Revamp Expansion Mod (RVE) The Ultimate Supreme Commander 2 Experience (New Scale, New Units, New Ability's, New Game)

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Version 1.05 05/05/11 (Mods : Revamp Expansion Mod (RVE) : Forum : Revamp Expansion Mod : Version 1.05 05/05/11) Locked
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Aug 22 2011, 8:20am Anchor
Revamp Expansion Mod Version 1.05 05/05/11
Author : OverRated

PERFORMANCE IMPROVEMENTS/BUG FIXES
• Desync problem fixed
• Added support for Mithy’s Mod support version 7 or later
• Wreckage bug fixed hopefully AI CHANGES
• Fixed the AI from building to many shields in expansion bases

UNIT CAP CHANGES
• The Revamp Expansion Mod now supports the following unit caps 250, 500, 750, 1000,1500 and 2000.

OTHER CHANGES
• Props scaled down tree and plants

Version 1.01 28/02/11

PERFORMANCE IMPROVEMENTS
• Fixed a small bug making the game lag

CORE CHANGES
• THE UNIT BALANCE IN PREVIOUS VERSIONS HAS BEEN MOVED TO THE REVAMP BALANCE MOD

PORTED UNITS CHANGES
FULL LIST OF PORTED UNITS WILL BE STATED ON THE CURRENT VERSION DOWNLOAD PAGE

• Ported Over 130+ units and structures for SC1/FA Total time this took was huge i spent countless hours a day over the spand of 2 months working on this over my holiday
• Converted most models into SC2 format so build effects and personal shields are possible
• Edited some models to support new add-ons and features
• Allows game speed change during campaign
• Recreated and edited all units bps, scripts in to SC2 layout and added in research tree unlocks.
• Created new SC2 format textures for all ported units (Mask, Normal and Team)
• Created Anti torpedoes projectiles for units that used them in FA
• Created new projectiles for the following units
ILLUMINATE
Galactic Colossus
CZAR
Omen Class Battleship/ Short range Artillery
Long range Artillery
Harbinger Mark IV
Serenity
Marr
CYBRAN
Megalith
SACU
Classic Gemini/Wailer
Cerberus
Anti-Air Flak Artillery/Mobile AA Flak Artillery
UEF
Fatboy/ Summit Class Battleship
Ravager
Classic Broadsword

Other Features
• 2000 unit cap
• Z key for console
• Ctrl+N rename dialogue UPDATED UI (Give Names To Your Units)

NEW ABILITYS
• TECH TOGGLE (Switch between SC2 Tech and Classic Tech) = KeyMap (Ctrl+X)
• T3ConvertEnergy (7500 Energy for 750 Mass)
• Cloak Field (50000 Energy, Duration 300, Cooldown 600) Cloak your base in the selected area for enemy vision
• Stealth Field (1000 Energy) Block enemy Radar/Sonar in the selected area
• Rapid Regen : Effects T3 Shields (5000 Energy) 5x the normal shield regen over a spand of 30sec

CYBRAN ABILITYS
• MobileCloak
• MobileJammer
• MobileOmni
• MobileStealth

NEW UPGRADES
• Land and Air factorys must be upgrade before they can build classic units.

AI CHANGES
• Support for ported Land, Air and Experimental units
• Support for range of ported structures
• Naval support for ported units for UEF and Cybran

TEAM COLOR CHANGES
CYBRAN
• All primary colors changed to black secondary colors changed to UI select and edited to be brighter and new UI images added.

UEF
• All primary colors changed to Dark Gray secondary colors changed to UI select

RESEARCH CHANGES
• Research icons reduced by 10% to increase research tree room
• Added Illuminate research tree buffs and unlocks (Build Time, Cost, Teleport, Tactile Missile Zapper, Training and So on)
• Added all SACU's Buffs and unlock
• Added all ported Experimental to the research tree
• Added Classic BASIC/ADVANCED Land, Air, Naval and Structures Unlocks to the research tree
• Nuke subs can only build nukes after researching the nuke silo

RESEARCH COST CHANGES
• 1x sea Units
• 5x Experimental Units
• 4x Experimental Structures
• 6x Nuke
• 5x Anti Nuke
• 3x Shields
• 2x long Range Artillery
• Power Shunt now cost 16 Research Points

