon a LOT
-Thayath-hau speed increased-Rampart's main cannon is much more "artillery-like", set minimum radius for main cannon
-Prototype BACK to t2
-Nerf of Yenah-lao research cost
-Increased Paladin arm cannon damage, greatly buffed health
0.2.5pre
BUGS
-Fixed mod requiring ModSupport v8
-KK Shoulder cannons now fire
-Personal Shield added to the Iltha
-Fixed the cybran torpedo defenses (forgot to balance them, it seems)
-Rampart no longer built by AI (to help eliminate crashes)
-Fixed some units not being able to use transports
-Implemented some missing personal shields
-Game crashes fixed by Overrated (THANK YOU!!!!!)
BALANCE
-Increased wilfindja drone speed
-Iltha health increased
-Decreased super triton main cannon turn rate, decreased damage
-Increased heehola health, speed, and damage
-Increased zheela damage
-Increased starfall damage
-Increased warper range, warper is now t3
-Increased thaez-atha's head fire rate, decreased damage (proportionally)
-Mavor is now T6 (still a bit of a WIP)
-Made mass extractors take longer to gain veterancy
-Research tree got two new tiers
-Aeon naval factory is now in the normal build UI
-Medusa health buffed
NEW UNITS
CYBRAN
-Rhino Heavy Tank *
-Sky Slammer Light Mobile AA/Tank
-Aes Medium Assault Bot
-Turtle Tank Tank (isn't that fun to say?)
ILLUMINATE
-Fervor Mobile Artillery
-Othuum Siege Tank
-Oauip Mobile Torpedo PD
-Ehuhua Mobile Shield Generator
-Zthuee Mobile Artillery
-Ia-Istile Mobile Light AA
-Thayath-Hau Experimental Submersible Dreadnaught (with saw!!)
-Yolona Oss Experimental Nuke Launcher
UEF
-SD MA12-Bunker Deployable tank
-Archer Light AA
-Imperator Heavy Tank
0.2.4.2
BUGS
-Atlantis I is now buildable
-Monkeylord and UC now work
-UEF T3 mass convertor is now buildable
-The Fabber is now unlockable
-Marksman is no longer invincible
-T3 intel is now buildable
-Owens should be fixed
-Fire beetle must now be unlocked
-Phenom is now Tech 3
-Percival II now has correct health
BALANCE
-Kraken is now T5, and damage has been raised accordingly
-Decreased King Kriptor damage and range
-UC tractor beams should be able to target air (no guarantees)
-UC damage increased, aura strength increased
-Raised Owens damage
-There are other changes but I can't remember them, as I did them but didn't write them down a couple of days ago. For more info, look for the colored chart on experimentals around page 6 on this forum
0.2.4.1
-Made paladin bigger
BUGS
-Gave paladin veterancy
-Fixed paladin and owens not dying
-Fixed some illuminate XPs not being transportable
BALANCE
-Increased paladin missile damage
-Increased ACU health
NEW UNITS
CYBRAN
-Triple Threat Heavy Point Defense
0.2.4
-Half-bake was removed from the game. Sorry
-Edits to hooking/merging
BUGS
-Fixed ahwassa damage
-Added missing veterancy
-Added missing camera shakes
-Fixed size of oculus tarmac
-Re-implemented arty balance
-Fixed some scaffolds erecting themselves underwater
-Enabled the flares on the galaxy
-Made repair drone t2 in factories
-Cordon is now unlockable
-Karakurt is no longer free
-Cybran gantry contains all units
-Radiance can now always be built
-Fixed tsunami being indestructible
-Fixed the Mercy
-Fixed hacker research's description
-Fixed CZAR having no icon
-Flying fortress and CZAR can now actually build T3 planes
-Fixed UEF balance not being present
BALANCE
-Increased oblivion range
-Made T3 radar Omni
-Removed ahwassa EMP
-Decreased hatcher range
-Gave GC and UC omni radar
-Decreased monkeylord damage
-Increased prototype costs
