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12 comments by OverRated on Jun 11th, 2013

OK i thought i would post this up to see what people think about both ideas and the balance they both bring to the game, Some people may think gifting is OP but it was a built in option on SC/FA.

Gifting units = Giving a unit of your faction to a ally.
Sacrifice units = Sacrificing your unit to create a new unit of you ally's chosen faction.

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Revamp Expansion Mod v1.1

Revamp Expansion Mod v1.1

Jun 16, 2013 Full Version 21 comments

Please read below for install info and full change log. 1.1 is the last version before we started fresh on 1.2 this version has been released for mainly...

Revamp Balance Mod v1.1b2 (DLC ONLY)

Revamp Balance Mod v1.1b2 (DLC ONLY)

Apr 17, 2013 Full Version 12 comments

Please read below for install info and full change log.

OBSOLETE - Revamp Expansion Mod v1.1b2c

OBSOLETE - Revamp Expansion Mod v1.1b2c

Apr 17, 2013 Full Version 57 comments

Please read below for install info and full change log. 1.1b2 is the last version before we started fresh on 1.2 this version has been released for mainly...

OBSOLETE - Revamp Balance Mod v1.1b (DLC ONLY)

OBSOLETE - Revamp Balance Mod v1.1b (DLC ONLY)

Mar 18, 2013 Full Version 20 comments

Please read below for install info and full change log.

OBSOLETE - Revamp Expansion Mod v1.1b

OBSOLETE - Revamp Expansion Mod v1.1b

Mar 18, 2013 Full Version 107 comments

Please read below for install info and full change log. 1.1b is the last version before we started fresh on 1.2 this version has been released for mainly...

Experimental Warp Pillars Mod Beta1 (DLC ONLY)

Experimental Warp Pillars Mod Beta1 (DLC ONLY)

Apr 6, 2012 Full Version 32 comments

Please read below for install info and full change log.

Post comment Comments  (1650 - 1660 of 3,059)
SAMIRUZA
SAMIRUZA May 1 2012, 11:41am says:

Hellow my friend !

I can wait and I have a lot of time to wait the 1.2 mod ( I know that is a HUGE mod and I know that is a BIG MOD DATA BASE STORAGE from all types of the games. )

I want to do some observations of few bug from 1.05 version :

1. When I chose only naval AI battle , I can`t build the Torpedo Turret ( so POOR DEFENCE on water ).
2. The NAVAL AI it doesn`t work . My test was made on very difficult and normal game . If I have an alie , that virtual player build generators , miner extractors and shield , That "player" don`t build 1 shipyard ever .
If I play 2 vs 2 ( 1 and CPU alie VS 2 CPU) , certenly 1 enemy CPU build a lot of fleets and it doesn`t atack with them and the second CPU enemy will build mine extractor / shield / power energy . My CPU alie will build mine extractor / shield / power energy too . So the Naval AI it doesn`t work . The test was made also with ORIGINAL DLC ( not with 1.05 mod ) and the NAVAL AI it doesn`t work .

Sugestions for next version ( if will be possible ) :
1. When a destroy enemy units , I win research points . ( that is on ORIGINAL DLC from SC2-Steam ).
2. To try engeeniers to build the same building ( to encrease down the time bulding ) .
3. To bring (import ) a lot of units from SCFA ( original and mod )---- I know that you try to do thi in this time .
4. To RECREATE visual effects from NUKE MISSLE detonation . ( after the bomb explode , after explosion , the FOG remain for 10-15 seconds with NO MOTIONS . It is only static FOG . I think that , after 10-15 sec , that fog disspear instantly ------ I don`t know hay but you can se in SCFA game how is the animation for encrease the realism of the game ) .
5. If the units ( units and buildings ) will be too biger on original maps , certeinly YOU must RECREATE or RESCALING the dimension of MAPS .

So that is for moment :D !

So GOOD LOOK !

