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

Report article RSS Feed Should Warp Pillars Replace Gantrys YES/NO ?

Public survey on should warp pillars replacing gantrys in revamp

Posted by OverRated on Apr 9th, 2012

We would like to hear your feed back on this subject this doesn't mean we are replacing them we would just like to know your thoughts on the subject.

Positives for using pillars over gantrys

1. Space Saver uses less room
2. No limitations on how big a experimental can be the Fatboy and czar can be built using a pillar!
3. Looks better :P
4. Pillars will have research upgrades
5. Was made by Avitus should be better than a GPG unit HAHA


Post comment Comments
polerus Apr 9 2012, 8:59pm says:

while warp pillars are incredibly convenient, to balance out the mod just a little, gantries should remain.

+7 votes     reply to comment
leosake Apr 11 2012, 3:24pm replied:

Balance ? exactly how does it affect balance ?

+1 vote     reply to comment
Lordsms Jun 13 2012, 7:20pm replied:

Yes warp pillars save space, but isnt that the whole thing to building experimentals? Shouldnt space be something almost required? I mean it makes things interesting with large gantries. I think gantries add to the gameplay, I think the pillars take away. I would rather have a factory then a teleportation device. Thats just me.

+1 vote     reply to comment
AmadeusReborn Apr 9 2012, 9:04pm says:

I think that pillars are best. It helps the mod team, and means our units can be as large as we like. Also, there's always that awkward stumbling your expies have to do to get out of a crowded base's gantry, which could be averted using a warp pillar with an area of spawnage. And yes, it looks better. :)

+5 votes     reply to comment
Super-Kami-Ρrʌжis Apr 9 2012, 9:10pm says:

Yes, nuff said

+2 votes     reply to comment
OmeG Apr 9 2012, 9:23pm says:

I think you should have both, keep the gantry for the smaller/vanilla expies, and warp in the bigger expies. :)

+7 votes     reply to comment
OminousSpudd Apr 9 2012, 11:03pm replied:

This^ Keep em both.

+4 votes     reply to comment
OverRated Author
OverRated Apr 10 2012, 5:09am replied:

The problem with this is if we have both the AI will only use the gantry's i have no access to the AIs factory manager table which is in the games engine/EXE, So i cant add the pillars for the AI to build.

+1 vote   reply to comment
0ss Apr 10 2012, 1:07pm replied:

So, if only the pillars remain the ai wont use them? Or will they replace the gantry's and the ai thinks pillars are gantry's?

+1 vote     reply to comment
OverRated Author
OverRated Apr 10 2012, 8:08pm replied:

How the mod works is i replace the gantrys with the pillars for the AI, Then i create a new pillar unit for human players so the build icon is right, I cant replace the gantry's icons there in a folder which is 1gb.

+2 votes   reply to comment
0ss Apr 11 2012, 6:19am replied:

Ok, then i'll vote for pillars!

+1 vote     reply to comment
PANdemoniumJP Apr 9 2012, 10:17pm says:

Both look amazing and neither deserve to be cut from the game. Perhaps gantry's can have defensive upgrades (anti-air turret, missile turret...) like regular buildings making them very hard to destroy. Warp pillars on the other hand can be researched for ease and convenience but be much more expensive and fragile.

+1 vote     reply to comment
OverRated Author
OverRated Apr 10 2012, 7:34am replied:

Sorry we wont be editing any SC2 units! also like I've said above its ether gantry's or pillars because of the AI.

+1 vote   reply to comment
madface Apr 9 2012, 11:07pm says:

The Illuminate gantry should be converted into a sports stadium.

+1 vote     reply to comment
OmeG Apr 9 2012, 11:32pm replied:


+1 vote     reply to comment
BloodRaven1313 Apr 10 2012, 11:07am replied:


+1 vote     reply to comment
GlassPirate Apr 9 2012, 11:55pm says:

I say only pillars, I like that idea quite a bit more. Simple, pretty, unique. Could we keep the nanolathe-type effects though? I'd miss those. D:

+1 vote     reply to comment
OverRated Author
OverRated Apr 10 2012, 5:10am replied:

Do you mean the Nanites? if so there only on the land and air facotrys not the gantrys.

+1 vote   reply to comment
VeniVdVici Apr 10 2012, 12:48am says:

Keep the pillar but put them on a naval experience tree. 14 is too much

+1 vote     reply to comment
I_AM_THE_SLAW Apr 10 2012, 4:13am says:

Just the pillars... they look way better and make alot more sense.

+2 votes     reply to comment
Marbityr Apr 10 2012, 6:37am says:

With the pillars experimental units might not be something that is hastily manufactured in the field but rather warped in from another location. It would be like the original SupCom where SACUs were not built in a field factory but teleported into the field from another location via warp gate. Would be nice from a fluff standpoint.

+1 vote     reply to comment
OverRated Author
OverRated Apr 10 2012, 7:03am replied:

Yer as my theory goes,
Think of the pillars like a gatway beacon between worlds, Experimentals are built off world on a remote planet for storage and warped to your base.