-Decreased banger damage
-Gave devastator and crescendo mobility upgrades
-Gave marksman omni, decreased range
-Gave Owens omni, increased turn rate
-Gave Ythotha more health, a lot more regen
-Made pulinsmash t4, decreasd cost
-Increased karakurt health
-Increased AC-1000 health
-Increased health, air-to-ground damage, decreased splash, AA damage of Soul Ripper I
-Increased movement speed, AA damage of Soul Ripper II
NEW UNITS
CYBRAN
-Fire Beetle Mobile Bomb
-Redhawk Experimental Missile Bot
ILLUMINATE
-Yenah-Lao Experimental Assault Bot
-Paladin Experimental Assault Bot
-Akuma Experimental Assault Bot
UEF
-Percival II SuperHeavy Assault Bot
-Argus Experimental Assault Bot
0.2.3
-RESTRUCTURE OF MOD! This is why the update took so long!
BUGS
-AI support for Thaez-Atha and Medusa
-Fixed airnomo damage radius
-Fixed Illuminator's strategic icon
-Fabber can build the tempest
-Madcat must now be unlocked
-Karakurt can be built
-UC can no longer grab the karakurt
-Implemented a lot of stuff that was said to be present but was not
-T3 planes can be built by CZAR and Air Fortress
-Madcat no longer has invisible projectiles
BALANCE
-Rebalance of T1 vanilla units! (Number-deciding/-cruching by ryzuke, coding by me)
-Increased oblivion's health
-Decreased warper's range (a lot)
-Increased restorer's damage
-Fabber health increased
-Decreased urchinow health, increased damage
-Pitch of thaez-atha head and uziel guns increased
-Increased pyrite damage
-Marksman range and damage increased
-Increased wilfindja speed and damage
-Dropped repair drone to T2-Airnomo is now T5
-Decreased build rate of Fabber, increased build rate of SACUs
-Crescendo's rate of fire, turn and movement speed increased
-Uziel movement speed increased
-Increased Thaez-Atha turn rate
-Increased Madcat accuracy a bit
-Increased cyraxs move speed, gave it jump jets
-Increased range & rate of fire for karakurt missiles, decreased karakurt cost and head laser range
-Increased movement speed and turn rate of Vulture
-Increased Megalith II speed and turn rate
-Gave Galatic Colossus a veterancy aura
-Galactic colossus aims faster
-Increased Universal Colossus' damage, decreased aim speed
-Decreased C-Rex flamethrower range
-Increased AC-1000 Terror health
-Increased Imperium speed (again)
-Soul Ripper 1 is now T4
-Increased sooprizer range
-Changed galaxy AA projectile, gave Galaxy flares
-Monkeylord health nerfed, cost decrease, damage increase, personal stealth ability given
-Decreased hydra damage
-Decreased Sprite Striker Damage
-Ahwassa has a new projectile, and though it is still terribly inaccurate, it is AWESOME!!
NEW UNITS
ILLUMINATE
-Ythotha Experimental Assault Bot
-Iltha Heavy Assault Bot
UEF
-Owens Missile Mech
0.2.2
-Camera shakes slightly when a unit dies
BUGS
-Should have fixed late-game crash
-AI support for T6 class and Atlantis I temporarily disabled as a result
-Factories should now change strategic icons correctly
-Neptune class has correct strategic icon
-Fixed galaxy class damage (typo :D)
-Torpedo PDs have explosion effects
-Madcat and Karakurt no longer rotate on the spot
-AI support for madcat and karakurt added
-Fixed Hacker's texture
-Increased the starfall projectile's impact effects
-Karakurt given veterancy
-Fixed karakurt research cost
-Starfall's description says "experimental" now, not "advanced"
-Gave demon better rocket projectiles
BALANCE
-Urchinow health increased...a lot
-Increased wilfindja health and speed
-Decreased darkenoid health, increased speed, small lasers can fire at air