PORTED UNITS AVAILABLE IN THE REVAMP EXPANSION MOD 1.05

UEF

Command
T3 Support Armored Command Unit

Land
T1 Land Scout: Snoop
T1 Light Assault Bot: Mech Marine
T2 Gatling Bot: Mongoose
T2 Amphibious Tank: Riptide
T2 Mobile AA Flak Artillery: Sky Boxer
T3 Heavy Assault Bot: Titan
T3 Mobile Missile Platform: Spearhead

Air
T1 Air Scout: Hummingbird
T1 Interceptor: Cyclone
T1 Attack Bomber: Scorcher
T2 Fighter/Bomber: Janus
T2 Torpedo Bomber: Stork
T2 Gunship: Stinger
T3 Spy Plane: SR90 Blackbird
T3 Air-Superiority Fighter: Wasp
T3 Strategic Bomber: Ambassador
T3 Heavy Gunship: Broadsword
T3 Heavy Air Transport: Continental

Naval
T1 Frigate: Thunderhead Class
T2 Destroyer: Valiant Class
T2 Cruiser: Governor Class
T3 Strategic Missile Submarine: Ace
T3 Battleship: Summit Class
T3 Battlecruiser: Neptune Class

Engineer
T3 Engineer (Disabled)

Experimental
Experimental Mobile Factory: Fatboy
Experimental Artillery: Mavor

Building - Factory
T3 Land Factory (Disabled)
T3 Air Factory (Disabled)
T3 Naval Factory
T3 Quantum Gateway: QGW R-32

Building - Economic
T2 Power Generator: EG - 200 Fusion Reactor
T3 Power Generator: EG 900 Fusion Reactor
T3 Mass Fabricator

Building - Defense
T1 Wall Section: Calcicrete
T2 Point Defense: Triad
T2 Anti-Air Flak Artillery: Air Cleaner
T3 Heavy Point Defense: Ravager
T3 Anti-Air SAM Launcher: Flayer
T2 Tactical Missile Defense: Buzzkill
T2 Shield Generator: SD - Pulse
T3 Heavy Shield Generator: HSD Pulse

Building – Intelligence
T3 Sonar Platform: SP3 - 3000
T2 Stealth Field Generator

Cybran

Command
Armored Command Unit
T3 Support Armored Command Unit

Land
T1 Land Scout: Mole
T1 Assault Bot: Mantis
T2 Rocket Bot: Hoplite
T2 Heavy Tank: Rhino
T2 Amphibious Tank: Wagner
T2 Mobile AA Flak Artillery: Banger
T2 Mobile Missile Launcher: Viper
T2 Mobile Stealth Field System: Deceiver
T3 Siege Assault Bot: Loyalist

Air
T1 Air Scout: Flying Eyes
T1 Attack Bomber: Zeus
T2 Torpedo Bomber: Cormorant
T2 Gunship: Renegade
T3 Spy Plane: Spook
T3 Air Superiority Fighter: Gemini
T3 Strategic Bomber: Revenant
T3 Heavy Gunship: Wailer

Naval
T1 Frigate: Trident Class
T2 Submarine Killer: Barracuda
T2 Destroyer: Salem Class
T2 Cruiser: Siren Class
T3 Strategic Missile Submarine: Plan B
T3 Battleship: Galaxy Class

Engineer
T3 Engineer (Disabled)

Experimental
Experimental Megabot: Megalith
Experimental Gunship: Soul Ripper

Building - Factory
T3 Land Factory (Disabled)
T3 Air Factory (Disabled)
T3 Naval Factory
T3 Quantum Gateway: Summoner

Building - Economic
T2 Power Generator
T3 Power Generator: Ion Reactor
T3 Mass Fabricator

Building - Attack
T2 Artillery Installation: Gunther

Building - Defense
T1 Wall Section
T2 Point Defense: Cerberus
T2 Anti-Air Flak Artillery: Burst Master
T2 Shield Generator: ED3
T2 Shield Generator: ED5
T2 Tactical Missile Defense: Zero Static (Guardian Mesh)
T3 Anti-Air SAM Launcher: Myrmidon

Building – Intelligence
T2 Stealth Field Generator: Twilight
T3 Sonar Platform: Flood XR