Also unlike units like land and air there not spammed from the start of the game, so have a huge factory for experimentals is a bit under thought.

+1 vote   reply to comment
Monkeyshinex Apr 10 2012, 11:05am says:

No! The feeling you get while watching your experimental rise from a loud factory could never be replaced. :(

+4 votes     reply to comment
Sarge7 Apr 10 2012, 3:29pm replied:

Agreed, the mechanical aspect of the gantrys are too cool to completely remove..... Then again all we have to do is just not play SC2 with the mods.... :P

+3 votes     reply to comment
ilovednb Apr 10 2012, 12:52pm says:

i vote for pillars... pillars are the only way that would make sence for the epic huge experimentals

+1 vote     reply to comment
Xorgacz Apr 10 2012, 3:15pm says:

Pillllllllllllllllllllllllaaaaaaaaaaarsssssssssss FTWWWWWWWWWWWWW!!!!!!!!!!

+2 votes     reply to comment
Ticktoc Apr 10 2012, 11:23pm says:

I prefer gantries but if the pillars win out I would like to suggest:
1)Get rid of the blue vortex thing which appears when constructing a unit. It obscures the top of the tower (which looks good with the logo) and also looks odd if you change the camera angle as it sits so high in the air...if you drop a vehicle from that height you would smash it.
2)As an alternative could you make the tower "draw in" the experimental just like the original fat boy is currently drawn in in the current Revamp version. This way you still get the feeling of anticipation/excitement as you see it nearly completed and it looks cool as well. This way the half-baked construction function would also work well/still make sense. The only way an opponent could stop construction would be to destroy the tower (just like with gantries).

Something just dropping from the sky just doesn't feel right and looses its epicness.


0 votes     reply to comment
OverRated Author
OverRated Apr 11 2012, 5:33am replied:

LOL "if you drop a vehicle from that height you would smash it" Its not dropped -_- its teleported -_-, Also the effect is a worm hole when the unit comes though its teleported to the ground is that to hard to understand -_-.

+1 vote   reply to comment
OverRated Author
OverRated Apr 11 2012, 8:12am replied:

Thought i would add so when a unit drops from a transport it would smash O_o

+1 vote   reply to comment
Ticktoc Apr 11 2012, 11:49am replied:

My apologies, I did not notice the teleport effect but on taking a second look you are of course correct. However, I do feel your attempt at mockery was not really necessary. My other points are still valid though as I am hardly the only one to express that the current teleporting mechanism does not feel as good as the original gantry entry. They are merely suggestions though, no need to get personal.

+1 vote     reply to comment
leosake Apr 11 2012, 3:34pm replied:

Nobody is taking anything personal, and as a matter of fact, when I saw your post, it was a bit harsh (the criticism) in the first place, since you were making fun of the whole teleportation animation system, something people spend hours at modelling or programming it so that you can have fun with it ;)
Suggestions are always nice, as long as creative criticism....but do not forget the "creative" part guys...

+2 votes     reply to comment
Ticktoc Apr 11 2012, 7:21pm replied:

There is no way I was trying to make fun of it, my genuine initial impression was that the XP literally dropped out of the teleporter. I freely admit I was wrong but I was just describing what I thought I saw and was certainly not trying to mock it. Upsetting the creators was also not my intention as that just sabotages my own cause. In any case, if that is how my message was perceived then I am sorry, perhaps I could have chosen my words more carefully as I do appreciate you guys put in a lot of hours. Thanks.

+1 vote     reply to comment
Lupus_of_nox_noctis Apr 10 2012, 11:51pm says:

Why not repurpose the gantries to be able to produce several smaller units instead of just one?

+1 vote     reply to comment
jlolment Apr 11 2012, 6:22pm says:

Keep the gantry. Warp pillars should be expensive as hell, but also allow access to all experimentals (unlike gantries, which would offer lower level ones). Effects for pillars should include slowly warping the object out of the ground over time, not immediately. Let people have base defenses other than stockpile gantries and resources to TP in the best units at the last minute.

+2 votes     reply to comment
OverRated Author
OverRated Apr 15 2012, 6:02am replied:

The Aeon gantry? it can build land and air so its unbalanced right there.

+1 vote   reply to comment
Zsombi Apr 12 2012, 7:07pm says:

:0 I can't choose.. I think both are good.

+1 vote     reply to comment
Hollownerox Apr 15 2012, 3:49pm says:

I voted yes, but just a minor question, will the warp pillars have any defensive upgrades? Just wondering because I always found the old gantries annoying to defend due to their size and always wished they had built in defenses.

+1 vote     reply to comment
leosake Apr 15 2012, 8:00pm replied:

on the contrary, i never build any structure upgrades...I solely rely on separate defensive structures (e.g. towers, shields)

+2 votes     reply to comment
OverRated Author
OverRated Apr 16 2012, 2:28am replied:

Yes by the time you unlock a experimental to build you shouldn't need addons.

+1 vote   reply to comment
videogamelover Sep 1 2014, 11:48pm says:

I abstain from this vote, too hard to decide

+1 vote     reply to comment
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