-Increased hades' speed and health
-Increased galaxy's speed, health, and AA damage
-Sooprizer range increased-Increased zheela damage and range
-Slightly increased imperium's turn rate and speed
-Increased airnomo health, range, AA damage
-Increased cost, build time, recharge time, and cooldown of bomb bouncer, decreased shield regen
-Incrased cost, cooldown of magnetron
-Increased buhbledow stun duration
-Decreased fortified artillery rate of fire, increased damage
-Decreased long-range arty's rate of fire
NEW UNITS
CYBRAN
-Medusa Mobile Stun Artillery
ILLUMINATE
-Uziel Experimental Medium Mech
-Thaez-Atha Experimental Siege Bot
0.2.1.1
-Fixed early-game crash
-Buffed T1 shields to double their original strength
-Corrected version in mod manager
0.2.1
BUGS
-Made "REqUIRED" on main menu "REQUIRED"
-Fixed the brick icon
-Fabber must now be researched
-Classic Atlantis now buildable
-Fabber should build all experimentals now
-UEF wall can now be unlocked
-Fixed build icon placement of the Phenom
-Fixed Doomsday's texture
-Fixed Lupen Class' texture
-Added sound for T6 experimentals
-Zheela and Pen now fit into the build grid
-All AI factories should now change strategic icons when they tech up
-Added AA to the doomsday
BALANCE
-Increased the Hades' regen rate
-Added personal TP for new illuminate units
-Increased cost of Hacker-Removed Hacker shield
-Increased paragon's build time (by a lot)
-Megalith I Health increased-SCUs are no longer amphibious
-Most new experimentals are no longer amphibious
-Galaxy Class damage increased-Warper damage increased
-Soul Ripper 2 cost increased
-T1 shield strength decreased
-Doomsday fire rate lowered & damage increased (for performance)
NEW UNITS
CYBRAN
-Karakurt Experimental Assault Mech
-Madcat IV Experimental Assault Bot
0.2.0
Balance
-Walls now cost only 100 mass, not 1000
-Miasma and Oblivion are now basic structures
-Illuminate gantry cannot half-bake (due to engine bug)
-Overhaul of the tech tree layout
-Increase in T2 and T3 energy generator output
Added Units
Cybran
-Scuttle Light Torpedo Defense
-Nanite Torpedo Array Heavy Torpedo Defense
-Olympus Advanced Radar
-Pen Laser Defense
-Hunter Light Assault Bot
-Raider Stealth Tank
-Demon Heavy Battle Tank
-The Brick Heavy Assault Bot
-Consolidator Experimental Battle Bot
-Pyrite Experimental Riot Bot
-Avalanche Prototype Ultraheavy Beetlebot
Illuminate
-Sprite Striker Sniper Bot
-Rhyolite Heavy Tank
-Hydra Heavy Siege Bot
-Mercy Guided Missile (ported by revamp, enabled by me)
-Fabber Engineering Drone
-Tide Light Torpedo Defense
-Wave Break Heavy Torpedo Defense
-Zheela Artillery Point Defense
-Oculus Advanced Radar
-Warper Disk Shooter
-Starfall Experimental Mobile Artillery
-Crusader Experimental Assault Tank
-Galaxy Experimental AA Gunship
-Lupen Class Experimental Artillery Ship
-Hades Prototype Ultraheavy Battlebot
UEF
-DN1 Light Torpedo Defense
-Tsunami Heavy Torpedo Defense
-Lumberjack Advanced Fortified Artillery
-SA3 Omni Advaned Radar
-Ace Heavy Point Defense
-MA12 Striker Medium Tank
-Pillar Heavy Tank
-Predator Rapid-Fire Tank
-Perses Experimental Point Defense
-Crawler Heavy Tank
-Imperium Experimental Light Gunship
-Marksman Experimental Sniper Tank
-Rampart Experimental Mobile Artillery/Fortress
-Atlantis (Classic) Experimental Carrier (Ported&Textured; by revamp, enabled by me)
-Doomsday Experimental Prototype Armored Fortress
Other
-New explosion effects
-New Projectiles
-Factories change strategic icons as they tech up

