Revamp Balance Mod v1.1b2 (DLC ONLY)
Apr 17, 2013 Full Version 3 commentsPlease read below for install info and full change log.
42 comments by leosake on Mar 17th, 2013
Deep inside the darker corners of our hard drives lies a dark and shadowy place... A place were cancelled projects exist... Projects that were once glorious but now doomed to remain in the shadows...
This thread is dedicated to all those projects that never made it to Revamp, and this is their last moments of fame:
Not much to discuss about it, it was proposed to be the UEF T3 Heavy transport, with sufficient armor to withstand lots of damage, weapon systems to retaliate, and the ability to lift heavy stuff! The engine systems were based on the Prometheus vessel... The project got canceled for various reasons...
What screamed more "armored" than a frickin' turtle??? NOTHING! Thus this project started as the heavy siege walker for the UEF.... This concept was abandoned since it didn't come out as expected...
Long range tank annihilation? You got it! This tank was proposed to be extremely light, extremely low armored, fast enough to hit and run, but with great initial damage and range. The concept was abandoned since it looked like nowadays modern tank destroyers and not something from the future...
Cutting edge spy plane with blazingly fast speed (as can be seen from the huge thrusters that occupy 1/3 of its body :P )... The project is currently canceled...
A second attempt at the UEF Siege walker class, this time with multiple plasma gattling cannons from varius sides that resembled its younger brother the "Mongoose" ... The project got canceled for various reasons, although it was the basis and the inspiration for the final version which was selected...
This unit was proposed to create variety for the UEF, by having units that could fight and build at the same time, resembling the "turtling" favor of the UEF arsenal. This project got canceled for various reasons...
Experimental tracked vehicle that had no sensors on it's own, and relied on the scouting of the traditional army, in order to unleash hell with its vast arrays of missile batteries, with 4 LRM batteries and 2 MRM batteries taking care of everything that was crazy enough to visit it's targeting space... The project got canceled for various reasons...
Moving fortress, with the ability to fire at all directions. Floating on three huge anti-gravity generators. The project started with this model, but got replaced with a better one...
One of the most iconic models of Revamp, the famous "Hammer", armed with dual high-caliber gattling cannons, and dual flak-cannon turrets, able to wreak havoc to everything on the havoc. Towering in size, intimidating as a view. The project got replaced with a better model...
Did you like the Fatboyz? What about an all-terrain all-weather one? You got it! A floating super-fortress, able to produce gunships, and eliminate threats with its massive naval-type cannons found only in huge battleships! and all of these packed under the super-structure of a hovercraft! The project was cancelled because the scientists testing it got drowned after a prototype test....
ALTHOUGH THIS UNIT IS IN 1.1 IT WON'T BE IN 1.2....
The first edition of the Revamped all-famous Fatboy. The concept was based on the classic Fatboy I which we all loved (and hated). The specific concept under-run various changes and multiple versions, the one depicted above was the first iteration. The project was replaced with a better model...
The well known "Rhino" heavy tank made its debut on SC1 and we all loved it (or hated it)... A model with the same role was needed, and what was better than a comeback of the original concept only heavier and more armored... So this time, one huge pulse cannon instead of two smaller ones, coupled with two missile batteries for close range cluster bombing.. The concept was scrapped since the role changed a bit, and a new model had emerged...
The experimental that we all loved as a shape and concept but none of us really felt like it was worth building and spending money on... The original concept behind it was for it to resemble the tripods from the War of the Worlds movies. The concept had it with two stages, submerged it could fire to airborne targets with its laser cutter tentacles (small ones and less than the original concept but far more powerful), but when it was on land, it could unleash havoc with 6 proton heavy blasters (similar to those of the original Megalith) coupled with the laser cutters.. The concept was cancelled...
This concept started accidentally through a misunderstanding, after the spider "Viper" missile launcher was finished... The concept had it that it should be blazingly fast to relocate and fire again its single but powerful missile.. The concept was cancelled since the "Viper" unit was already implemented in the form of the spider missile walker...
