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

6 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 for next month, 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 162 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 4,015)
wormythesquare
wormythesquare Nov 25 2011, 12:56pm says:

will the illuminate be able to use their navel units in 1.2

+1 vote     reply to comment
madface
madface Nov 25 2011, 2:12pm replied:

Yes and no. The engine hard-locks the Illuminate AI from explicitly using naval units. But I think Avitus is going to model some naval units that can be used by human players.

+1 vote     reply to comment
wormythesquare
wormythesquare Nov 25 2011, 3:47pm replied:

well im playing the mod right now but im wondering if any of the AI can use the added navel ships

+1 vote     reply to comment
wormythesquare
wormythesquare Nov 25 2011, 2:51pm replied:

thnx

+1 vote     reply to comment
OverRated Creator
OverRated Nov 25 2011, 6:11pm replied:

The AI can use them just not illuminate AI but ill be looking into this after i've finished the main codding.

+1 vote   reply to comment
wormythesquare
wormythesquare Nov 25 2011, 6:57pm replied:

well about a half hour ago i was playing your mod i was playing a navel game were i was illuminate team mate was UEF the other 2 were cybran but i noticed non of them were even using the structures so i left started a 4v4 game and not one AI built anything is that a problem with my mod manager or somthing cuz i really like your mods? =)

+1 vote     reply to comment
OverRated Creator
OverRated Nov 25 2011, 7:45pm replied:

I dont have any idea the AI will only use the naval units when set on naval, any other problems are related to your end.

+1 vote   reply to comment
wormythesquare
wormythesquare Nov 26 2011, 1:17pm replied:

ok thanks i geus i should put it on navrl then i had it on random

+1 vote     reply to comment
yokozuna
yokozuna Nov 23 2011, 7:16am says:

This mod looks great! Are you guys planning some terrain textures modifications as well?
Also any chance for the Seraphim to be added at some point?

+1 vote     reply to comment
madface
madface Nov 23 2011, 12:34pm replied:

The texturing might be a problem. The maps are compiled and we don't have a fully functioning decompiler yet. There are some tools available and people have been able to make a bit of progress, but there's still a long way to go to have everything fully implementable. Maps and custom UI's are one of the last things that we might eventually get around to.

About the Seraphim, the engine is hard-locked to only support 3 factions. So, if Seraphim is made as a playable faction, then it would have to replace one of the existing factions. Also, keep in mind that Cybran, UEF, and Illuminate are all being completely overhauled. IF, and that's a really big IF, we were to do something with Seraphim, then it too would get a lot of re-modelling. If Avitus is up to it, we might very well do Seraphim eventually. But any real talks about this is a long way away.

+1 vote     reply to comment
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Released Sep 3, 2010
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Highest Rated (18 agree) 10/10

cool!

Dec 21 2010, 8:17am by Vender

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