Illuminate

Command
T3 Support Armored Command Unit

Land
T1 Land Scout: Spirit
T1 Light Tank: Aurora
T2 Heavy Tank: Obsidian
T2 Assault Tank: Blaze
T2 Mobile Shield Generator: Asylum
T2 Mobile AA Flak Artillery: Ascendant
T3 Heavy Assault Bot: Harbinger Mark IV
T3 Mobile Heavy Artillery: Serenity

T3 Shield Disruptor: Absolver (Disabled)

Air
T1 Air Scout: Mirage
T1 Interceptor: Conservator
T1 Attack Bomber: Shimmer
T2 Combat Fighter: Swift Wind
T2 Torpedo Bomber: Skimmer
T2 Gunship: Specter
T3 Spy Plane: Seer
T3 Air-Superiority Fighter: Corona
T3 Strategic Bomber: Shocker
T3 AA Gunship: Restorer

Naval
T1 Frigate: Beacon Class
T2 Destroyer: Exodus Class
T2 Cruiser: Infinity Class
T3 Strategic Missile Submarine: Silencer
T3 Battleship: Omen Class
T3 Missile Ship: Torrent Class
T3 Aircraft Carrier: Keefer Class

Engineer
T3 Engineer (Disabled)

Experimental
Experimental Sacred Assault Bot: Galactic Colossus
Experimental Aircraft Carrier: CZAR
Experimental Submersible : Tempest
Experimental Resource Generator: Paragon
Experimental Bomber: Ahwassa (DLC ONLY)

Building - Factory
T3 Land Factory (Disabled)
T3 Air Factory (Disabled)
T3 Naval Factory
T3 Quantum Gateway: Portal

Building - Economic
T2 Power Generator
T3 Power Generator: Quantum Reactor
T3 Mass Fabricator

Building - Attack
T2 Artillery Installation: Miasma
T3 Heavy Artillery Installation: Emissary

Building - Defense
T1 Wall Section
T2 Point Defense: Oblivion
T2 Anti-Air Flak Artillery: Marr
T2 Tactical Missile Defense: Volcano
T2 Shield Generator: Shield of Light
T3 Anti-Air SAM Launcher: Transcender
T3 Strategic Missile Defense: Patron
T3 Heavy Shield Generator: Radiance

Building - Intelligence
T2 Stealth Field Generator: Veil
T3 Sonar Platform

Edited by: OverRated

Oct 10 2011, 4:30pm Anchor

You really got all those units in, jeese thats incredible!
Is that what you plan as well or are they all in 1.05?!?!

Oct 12 2011, 3:17am Anchor
supcomrocks wrote:You really got all those units in, jeese thats incredible!
Is that what you plan as well or are they all in 1.05?!?!

Yes all these units are available to use in 1.05, for 1.2 we are going for more of a new feel so we are trying to replace some of the older less good looking units.

Oct 15 2011, 10:50am Anchor

epicness,
Im buying a new video card so i can play this mod!

Oct 29 2011, 10:47pm Anchor

Great mod thx. Enjoying it.
I cannot seem to get the new ships to work. The upgrade dock icon does not seem to be their to research options (the green power icon) in any of the faction docks?

ignore my comment. just found it. You need another factory :)

Nov 3 2011, 5:22pm Anchor

Is this mod compatible with the mod Dlc: Eternal conflict because that looks like its worth a shot but i wouldnt give up this mod for it.
I was also wondering what the total amout of different units that can be supported (like how TAs is 510 different units)

Nov 11 2011, 10:41pm Anchor

They aren't compatible

Jan 14 2012, 7:35pm Anchor

is there a way to this to work with Scale mod + FA Economy mod?

Jan 21 2012, 5:28am Anchor
dingo596 wrote:is there a way to this to work with Scale mod + FA Economy mod?

Why would you need to run that mod with Revamp?

Jan 21 2012, 12:30pm Anchor
OverRated wrote:supcomrocks wrote:
You really got all those units in, jeese thats incredible!
Is that what you plan as well or are they all in 1.05?!?!

Yes all these units are available to use in 1.05, for 1.2 we are going for more of a new feel so we are trying to replace some of the older less good looking units.


I kind wait for the cybran mobile rapid fire experimental artillery!!! one of the most awesome units imo!