With respect from MODDB TEAM ,
SAMIRUZA

+1 vote     reply to comment
OverRated
OverRated May 2 2012, 2:31am replied:

Sorry but thats really hard to understand we wont be porting any SCFA units over and we will be removing all of them in time, and for this "1. When a destroy enemy units , I win research points . ( that is on ORIGINAL DLC from SC2-Steam )" I never changed this so you do gain research point from kills but i may remove this because i see it as a unbalance, I cant change the Nuke effect sc2 doesn't have the right shaders to run a SC nuke effected, The AI will be redone also the rest i dont not understand sorry.

+1 vote     reply to comment
sleepyx732
sleepyx732 May 2 2012, 5:42am replied:

Ahh well I hope you guys add something else to make it worthwhile to go out and destroy bases and such. Turtling is nice, but for game play reasons I would put in a mechanic that promotes the "opposite" - of turtling.

:D

+1 vote     reply to comment
OverRated
OverRated May 2 2012, 5:53am replied:

Instead of % system for research points per kill, I may add kill bonus to some buildings say research stations when destroying a enemy station you gain research ? this way is more balance than killing any old crap and getting point for nothing this way you have to go out and get point they dont come to you.

+1 vote     reply to comment
SAMIRUZA
SAMIRUZA May 2 2012, 3:09am replied:

Web translator now trying to get me better (I hope this translator to translate correctly they say).
Now I'll just say that errors could not understand them because I know ffff little English but I really want to say that I see the opportunity to "exchange" through your cateceva the realism of the game.
so:
Bug reporting
1. When activate (select) only naval AI, I as a player can not build the building "Torpedo Turret". Basically that icloana MISSING.

suggestions:
1. If possible, a group of engineers to build the same building as the SCFA. In this way, during construction of the building may fall considerably.
2. (What there was in the previous message but offer) buildings that extract ore (money) can have two thresholds that SCFA UPGRADE. This makes the player more money back to them and not rely on the upgrade UPGRADE Talo made​​.
3. I saw that in the next version 1.2 appear TITANIC sized units. This issue puts the major difficulty allocated space on existing maps. Im normally should rescalate maps, because, once built an army of giants, you had (the player) to attack with those units that do not have space to build buildings and any other units.
4. Regarding EXPERIMENTAL GANTERY is the idea that there must be (not removed). It is the fact that this building should build only experimental units present in 1.05. All other units TITANIC, present in 1.2 shall be made ​​by WARP EXPERIMENTAL PILLAR. It is the best way to combine these two buildings to exist without an additional add-on to defend in the MOD MANAGER.

I hope this time to have understood what I said and would like to know if it's easier with this method I can to show my views.
I expect your answer to the above said.
Thank you.

+1 vote     reply to comment
Avitus12
Avitus12 May 1 2012, 9:52pm replied:

thanks for the feed back and suggestions :)
btw what do you mean by "With respect from MODDB TEAM" are you like one of the people that run moddb or something?

+1 vote     reply to comment
SAMIRUZA
SAMIRUZA May 2 2012, 2:40am replied:

In MODDB TEAM , I want to say that you are o couple of man who make all this mods and you work hard for this . I readed the message "With respect from MODDB TEAM" and the right word is "for" and not "from" :D . It`s a little mistake , sorry .

+1 vote     reply to comment
OverRated
OverRated May 2 2012, 2:57am replied:

We are not part of MODDB's TEAM we are a part of a mod team called REVAMP. :P

+2 votes     reply to comment
Flypaste
Flypaste May 2 2012, 10:02pm replied:

fail.

+1 vote     reply to comment
GeneralKong
GeneralKong May 1 2012, 10:26am says:

Im wondering, is there a way to make that Alien Drone frm the last mission in the Cybran campaign into a ground version? remove the large wings and add legs?

Cant wait for 1.2 :)

+1 vote     reply to comment
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Released Sep 4, 2010
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Highest Rated (14 agree) 10/10

cool!

Dec 21 2010, 8:17am by Vender

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