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RVE 2.0 A1.3/1.31 BUGS / SUGGESTIONS



Mod Info

There is currently only two members of RVE team, me and Avtius_12, We did have some helpers at some point but they have moved on so please understand the amount of time needed to do a overhaul of a game when its just two people working on it.



Compelx's SC2 Mod Manager

RVE mods now support the new SC2 mod manager all mods will be updated with support.


About Unit Port

Unit port is a side mod for Revamp Expansion Mod v1.1 ( Legacy ) made by ALBINOsnowball, any bugs, problems, feedback should be posted in the below link.

Unit Port By AlbinoSnowBall


UNITPORT NEWS

STATUS
BETA!

Version: 0.3.1.1

Mar 3rd, 2015


Who's excited for RVE 2.0? Woot! Woot! Yes, I'm normal...


In other news...

(A) Yes, UnitPort will be made to work with RVE 2.0, though big changes will be made. However, don't expect a new version until a while after RVE 2.0 has been released. I don't want to be the guy that steals the limelight, and RVE is going to far outshine UnitPort anyway.

(B) New achievement system...

2015 08 04 00001



>>>>>>>>>>>CLICK BELOW FOR DOWNLOAD LINK AND MORE INFO<<<<<<<<<<<<<




"How to help support the mods work space"

Hi guys, If any one isn't signed up to Dropbox please support the mod by signing up with this link RVE Referral , after signing up please download and login to dropbox, Me and Avtius use Dropbox as a open work space to work on the mods development so any extra space will help us out.

Thanks goes out to the people that have signed up for us :-)

RVE 2.0 Complete Change Log

RVE 2.0 Complete Change Log

News 3 comments

This holds all the current changes made in RVE 2.0 up to the current version released.

Gifting units or Sacrifice units

Gifting units or Sacrifice units

News 14 comments

Voice your thoughts on this subject pick a answer.

Revamp Graveyard

Revamp Graveyard

News 44 comments

Models that never made it... Models that were cancelled....

Strategy Dynamics

Strategy Dynamics

News 60 comments

Discussion over the dynamics of Revamp in general, along with a three point statement over experimentals, game strategy and faction diversity...

RSS feed Downloads
Revamp Expansion Mod 2.0 Alpha 1.31

Revamp Expansion Mod 2.0 Alpha 1.31

Full Version 92 comments

Please read below for install info and full change log

Experimental Warp Pillars Mod Beta 2.1

Experimental Warp Pillars Mod Beta 2.1

Full Version 5 comments

Please read below for install info and full change log

SC2 Mod Manager RC1A

SC2 Mod Manager RC1A

Installer Tool 47 comments

The initial release candidate for compelx/Revamp Team Supreme Commander 2 Mod Manager. Please click the "Read more" link to see important information.

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.2 REUP

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.2 REUP

Full Version 30 comments

Please read below for install info and full change log

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.1

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.1

Full Version 47 comments

Please read below for install info and full change log

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1

OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1

Full Version 145 comments

*********** Early Access release *********** Please read Description for info

Post comment Comments  (3000 - 3010 of 5,124)
Flypaste
Flypaste

Would you be able to use research points to add one level of veterancy? because at the end of a game, players often have 60+ points sitting around doing nothing. would be a nice use for them.

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OverRated Creator
OverRated

You can turn off research now you wont want to leave it going when it costing you to run :P.

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Flypaste
Flypaste

lol i can be so stoopid sometimes

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Rtys8
Rtys8

Actually, i presume you guys are basically more or less are going to finish laying down the bare essentials for the revamp,before finishing off the less important sections.That's more important.

Btw,i think honestly, after all the air and land units, you guys should think about the Tactical Buildings and other structures.

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OverRated Creator
OverRated

Ok we wont release any alphas or beta's till the mods 100% complete that way questions like this we don't need to answer.

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Rtys8
Rtys8

Lol.Just kidding. It's up to u guys discretion.
Just highlighting we havent seen any news on tactical buildings for a long while.

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OverRated Creator
OverRated

haha jjks man, Well as you know we are only working on replacing the ported units, We do now and then add a new one to mix things up, for the buildings they will come but after the core ones have been finished :).

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Rtys8
Rtys8

Actually,on the topic of buildings,since you guys have changed the way Research works, and the fact there are higher tier Mass Converters..........

By any chance, are there plans for higher tier Research Generating Buildings?
It would be nice to have this option.

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OverRated Creator
OverRated

It did cross our minds but we thought about adding upgrades to the T1 station for the time being we mite make a T2 one at some stage :).

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Rtys8
Rtys8

Except that form of upgrading(eg. Mass extractor upgrading) was phased out in SC 2.

It might be possible if UEF can add turrets to their buildings though.

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OverRated Creator
OverRated

Just buff's for now we don't plan on bring back in the FA upgrade system which was only a unit replacing the base unit.

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Zsombi
Zsombi

Although the research points don't really sound like veterancy or whatnot points, I think that..

-if you keep it like destroying enemy also yields points then it should always yield more than any station, except the experimental station (if you keep it) could give;

-or you could just make research gained from destroying enemy yield no research points; maybe only from destroying experimentals.

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Rtys8
Rtys8

Here's the thing.
If the usual method for gaining research "destroying and damaging units" has been nerfed , the Aeon suffer big time for their economy.

UEF has their Research Converter.Good Early Economy option.
(Just leave it be,it's their choice what to use for research)

Cybran have their Proto Brain later on.Good Mid-Late Game Economy option.
(I think just let it be the ONLY free source of research left.)

Now, Aeon has their Paragon back.But only very very Late game.

(I know Aeon's strengths are specialization, but i feel the current balance for Aeon Economy is that they need a way to get to that Paragon first due to it's being research costs. 99 is like the max research cost. Isn't the risk of it being there bad enough? It's a nuke when destroyed!)

I propose and exclusive T3 Research building for them.

The style of the Illuminate is mainly like all or nothing.So please let them use their resources when they have them.

[That's the idea. If you let them build up and build big,they will stomp you]

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OverRated Creator
OverRated

Dont forget how the game is balanced in 1.05 wont even be close to how 1.2 will be balanced, also the paragon has been removed it wont be coming back it was unbalanced.

Also we did ask if people wanted the research point system to only depend on stations most people didn't want it changed.

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Rtys8
Rtys8

Hmm i hope the Aeon get another economy booster building somwhere then....They need that boost to keep up with the other factions.

Big toys are useless when you cant bring em out,no?

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OverRated Creator
OverRated

Dont worries 1.2 wont be like 1.05

Reply Good karma+1 vote
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Dec 21 2010 by Vender

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