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Blog RSS Feed Report abuse Latest News: RVE 2.0 ALPHA NEWS UPDATE

13 comments by OverRated on Feb 12th, 2015

Some time ago we dropped RVE 1.2 as the next version number and changed it to 2.0, the reason being was we didn't want people thinking RVE 1.2 was just a update of 1.1, when its so much more so that's the reason behind the version number change, I was also calling it 1.2 from force of habit but no more .


I thought i would post up in the news feed what the current progress with the mod and what we are working on at this point in time plus some info about RVE 2.0.

Mod Progress

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.

Mod Progress is slow at the moment as the Research Tree layout are holding use but i have been working on other parts of the mod but to start bug/balance testing we need the tree up and running in the mod.

We are holding off adding new units to the mod until we have balanced the units already in the mod adding more units just pushing the mod back even more from a Public release.

Research Tool

We didn't hit our donation goal for the research tree editor, So we had to use funds for the mod manager that we had put aside but as the research tree editor as it was a higher priority.

Mod Manager

Fundraising has started for a new mod manager to be made, lets see if we can hit the goal so this happens, the new mod manager will bring in Multi-Language support for users running non English version of windows, new features like setting the unit cap and other game options along with side mods, this manager will also have a Hash number so you can check if your running the same mods as a friend!

UPDATE 23-03-15
Thanks to every one that donated, it really did show the support for SC2 and RVE , As the mod manager will be programmed on the behalf of RVE it will not be limited to just RVE, any mods can support it as long as the mod creators make there mod to do so.

Programming for the new mod manager is booked in , The programmer that made the research tree tool will be programming it, we are just waiting for his to finish up a current job.

Thanks again.





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


UNIT PORT NEWS

STATUS
BETA!

Version: 0.3.1.1

Mar 3rd, 2015


CHANGELOG

0.3.1.1
BUGS
-Fixes not being able to build most T3 things

0.3.1
BUGS
-Mass, Energy, and Research catalysts no longer read in their descriptions as having a negative effect
-Redid the restrictions so that they should be correct now
-Catalyst UI now works in multiplayer
BALANCE
-Hunter has less damage
-Hunter duplicate ability cost increased (a lot)
-Lots of new catalyst types
OTHER
-Unit wiki descriptions all finished!


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


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Revamp Expansion Mod v1.1 ( Legacy )

Revamp Expansion Mod v1.1 ( Legacy )

Jun 16, 2013 Full Version 172 comments

Please read below for install info and full change log. 1.1 is the last version before we started fresh on 2.0 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 25 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 59 comments

Please read below for install info and full change log. 1.1b2 is the last version before we started fresh on 2.0 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 114 comments

Please read below for install info and full change log. 1.1b is the last version before we started fresh on 2.0 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 34 comments

Please read below for install info and full change log.

Post comment Comments  (3090 - 3100 of 4,128)
skiparay
skiparay Jan 13 2012, 6:19pm says:

So I'm having a bit of trouble. I can get the units to show up in skirmish mode, but not in campaign mode. There's an option to switch tech, but there's no option to research the tech in research screen.

How can I fix this?

+1 vote     reply to comment
OverRated Creator
OverRated Jan 13 2012, 8:52pm replied:

Only the scaling is available in campaign mode sorry.

+2 votes   reply to comment
CadenceKingsly
CadenceKingsly Jan 12 2012, 4:48pm says:

I just thought of something. I remember once you guys saying something about having troubles with unit numbers withing buildings and engineers only having ten slots and stuff. What about making the mod so that buildings and units "research" individual units/buildings themselves so that you can have tailor made factories producing only the units you want and what not, not having to worry about the number of units in there. Then you could also have "niche" engineers to build various buildings as well?

+1 vote     reply to comment
therealredmoth
therealredmoth Jan 13 2012, 12:47pm replied:

I believe this is fixed with the tech level switch. Also that Idea is quite game changing in itself and would require too much base management in its own.

+1 vote     reply to comment
CadenceKingsly
CadenceKingsly Jan 14 2012, 3:23am replied:

I can conceed to that I just thought it might help out a bit. *shoulder shrug*

+1 vote     reply to comment
zuthen
zuthen Jan 11 2012, 1:20pm says:

speaking of which is there a way to have units change weapon's as they level up, like that forged alliance mod? im sure its probably not possible without a shitload of buggy coding and the like since sup com2 dosent even have a very similar engine, but i figured id ask.

+1 vote     reply to comment
OverRated Creator
OverRated Jan 12 2012, 9:22am replied:

Yes it easier to make a mod like this in SC2 than in FA.

+2 votes   reply to comment
zuthen
zuthen Jan 11 2012, 1:10pm says:

i agree, every unit should have a viable weakness so all units have there uses. though i like the idea of a unit gaining in power and other uses as it levels up. so for instance that nice new t4 unit may be a total long range badass, but that t3 unit you built awhile ago that has fought through many battles has experience and has been around longer so his weapons have been refined and customized.

+1 vote     reply to comment
Ticktoc
Ticktoc Jan 11 2012, 2:27pm replied:

Yeah, nothing quite like having your weaker (originally) but battle experienced unit take down a unit which would have once been tougher/more advanced. (fondest memories for this sort of thing is Battle Isle 3)

+1 vote     reply to comment
zuthen
zuthen Jan 11 2012, 7:01pm replied:

ha, i know what you mean! now THAT'S harkening back to the good old days! (kinda makes me feel a bit old, lol) reminded me too, you know the one old school game iv seen a few try to re-create but never really quite get there? battlezone 2. back in the day that was one of my all time fav's! always loved the idea of mixing an rts with an fps.

+1 vote     reply to comment
Ticktoc
Ticktoc Jan 14 2012, 8:17am replied:

yeah, I realised mentioning BI3 might date me but good to know some people still remember it. Battle Zone was indeed another goody.

+1 vote     reply to comment
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Released Sep 3, 2010
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Highest Rated (19 agree) 10/10

cool!

Dec 21 2010, 8:17am by Vender

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