Code and Effects by OverRated
Models and Textures by Avitus
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THEORY
Think of the pillars like a gateway beacons between worlds, Experimentals are built off world on a remote planet for storage and warped to your base.
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REASON
Pillars are space savers and while not limiting the size of an Experimental unit that can be warped through for example the FATBOY which is too big for a gantry.
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MOD INFO
Gantries are replaced with warp pillars one pillar can build both land and air Experimentals, Pillars support the tech toggle instead of changing tech level they switch between land and air categories units, this mod also adds Naval support for Illuminate when using it with the Revamp Expansion Mod (RVE).
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SUPPORT INFO
• Does Not Support Campaign
• Requests The Infinite War Battle Pack DLC
• Requests Mod Support Minimod v7
• Requests Revamp Expansion Mod 2.0
REPACKED TO SUPPORT
Compelx's
SC2 Mod Manager RC1A
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Release Notes
BETA 2/2.1
Updated 27/11/15
- Floating unit bug fixed i hope
Released 02/09/15
- Updated for RVE 2.0
- Air-Land Toggle Added
- Tier Toggle Added
- Fixed AIs Pillars showing up on human players
- Fixed Sooprizer missing from pillars
- Added Enable flag for compatibility with other mods
- Land Indicator Icon colour changed to green
- AI Naval factory updated
- Fixed Illuminate Warp Pillar name
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BETA 1
where should I put this warp pillar scd file into?
Gamedata
Beta 2.1 should have the floating units bug fixed.
I did a test game today and I still got the floating unit bug in 2.1 when a warp pillar is surrounded completely by T3 power generators.
Oh well i know the problem, its to do with the units collisions boxes i thought i mite of lost the work i did on that when i reloaded windows guess i did.
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"This file is malicious,
and Chrome has blocked it."
Hmmm....
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Chrome blocked it :/
Same...
Wow a guest... Same though for me to...
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