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OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.31
Comments  (0 - 50 of 118)
yavuztezcan
yavuztezcan - - 709 comments

Great news^^

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Ρrʌжis
Ρrʌжis - - 5,071 comments

lol... Wanger tank.

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malurok97
malurok97 - - 86 comments

Awesome! Can't wait to test!

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Niv-Mizzet
Niv-Mizzet - - 31 comments

so you just add it to the mod manager and check and your good to go?

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OverRated Author
OverRated - - 2,885 comments

A fix will be upload to fix the aeon acu firing problem later today.

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Niv-Mizzet
Niv-Mizzet - - 31 comments

cause when i try to do it i get to the load screen after u make a match and it crashes

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OverRated Author
OverRated - - 2,885 comments

Then your game files are messed up or your running it without the DLC?

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Guest
Guest - - 695,795 comments

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Guest
Guest - - 695,795 comments

question, are you still planning on changing the acu design to something that looks more like a armored core acu ? i was looking at some concepts you had posted earlier, and they looked really good ! I am asking, because i am unsure if the concept was scratched, or if the plan was to uploaded it in a future update. Also.. if there is an older file that has this design, what would the files title be ?

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OverRated Author
OverRated - - 2,885 comments

At some point yes.

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Niv-Mizzet
Niv-Mizzet - - 31 comments

i has dlc its also on steam and i have did the "verify integrity of game cache" thats why im stumped

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OverRated Author
OverRated - - 2,885 comments

Normally your game will only crash if your missing files, maybe try unzipping the scd files into your game data.

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MagyarFasiszta
MagyarFasiszta - - 2 comments

Does this mod require a Mod Installer?

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OverRated Author
OverRated - - 2,885 comments

Best to use the mod manager yes but can be installed without but can be messy.

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Niv-Mizzet
Niv-Mizzet - - 31 comments

ok so i figured it out is was my dumbness its seems i still had files in from old mods so if anyone has this issue u cant not have other file from other mods in and the mod installer doesnt always remove em so u have to go to game data to do so and all i did was go in and sort by date all the one that were made 1st and on the same day were installed by game any thing on a later date is stuff you add so remove it

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OverRated Author
OverRated - - 2,885 comments

Yeah the mod manager has this problem plus a load of other bugs which is why there is a new one being worked on :).

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Guest
Guest - - 695,795 comments

You guys have turned this game into a masterpiece, BRAVO! Seriously, thanks for all you have done!! Keep the magic coming. :)

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rt58killer10
rt58killer10 - - 3 comments

I'm playing a game right now where the AI is making hoards of units at their base and not even using them. All it's doing is causing the game to go really slow.

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OverRated Author
OverRated - - 2,885 comments

This is a problem that happens some times when the AI can't reach a attack order requirements, I am still looking into the problem why they do this.

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Guest
Guest - - 695,795 comments

Would it be a problem with the new units and the map, or relating to a death? I've had times where the A.I. is attacking, and then one of them dies, and they stop, or on another time it just doesn't happen at all. Granted it might also be a problem beyond my basic understanding, but hey, worth a try.

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rt58killer10
rt58killer10 - - 3 comments

Thanks dude.

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Niv-Mizzet
Niv-Mizzet - - 31 comments

i think they like to steam roll

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slothman320
slothman320 - - 134 comments

Great so far but there's a crippling bug with the UEF point defenses. So far I've tested (still in a game) but the hatcher and T1 point defense suffer crippling aiming bugs when faced with shooting downhill. It doesn't appear to be a case of the incline being too steep as sometimes they shoot sometimes they don't. But the targets are always in range and they are always tracking their targets.

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OverRated Author
OverRated - - 2,885 comments

Are you talking about the pitch limit of the weapon? The barrel is only ment to pitch down and up a set limit or it will clip the mesh.

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slothman320
slothman320 - - 134 comments

Well I looked at the angles and the guns are lining up with their targets. but its random whether or not they'll actually take the shot. They don't always shoot is the issue. makes securing ramps very difficult. Have yet to test this with shooting up hill yet.

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slothman320
slothman320 - - 134 comments

I must clarify that AA turrets don't suffer this issue. Also SAM's are still nightmarishly underwhelming.

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Guest
Guest - - 695,795 comments

Your AI cheats like hell

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OverRated Author
OverRated - - 2,885 comments

Good no one likes a boring AI.

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Guest
Guest - - 695,795 comments

Don't know if this has been mentioned or you are aware of it, but the Illuminate fires multiple anti-nukes to take out 1 regular nuke.

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OverRated Author
OverRated - - 2,885 comments

Please read the change log before posting!