INCOMPATIBILITIES
-RVE's Warp Pillar Mod will not support the new experimentals.
-The mobile builder mod doesn't work for new units

TEAM
ALBINOsnowball -- Everything, at the moment...

UPCOMING
-"Cleaning Up" the mod


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Edited by: ALBINOsnowball

May 6 2013 Anchor

Nice when do you think there will be a download of this mod?

May 6 2013 Anchor

Err....when it's ready?

I still have a fair ways to go to get this to a releasable state, but I'm hoping to get something out by the end of....say, June? Keep in mind, that is VERY rough. I'm just winging it...

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May 7 2013 Anchor

Ok then thanks for the answer!

May 8 2013 Anchor

ALBINOsnowball wrote: Err....when it's ready?

I still have a fair ways to go to get this to a releasable state, but I'm hoping to get something out by the end of....say, June? Keep in mind, that is VERY rough. I'm just winging it...


Your 1st mod is always going to be rough just like Revamp was 2 years ago but you will learn and get to understand how the game works so it smooth out :) .

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May 8 2013 Anchor

Well, it isn't so bad now that I've asked you enough questions that I get most of the stuff. Speaking of which, I do have one more...(suprise?)...but I think it'll be my last one. (see mod help forum...)

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masterx285
masterx285 Ryzuke
May 11 2013 Anchor

hey you recently replied on my thread and since you are working on this mod alone i would like to be apart of this creation. more specific i would like to help you balance units. as you know i am currently working on a balance mod for the current revamp mod but im not doing anything near you like adding new units so i would like to help you by testing it and giving feedback that way you can have two opinion to go by message me if you are interested i would love to help you any way i can

May 11 2013 Anchor

masterx285 wrote: hey you recently replied on my thread and since you are working on this mod alone i would like to be apart of this creation. more specific i would like to help you balance units. as you know i am currently working on a balance mod for the current revamp mod but im not doing anything near you like adding new units so i would like to help you by testing it and giving feedback that way you can have two opinion to go by message me if you are interested i would love to help you any way i can


Check your PMs :)

IF YOU ARE LOOKING FOR A DOWNLOAD LINK, SCROLL UP

Edited by: ALBINOsnowball

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Jul 4 2013 Anchor

OK, I played UnitPort RVE for a few hours and came here to report.
First of all, I want to thank you for this Add-on and I appreciate your work. It was such kick arse experience!
Although you said this is the Alpha version, I didn't find any major bug and had a lot of fun.

First round I played as UEF. (Best. Race. Ever.)
1. The "Wall" upgrade doesn't seem to do anything. (Couldn't find the wall) :|
2. Can you make Doomsday texture low quality but stable? It flashes all the time like you are building it. :(

Second round, I was Aeon.
1. The "Loyalist Gun" is very cheap (Energy wise). Is it on purpose?
2. Hades doesn't make a sound while moving. :|

Cheers and sorry for my bad English. :)

Edited by: Farhang

Jul 4 2013 Anchor

More bugs! Good stuff.....

I'll check on the wall research. I think I've had this issue before, I must have done the same thing again. As for the doomsday, the whole build process is pretty weird with all T6 XPs. I'm not exactly sure what's wrong with it. I even asked overrated, and he doesn't know the exact issue. So that's a top-priority thing on my to-do list that won't get done for a while.....there's still other good stuff coming, though. The Karakurt is proving to be quite fun.

I didn't do anything to the loyalist. But I'll boot up the energy cost a bit anyway...

As for the hades, a lot of units don't have sound. It's just that sound is so.....boring. I'm getting around to the audio slowly, but surely. As the T6 stuff is widely used, I'll make sure to put in all the sound for them.

Thanks for reporting! I can never get around to all the bugs, especially when I almost never play any real games. (Even though I have made a surprise visit in a couple of multiplayer ones.....).

Oh, and by the way, the only error I could find with your English isn't really an error at all. You just said "LOYALIST Gun" instead of "LOYALTY Gun".

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Jul 4 2013 Anchor

i cant build the Alantis I with UEF :/

Jul 4 2013 Anchor

OK, got a few more bugs.

1. the experimental battleship (Lupen class) for the Aeon illuminate doesn't have a passive health regeneration, and it's textures keep the build texture when fished. I also found this with other experimentals that were built by the ACU, engineer, fabber and support ACU.

2. The Fabber cannot build all the experimentals that the ACU, engineer, etc... can build (not sure if this was intentional).

3. Another thing is the Cybran Galaxy class battle ship tech 3 has a very under-powered damage output, having a very hard time trying to kill tech 1 destroyers.

That's all for now.:P

Jul 4 2013 Anchor

Bugs, bugs, bugs......

The Atlantis. Hmph. That should be an easy fix. I'm pretty sure that I had this problem before...I must have forgotten to fix it.

Seems the Lupen Class has joined the the group of experimentals that have the build issues.

The fabber seems to have a lot of issues.....ugh.

I didn't do anything to the Galaxy Class, but I do agree with you. I'll bump up it's damage.

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Jul 5 2013 Anchor

MOAR BUGS!

- Universal Colossus has only 100,000 health points instead of 1,000,000 (realized this while crushing them with my Avalanche)
- Soul Reaper II is way too cheap!
- Avalanche doesn't make a sound even while shooting. :(
- Some structures like Cyberian's Laser Defense and Aeon's Artillery Point Defense has a buggy size. You can't fit them between other structures.

Side note: I noticed that Avalanche has a very good and stable texture. Can you please make something similar for Doomsday? PLEASE!!!! (I know you are an UEF fan as well!)