We all love the simple but yet effective T1 units, thus we had to implement the Cybran equivalent of a light, fast but upgrade-able T1 unit... This model came out, with the ability to get better view range, and a second blaster.. The project was cancelled and is on hold up to now...
The need for lower polied T1 units arose several months ago, and one of the first units made were the Anti-Air tanks. Thus the Illuminate counterpart was modeled with three principles in mind: Hover technology, Aeon look, Extremely low polies..... This concept was abandoned in favor of a better one...
The middle tier Illuminate machine is a little bit weak, thus something had to be designed for the second tier (T2) that would fill the gap and provide the Illuminate commanders the ability to hold longer until they lay hands on their menacing Experimentals. The best candidate was the comeback of the T2 Blazer hover tank from SC1! The veteran version (shown above) gets improved with a central sensor suite in the middle, and twin small laser cannons on the sides, giving it additional firepower and range. The project is currently on hold....
Given the fact that the Illuminate ground forces luck survivability, a unit was needed that would provide adequate survivability to a pack of units. The mobile shield walker project started with this specific role in mind! The project is currently on hold...
The time has come to reveal the new Illuminate "family/chassis" of units that was created to complement the existing ranks of the Illuminate force. Before I explain the units depicted above, I would like to elaborate on the whole "Spinner" family of units:
The Spinners came as a concept when we saw that the Illuminate forces were utilizing hover technology too much, thus limiting the creativity of their armed forces, and making the force look monotonous. Thus something scientifically advanced and at the same time aesthetically appealing had to be implemented. The idea came with magnetic levitation on huge spinning wheels (some times thin, some times huge and thick)...
The unit projects depicted above are the precursors of the current Spinner named "Equalizer", and it started with the project on the left, where two think wheels were spinning providing lightning fast speed, while the spheres on each side could launch energy projectiles at various directions. The second iteration produced the unit on the right, where the fast speed was turned down in favor of heavier weaponry and thicker armor. The chassis now had thicker wheels and twin heavy cannons on the top. As mentioned before the concept was evolved to the "Equalizer" experimental.
Please read below for install info and full change log.
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...
Please read below for install info and full change log.
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...
Please read below for install info and full change log.
Please read below for patch release notes and requirements. DLC USERS ONLY
Hey OverRated. I love what you guys are striving for here, and I appreciate all the hard work you do.
Also, did you hear that Nordic Games bought the rights to Supreme Commander?
They want to work with the original developers if they make a sequel. There is still hope!
I find that hard to believe because THQ doesn't hold the ip for SUPCOM SE does so all they can do is patch FA LMAO?
Is there any way to modify special projectiles like Nukes?
I was thinking it might be possible to reconstruct the Yolona Oss XP nuke launcher,or fix that Nuke The Mountain bug.
What bugs and no FA nuke effect wont work in SC2 the needed shader isn't in the game.
Darnit. There goes my plan to add the Yolona Oss. Unless I just used the supcom2 nuke effects...but that would be so much more boring...
There's this certain map i remember with a huge mountain...nukes will just hit this mountain if their path colides with it.
So no Yolona Oss? No more than 1 hit needed nuke?
That's the seraphim isles.
Personally, I like the "nuke the mountain" bug. It requires more strategy and long term planning (in most cases) to get the nuke to the enemy. Also, it's a really good way to get turtles to move out of their comfort zone (as in, they need to move to attack...).
Are you taking about the nuke hitting the mountain i dont see that as a bug.
Quick (probably not) technical question: Moddb.com
(Sorry about posting it here, but I'm getting annoyed with it's refusal to be solved, and I just don't feel like waiting.)
Im just stating the 2 big changed points between the games, i know there are lots of new stuff to vary gameplay......
Anyway, since A most likely can't be changed,what about B?
Minor XPs are quite ineffective right now compared to an equivalent of T3 units.