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

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Pillars
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madface
madface - - 143 comments

As OverRated has indicated in the description, these pillars are for an upcoming mod I'm working on. Currently, the pillars actually represent portals. But each will be redone to have the flavour of the respective faction.

The new minimod will require Revamp. It's purpose is to alter the gameplay so as to incorporate elements of Demigod into SupCom 2. The current working name for it is "Portal Wars", but we're open to suggestions. Here is a brief overview of what the new mod will entail.

- Each faction starts with only an ACU and a Portal

- Land, air, and naval factories, as well as all experimental gantries have been completely removed from the game

- All land and air units originally built by land and air factories and experimental gantries will all be built from the Portal

- Naval units will only be buildable directly by the ACU, SCU, and engineers

- Initially the ACU can only build power generators, mass extractors, and research stations

- The ACU can eventually build all other structures (and naval units), but they all must be researched

- All units in the game must be researched

- All units and structures (including the Portal) can be upgraded via the research tree

- Every 20 seconds, a wave of (controllable) units will come through the Portal based on what you "build" (i.e., queued) to come through the Portal

- Units for the upcoming wave are purchased with immediate cost deductions on power, mass, and research

- Every unit coming through the Portal has persistent power, mass, and research eco drains

- The double cost in eco (i.e., purchasing cost and persistent cost) is reasoned as follows: it costs power, mass, and research to bring the units to the Portal, and then it costs upkeep to have them remain on the battlefield

- The game is heavily oriented around the ACU, just as would be in Demigod. There will be a LOT of ACU upgrades and specialties, and the ACU will be a key factor in direct combat in order to win

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Gear54
Gear54 - - 90 comments

I have an idea for it's backstory. As the war progressed, the factions realized the immense difficulties of managing the transportation of multiple forces during planetary campaigns. Their solution to the problem was the QFOT (Quantum Foward Operating Teleporter). Essentially a miniaturized Quantum Gate, the QFOT allows for the deployment of large strike forces ahead of the main force. Unfortunately, due to the fact that the QFOT is still in the testing stages, Commanders are rarely issued the proper clearance to build this device. It's also a major resource hog, so the loss of one is devastating to a Commander's infrastructure, so it's considered by any sane commander to be a top priority to keep the QFOT well defended.

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madface
madface - - 143 comments

I forgot to add that each player has only 1 Portal and you CANNOT build additional portals.

However, a future version of the mod might have additional neutral portals (well, initially neutral) randomly placed on the map that can be captured. But we'll see.

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Bombardment07
Bombardment07 - - 9 comments

I like the concept and just an idea if you want to expand on the nutral pillar idea maybe have some that are in the water so that navel units (and just navl units) can spawn in

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OverRated Author
OverRated - - 2,885 comments

depends if we can get pillar to spawn when the map starts.

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Foxglove
Foxglove - - 83 comments

This'll be fun Madface. I always liked that style of gameplat, even if I could never win. XD

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CadenceKingsly
CadenceKingsly - - 26 comments

I do not mean to be offensive when I say this, but I hope that this mod will be optional. Sorry guys just not my cup of tea. I mean I wouldn't mind if these where "experimental factories" (factories that build normal units but at fast speeds) but the change in "game mode" is not for me

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OverRated Author
OverRated - - 2,885 comments

Madface has already said its minimod -_-.

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CadenceKingsly
CadenceKingsly - - 26 comments

Sorry -_- I just didn't understand his wording. From what I had read I thought that this was going to be the "new" way the mod played out. I was just confused... and tired. I should consider sleep. BUT WATCHING FOR YOUR GUYS' WORK DEMANDS MORE ENERGY DRINKS!!!!!

Seriously though the work you guys put out is incredible. This minimod may not be my cup of tea but I hope that those who like this playstyle enjoy this mod. :)

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OverRated Author
OverRated - - 2,885 comments

Its all good man :)

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madface
madface - - 143 comments

@Bombardment07 Thanks. I like the idea and I'll explore your suggestion as I'm modding. It would keep a nice twist in gameplay and an added mechanism for competition, rather than just reduce the gameplay to something akin to (land+air) + naval.

@Foxglove: Thanks. I know exactly what you mean! As fun as Demigod is (and I do enjoy the game very much!), it would be nice to have just that little bit more of an rts feel to it.

@CadencKingsly: This minimod will be strictly optional. It uses Revamp as its base. I understand that this type of mod wouldn't be to everyone's tastes, so that's why from the outset it was decided to make it strictly an add-on if you want it.

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kgocb001
kgocb001 - - 237 comments

Speaking of pillars - would it be possible to introduce new gameplay where plaer/team would fight over "control points" (pillars) ? Kinda like Dawn of War or Company of Heroes.

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therealredmoth
therealredmoth - - 45 comments

We will focus on what we already have on our plates but all Ideas are welcome!