I think since T6 units is a big part of your mod, you should give them more love. :P

Cheers man. This Add-on rocks!

Oh, and more thing. Can you do you something about Doomsday's attack effect? (The mini-nuclear explosion) It drains frame rate a lot.

Thanks :)

Jul 5 2013 Anchor

Got a few more bugs. Now for Cybran:P

1. Cybran tech 3 Phantom tank is said to be tech 3, however it appears on tech 2 of any tech 2 land factory.

2.The experimental Pyrite doesn't show when buildings are destroyed, thus giving it the impression that it doesn't attack even on command, when the buildings are already dead.... not big surprise.

3. I have found that the path finding for most of the units is rather buggy, mainly with experimentals or big groups of tech 3 units. This causes then to be pushed into walls and floors, or not be capable to go through a passage without glitching each other into what ever is next to it.

Just to know, what of the prototypes are the strongest, fastest, has the biggest range and the most health?

Thanks for helping make the game fair:D, I'll have more bugs soon doubtingly.

Oh, and for all of the factions main experimentals, e.g. universal collusus, king kryptor and the cybranasorus-rex, have very low health and damage for their cost, could this be a balancing issue or just a missed bit of code?

Thanks :D

Almost forgot, the support acu and the fabber when destroyed seems to glitch out a little on water, causing them to seems as if they are still alive under the water, but are dead, this will also start to slow the game down on it's own.

masterx285
masterx285 Ryzuke
Jul 5 2013 Anchor

Scourge. wrote: Got a few more bugs. Now for Cybran:P

1. Cybran tech 3 Phantom tank is said to be tech 3, however it appears on tech 2 of any tech 2 land factory.

2.The experimental Pyrite doesn't show when buildings are destroyed, thus giving it the impression that it doesn't attack even on command, when the buildings are already dead.... not big surprise.

3. I have found that the path finding for most of the units is rather buggy, mainly with experimentals or big groups of tech 3 units. This causes then to be pushed into walls and floors, or not be capable to go through a passage without glitching each other into what ever is next to it.

Just to know, what of the prototypes are the strongest, fastest, has the biggest range and the most health?

Thanks for helping make the game fair:D, I'll have more bugs soon doubtingly.

Oh, and for all of the factions main experimentals, e.g. universal collusus, king kryptor and the cybranasorus-rex, have very low health and damage for their cost, could this be a balancing issue or just a missed bit of code?

Thanks :D

Almost forgot, the support acu and the fabber when destroyed seems to glitch out a little on water, causing them to seems as if they are still alive under the water, but are dead, this will also start to slow the game down on it's own.


hello the balance problems you find you can pm me. im the one who handels balance. about the kk and uc and rex they should have more health than that must be bug

Jul 5 2013 Anchor

And only a few hours later i bring more bugs...

1. The Aion illuminate's experimental anti air gunship has no health regen is cannot target anything that is in the air with it's main cannons, making it rather unusable in air to air combat and dies really easily.

2. The AI, when put on a 2 vs 2 match will switch roles instead of working together, like one person is operating them. Sending in either one alot of one team or alot of the other.

I'll probability have more bugs soon enough... sorry if it is a bit of a overload on the amount i am finding:P

Jul 5 2013 Anchor

I might as well find out about the bugs now rather than later...

1) I'm terrible when it comes to balance. And Ryzuke (balancer) has had a lot on his plate recently, so he didn't get around to everything. And then I didn't put all the balance stuff that he gave me into the mod. So there's a lot of unbalanced stuff. I'll do my best to buff up the Galaxy.

2) With the AI, I can't really do anything. All I did with the AI was add my units so that they can build them and change in what order they research stuff. Therefore, it's not my issue, and I highly doubt (99.9% sure) that I would not be able to change the AI's mechanics. As much as I would like to....

Keep the bugs coming!

EDIT.....Wow. I missed a lot of stuff. My to-do is going to be huge!

Okay, My reply to Farhang's most recent bugs:

1) The universal colossus should only have 100,000 hp. It's the hades that should have a million.
2) I'll make the soul ripper more expensive
3) I've been negligent with sound. I do really need to give the T6 stuff more love....
4) When you say "buggy size", do you mean that they don't really fit into the "grid" that the other buildings make?
5) The avalanche definitely has my favorite texture. Don't know why it turned out so well, but I love it. I wish I could do the same for the Hades....unfortunately, there's a bit of a problem on that one. As for the doomsday, I'm working on the issue!
6) Even though the explosions make the game super-slow, you have to admit, they are quite fun :) . Those effects actually come directly from supcom one, so maybe I'll just lower the doomday's fire rate or something.