Feb 5 2012, 12:24pm Anchor

I wasnt sure were else to put this so i'll put it here,
1. Does anyone know were the dlc downloads to from steam on windows xp?
2. When i play the units are rediculously small, the acu is, literaly, the size of a pencil tip when zoomed in to a little closer then starting distance. Is it suppposed to be this way?

Feb 5 2012, 8:44pm Anchor
supcomrocks wrote:I wasnt sure were else to put this so i'll put it here,
1. Does anyone know were the dlc downloads to from steam on windows xp?
2. When i play the units are rediculously small, the acu is, literaly, the size of a pencil tip when zoomed in to a little closer then starting distance. Is it suppposed to be this way?


What mods are you using.

Feb 7 2012, 2:59pm Anchor

Its supreme detruction i put it in the dlc folder i long time ago and i cant find and remove (hence why i asked were the dlc went) it as well as revamp1.05, balence mod, and the map pack. The game runs fine its only the units.

Feb 7 2012, 8:42pm Anchor

Your probably using a scale mod with revamp thats why.

Feb 8 2012, 3:01pm Anchor

Ichecked the mod manager and i dont have a scale mod, but i do have the patch. Is the scale mod build into the revamp, is there a file i must remove?

Feb 9 2012, 2:17am Anchor

take a screen shot of your gamedata folder so i can look what u have in there.

Feb 11 2012, 8:14pm Anchor

I actualy fied it there was a folder in supreme destruction (That functioned as a scale mod) that i saw when i combed the gamedata again. When this was combined with the revamp it went to extremes for some reason
Tanks for you help!

Apr 4 2012, 2:16pm Anchor

i had an idea on a mobile contact emp unit for the cybrans. im thinking of something small like a flea from ta jumping onto a unit, reducing its movement and attack speed greatly for a while and eventually exploding, doing a little damage, the more attatched to an enemy unit, the more damage and the slower it moves, like a sticky emp. theres a unit like this in C&C but it doesnt imobilize it, it tears through it. call it hobbler, and the unit that its attached to could be temporarily named hobbles until the hobbler explodes.

Apr 5 2012, 12:49pm Anchor

I would like you to take off "does not effect experimentals".

Apr 14 2012, 12:47pm Anchor

excuse me i need some help, i downloaded and installed Revmap and Balance mods, but everytime i run the game i got an error messege and the game wont play. I followed the steps for the instalation, it seams that the error happens when i replace the bp and lua file. when i paste the original files then i can play, but the normal game, not the mods.

Can anyone help me?

Apr 14 2012, 1:41pm Anchor

try using the mod manager, just put it in a folder (use a specific folder to download mods to) and then run the mod manager as a separate program and find the revamp and balence mod (in the folder that they are already in) and open them to add them. check them and start the game. It should work then hopefully. I dont suggest putting them directly into the gamedata.

Apr 14 2012, 2:39pm Anchor
supcomrocks wrote:try using the mod manager, just put it in a folder (use a specific folder to download mods to) and then run the mod manager as a separate program and find the revamp and balence mod (in the folder that they are already in) and open them to add them. check them and start the game. It should work then hopefully. I dont suggest putting them directly into the gamedata.

everytime i click launch, it opens steam

Edited by: Tassdb

Apr 14 2012, 7:00pm Anchor

Steam wigs out if you touch their files because they are usualy not localy hosted. Though they usualy support mods if the game has a mod manager. Do you have the sc 2 mod manager (Moddb.com)
if yes: then let it be attached to that, the files dont have to be in the game itself in the case of the mod manager. Putting it in the game data will really mess it up (as you can see it messed with me pretty good). So i would take it out of the game and attach it to the mad manager. Other then that i dont know what i can do

if no: get it and follow the directions i gave before, supcom 2 doesnt really support modding. Though some times, on some mods then you can put it in the dlc and it will treat it like its dlc, although that can cause a ton of other issues. SO i'd just go with the manager.

Jun 9 2012, 4:14pm Anchor

For some reason the Ahwassa doesn't have an attack for me, its simply flies over the target on a bomb run and nothing,,,,, Also, when it dies it just disappears. Is this known?

Jun 19 2012, 9:14am Anchor

You need the patch to fix that problem.

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