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tt0022
tt0022 - - 666 comments

wel i dont like the idea of the pillars.
but if you spawn with one and the possion suks. your whole base is messed up by that pillar. and you cant even reclaim it and make an other one
thats bad

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Res_Novae
Res_Novae - - 411 comments

Quit complaining, it's a minimod. In other words, its OPTIONAL.

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madface
madface - - 143 comments

The portal spawns directly in the centre where your ACU would normally spawn and is surrounded by the 4 mass extractors. That's your position.

And the whole idea is purposefully that you can't make another portal... you have only one and you have to defend it. There's nothing bad about that. It's just a different gameplay style, successfully implemented in other games. Right now I'm experimenting with an initial HP of 100,000 for the Portal (which you can consider as a factory buff from 20,000 -> 100,000). And you will be able to buff the Portal HP a lot more and give it upgrades.

But keep in mind that the game mechanics does not permit it to simply be Revamp with factories replaced by a Portal. Even though the minimod uses Revamp (mainly it's units), the whole eco system, upgrades, and research will diverge from Revamp in significant ways.

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madface
madface - - 143 comments

I'm wondering if any of you have some ideas what to call this mod. The working title I'm using is "Portal Wars", but I just realized that SupCom 1 has a "Portal" for Aeon (i.e., the quantum gateway that summons the SCU). The Cybran version is called "Summoner" and the UEF version is called "QGW R-32" (take a look at Supcomdb.com). I was thinking to use these 3 names to identify the pillars in-game as such, so I'd like to come up with something unique for the name of the mod, if anyone has any suggestions?

Also, it's very likely that the pillars will be replaced by something more portal-ish, for example, something resembling what you see in Stargate. The pillar is pretty much being used for testing purposes until Avitus gets some time to make better portals.

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Ρrʌжis
Ρrʌжis - - 5,071 comments

I kinda like the pillar as the spawn, i think it's a little more unique and would be a great fortress when upgraded, but using the quantum gateways from supcom 1 and FA is pretty cool and it makes sense :)

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OverRated Author
OverRated - - 2,885 comments

The pillars i mite add into the base mod but they wont be for building units or spawning them more like you can only build one and it will act like a wonder like from AOE nar i wish haha probably will just apply buffs to units in a radius.

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CadenceKingsly
CadenceKingsly - - 26 comments

That would not be so bad either OverRated. Maybe the could even have faction specific abilities. For example lets say that all pillars give small boosts to things like armor and health regen. But then the Cybran pillar gave off a semi-generous stealth field (hiding anything near by from radar except itself because then that would be silly.) The UEF Pillar could further boost armor and Hp regen but also increase firing speeds of any units/buildings near by (making their artillery even more lethal.) Whereas the Illuminate one can act as miniature versions of the experimental teleportation device or maybe they could emit nanite swarms or something...

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Bastilean
Bastilean - - 86 comments

I like this idea!

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madface
madface - - 143 comments

I like the idea being proposed for how to use the pillar in the base mod to act as an area buff. That's really cool. As I said, the portal models will be redone. So it would allow the minimod to use the pillar in the same way as it would be in the base Revamp. Really good ideas guys!!!

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darkseba1991
darkseba1991 - - 7 comments

i would love to see kgocb001 idea in SC2, that would be awesome!

pillars spawned in the map (fixed or random position) that gives resources when conquered, energy, mass and research.
you start the game with the ACU and a land base, no mass extractor or generator can be build.
the units costruction price should be rebalanced too, like CoH and WH40k DoW2 the infantry units should cost only energy, which should income at high rate from start, then advanced units should take energy and mass, which should be harder to get, requesting you to take the points in order to make them, research points could be used to improve the single unit, with things like, napalm for air unit, more cannons for tanks, ect....
that would be an awesome new way to play the game!

Sorry for my english, i'm italian ;)

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OverRated Author
OverRated - - 2,885 comments

We cant add new game mods because of GPGs and there crappy limitations they put in place but we mite be able to do some think like darkseba1991 has stated.

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darkseba1991
darkseba1991 - - 7 comments

that would be super awesome, this would become the mod of the year all years
i would play this game nonstop with my bros (i'll likely do it anyway)

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Arkanium
Arkanium - - 312 comments

Ok, not sure about this minimod:

1. How do you prevent a player from going into negative storages with the constant upkeep costs? It sounds like your units just dissappear, is that correct?

2. Naval units can be built anywhere in water, using and ACU, SCU or engineer. This means that naval units have a substantial advantage over land units right from the outset as you can build them much closer to the front lines, and they 'appear' immediately when built, not in waves.

3. No units are researched from the start. So a commander who completly ignores base building and rushes the enemy can gain veterancy with only the opposing commander to ward him off. Hit and run commander rush tactics on research facilities therefore will win you the game, before it really begins.

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Description

These will be used in Madfaces upcoming mod so i thought ill post them here to get some feedback on the effect that i've just finished working on, The models for the pillars will be changed once madface has the mod up and running.