Okay, NOW scourge's cybran bugs:

1) I didn't do anything with this unit, but I"ll change it.
2) Not sure what you mean with the Pyrite. I guess I'll just have to test and find out myself. That's what I'm supposed to do, right?
3) That's because the unit sizes are all weird. It's irritating to do that part of the code because making the unit sizes is a guess-and-check system. If you can tell me which units are causing trouble in particular, that'd be great. If not.....I'll figure it out.
4) Okay, this is another balance sort of thing. My idea (which is just an idea) is that the Cybran's is the strongest, being that it can fire on air as well and has a laser, the UEF's having the most health and range, and the illuminate's somewhere between the two (with the strongest shield).
5) This balance I haven't touched. Not my fault! :)
6) Hmm. I'll take a look. Probably something in the wreckage table...

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Jul 5 2013 Anchor

I'll test on the units that cause the most problems when moving in a large number, or in general and have em' back after i have tested most of them.

Jul 5 2013 Anchor

ALBINOsnowball wrote: 1) The universal colossus should only have 100,000 hp. It's the hades that should have a million.
2) I'll make the soul ripper more expensive
3) I've been negligent with sound. I do really need to give the T6 stuff more love....
4) When you say "buggy size", do you mean that they don't really fit into the "grid" that the other buildings make?
5) The avalanche definitely has my favorite texture. Don't know why it turned out so well, but I love it. I wish I could do the same for the Hades....unfortunately, there's a bit of a problem on that one. As for the doomsday, I'm working on the issue!
6) Even though the explosions make the game super-slow, you have to admit, they are quite fun :) . Those effects actually come directly from supcom one, so maybe I'll just lower the doomday's fire rate or something.


1) DUDE! UC needs 75 research points and he's really slow! With only 100,000 Health Points, no one will ever research it! Now he's more like a T4 unit than a T5! I suggest that you either lower his research points or buff his health.
Right now, Cyberian's T5 "C. Rex" has 750,000 Health Points even though he needs 60 research points. Which means one of them can easily kill two or three UC. :|

4) Yes.

Cheers!

Jul 5 2013 Anchor

Hehe....this is why I don't balance :D

Fixed the issue with the zheela and pen. Hooray...

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Jul 5 2013 Anchor

I am experiencing crashes,not sure of the cause yet.....
I have just finished a few games, and i have to say it's quite a good mod,but balance wise, it feels as if the original problems of 1.1 hasn't been solved.

Cybran

I feel the Hacker is simply too good a unit at times.Extremely good Energy gain and a Shield?
The whole point of Overated adding in Shields draining energy was to reduce excessive sheild generators from being constructed.
Couple this with any decent amount of defenses,a Magnetron,Boomerang.Or worse,all of them,you just made the Cybran Nation even more horrendously impenetrable late game.

Aeon

As i stated around many times,many Aeon units,including XPs,unfortunately,do not work in practice.
Urchinows may well now be redundant due to a certain T3 unit being better than it. You seriously need to buff it enough now anyway to make it useful.
Willfindja's are still stuck in it's gimped useless state,unable to perform an anti naval role.
--------------------------------------
Crusaders seem weirdly weak in hp and damage output...
Since we have the Cresendo XP Tanks as well....
I really suggest a dynamic like the old Aeon tanks.The Blaze,a fast mobile hovering medium tank with high firing rate,and The Obsidian,a slower Shielded Heavy Tank on treads(like your current model,which is fine) but with a high damage low firing rate weapon.

Likewise, i suggest you alter the Cresendos accordingly.
============================
For the Starfall,it might be just me,but i feel the effects of it's shooting style feels extremely weird.There seems to be no impact on the target ground at all.

Damage wise,it's quite decent,but maybe a Damage over Time effect would make it better for cracking turtlers.
=================
I believe i have said it before,but the Soopriser might be better just being a unit like this.

Cnc.wikia.com

A long ranged artillery warship that outranges base defenses.This forces turtlers to stop turtling cheaply to win.
===============
Darkenoid
I believed this unit just needed a minor tweak or two,not a real overhaul.