Experimental nuke Anti-Nuke shot down requirement changed to 4
Structure Nukes Anti-Nuke shot down requirement changed to 2
Naval Nukes Anti-Nuke shot down requirement changed to 1
EMP Nuke Anti-Nuke shot down requirement changed to 1

Moddb.com

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yk123
yk123 - - 195 comments

I want to play it without mod manager !

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slothman320
slothman320 - - 134 comments

Open the winrar file grab the individual folders/files within the winrar file and Drag it directly into your data folder of SC2

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Guest
Guest - - 695,795 comments

The requirements to take out nukes seems too much (2|1 ratio). Defense should always have an advantage. I guess this wouldn't be a problem, but since the AI can build more nukes than is humanly possible to even build anti nukes, something is broken. I've played this game for years and (at least on Clark's Training Ground Map) it's impossible to build enough anti nukes for all the nukes a Normal AI lobs at you. Either the AI's nuking needs to go down a tad, or the requirements need to be reduced. I know build order makes a difference, and that's fine, but from what I'm gathering that margin of error is too little. No one wants to conform to an exact build order every time just to beat a normal AI. There should be some leeway.

I know this is just Alpha, and you can disagree with me, but just my two cents to make the AI less mechanical and more human. I'm sure there is a way for us to manually adjust the nuke, but since I'm new, I don't know how to do that. Thanks again for all you've been doing :)

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OverRated Author
OverRated - - 2,885 comments

That would be because the AI can now build nukes in expansion bases which they never could before, if you read above you will find your answer to why there 2|1, also the cost to build a anti-nuke was also reduced by 50% when this change was brought in.

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ShadowSivice
ShadowSivice - - 24 comments

Well, I was incredibly satisfied by the new UEF air XP2! It had an apocolyptic amounts of guns, but wasn't ballistically over-powered (I almost got mine killed). It definitely added the oomph I felt the UEF needed for their air. The AI also seemed to behave a little differently, but nothing that was too new.

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sanguinius86
sanguinius86 - - 3 comments

well, for some reason my game keep crashing when i'm loading a campaign mission. It work in skirmish, but no matter what i trie, not in campaign. Idid use the mod manager, i have a clean install of supcom 2, and no other mod. I don't really know what to do next.

Sorry for my english, i'm french.

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OverRated Author
OverRated - - 2,885 comments

RVE doesn't support the campaign and never will.

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sanguinius86
sanguinius86 - - 3 comments

oh...too bad. I was wondering if it was possible to create a version with a more little unitcap to keep the game more fluid...Cause when you have a bot with 2000 unit, even in x10, the game is quit slow.

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OverRated Author
OverRated - - 2,885 comments

Try only use a max of two ai the ai is what slows the game down.

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Guest
Guest - - 695,795 comments

That mod are good?

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sanguinius86
sanguinius86 - - 3 comments

ya bet he is !

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ramon1993
ramon1993 - - 3 comments

Perfect mod, but the excess of pop make is very heavy for my hardware, show me the way to reduce pop limit, this should make game runs very well.

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OverRated Author
OverRated - - 2,885 comments

You need a i5 or greater for best compatibility , Never use more than 2 Ai per match.

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ramon1993
ramon1993 - - 3 comments

Remembering that the .exe for pop that we can download here doesnt work for this version.

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OverRated Author
OverRated - - 2,885 comments

No the unit cap can only be set in the following numbers in RVE 1000,1500,2000,2500 and 3000.

RVE needs a unit cap higher than 1000 to work correctly which is why 500 is no longer available.

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ramon1993
ramon1993 - - 3 comments

And how i can do it?

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OverRated Author
OverRated - - 2,885 comments

With this
"Remembering that the .exe for pop that we can download here doesnt work for this version."

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DarkRavenBest
DarkRavenBest - - 150 comments

Can you, please, return Megalith mk.1 from SC?

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OverRated Author
OverRated - - 2,885 comments

No we don't use ported units from SC/FA, play unitport the side mod for RVE legacy if your wish to play the old units.

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DarkRavenBest
DarkRavenBest - - 150 comments

I sorry, but i saw sam old units from SC and FA. Of coure it is your decision, but what abot them? Why they were returned, but megalith not?

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OverRated Author
OverRated - - 2,885 comments

Thats ok :) These are just place holders in RVE 2.0 which will be replace at some point.

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DarkRavenBest
DarkRavenBest - - 150 comments

Well, i understood.

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DarkRavenBest
DarkRavenBest - - 150 comments

Well, i understood. But will we see other giant units like megalith?

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OverRated Author
OverRated - - 2,885 comments

The stormstrider was the RV version of the megalith.

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