Someone once fixed it by allowing it's side beam lasers to fire at air units,allowing it to use it's main quantum beam on underwater enemies,and buffing it's movement speed.
It would simply much more distinct from the Czar,if we tweaked it to be more of a Raider.
Think of the dynamic between the two UFOs this way.

Darkenoid -Abductor Raider.
CZAR- Carrier Mothership.

I have much more to comment,but i await a response from you first.
(Btw,i feel the Aeon Hades T6 Super XP unit does work,but thematically,it doesn't fit their design themes in some parts.)

Edited by: Rtys8

Jul 5 2013 Anchor

Constructive criticism. Hooray! Bugs are nice too, but getting feedback like this is more....exciting. At least, it is after a couple of days of bug-fixing.

First of all, and this is where I try to save myself :) , I suck at balance. Big time. And you just provided a couple of large paragraphs of evidence. And, since ryzuke was working on balance for only vanilla t1 - t3 units, the experimentals have hardly gotten any love. I'll try to work on that when I have time. I still have a big plate of stuff to do.

As for the crashes, if you are using the AI, please try to record all the details you can about the AI. Faction would be very helpful. Whether they are air, land, or naval based would be even more so.

The hacker is a tricky unit. I might take the shield off of it. Of course, it also does have a lot of collateral damage should it be destroyed.

My guess is that the mystery T3 Unit is the Hydra...am I right?

Crusader is going to be replaced. Because of the model's design, the crusader has a very hard time attacking. I plan on replacing it in 0.2.2 (just FYI)

The starfall is actually supposed to have child projectiles. I may re-implement it sometime. Meanwhile, I'll make the explosion effect larger.

As for the Hades, I'm glad I seem to have gotten something close to right. However, I can't pick and choose my models too much. And I have no modeling ability. So I can't really do anything if you don't like the Hades' design.

I await your next batch of constructive criticisms.

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Jul 5 2013 Anchor

It's definitely not Cybran that's glitching me out,for one.
Gets in the way a lot when you are testing alot of features,so i couldn't do as much as i wanted.

Then this is where i try to explain how to fix it.

Yes.The moment a T3 unit is just better than a T4 minor,you know that XP is horribly gimped.

===================
Hmmm actually the Hades design is still okay,but just not quite what most people would have in mind for an ultimate unit like RVE's epic unit.I could still take it as a overdesigned XP robot meant to recreate the Seraphim Ythotha.(Their design concept wise is even quite similar.)

So it's actually just the name that doesn't really fit with their theme.Hades,greek god of the underworld,is feared more than being revered.
Zeus,now,would be good.

(If it's what the original model is refered to as,never mind.This is just minor stuff.)

Btw,because the other 2 factions counterparts are long ranged,should it ever find that it has to fight the Doomsday or Avalanche,it won't have much of an advantage compared to the other 2.
Best dynamic that could work here is the classic FA Fatboy vs Megalith vs Galactic Colossus.

(I know the Megalith is quite the strongest land unit XP back in FA,so i will not ask for a nerf to it's massive hp. But i will explain on some aspects i find to be too good for separately.)

Now,i get the fact the Doomsday is no weakling like the Fatboy,but it's compensated by it's low firing rate and decent range.So no issues there with it,except the weird textures.
But since the Hades has to walk into "close combat" range like the old Ythotha,anything with a decent across the map range can start firing at it already before it can fight back.It needs to be able to carry out it role of a Break in Bruiser like the Colossus/Ythotha did.
Thus,i think it should get a buff to it's movement speed,HP and/or Shields.

(Frankly,i wanted ask for it a Nuke Death to reference the original Ythotha.But since this is an ultimate unit,i really think it's not advisable to encourage spamming such units kamikaze style)

=======================

More to come.....

Edited by: Rtys8

Jul 5 2013 Anchor

First of all, 0.2.1 is out! Go and get it.....see changelog above. The update is mostly bug fixes, not much in the way of balance, and only 2 new units. Still, most bugs eliminated.

Now, to write my next response paragraph, Rtys8........

First, as I've said before somewhere, I do want to bolster up all of the XPs, period. And then figure out the balance of them all. When I will get around to that is TBD....

Since 90% of the models in this game are burnie222's, I don't feel that I have the right to change the names....

Weird textures fixed :)

I'll try to find some way to beef up the Hades. You do have a good point.....

Also, all the T6 experimentals go up in a mushroom cloud. There isn't any other explosion in game that would be appropriate for such units...

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