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 one reason to support version 1.26 of SC2
★★★ RVE Version 1.1 ★★★
16/06/13
PERFORMANCE IMPROVEMENTS/BUG FIXES
• Illuminate Ported Defence units can now fire on water.
• Cybran Boomerang fixed
CODE/UI CHANGES
• Tech Select icon updated to new look
NEW UNITS
UEF
• Quad Anti-Air Defense System Skystalker
• High Damage Point Defense Hatcher
CYBRAN
• Heavy Tank Phenom
Included Mod Support Minimod v7
REPACKED TO SUPPORT
Compelx's
SC2 Mod Manager
New units? I like.
On the other hand, now I have to redo all the changes I made to the last revamp version for my mod. Oh well.
No big changes so your mod will be fine.
hi author im new to the mod for this i have the game is this the full mod and do i need to DL a mod to make this mod work? like i have one for star wars empire? and what tech group from this game can be the empire? there something random haha
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plz make a vid on how to install unit port
More mirrors
Moddb.com
Any news on possible 1.2 release dates? And when will that resource transfer system be put in place? THX in advance.
I'm waiting on some new models for the resources sharing and no date yet for 1.2 but i putting as much time into it as i can.
WOO! Update. :)
Keeping my eyes peeled on the UEF's Atlantis. ;)
So you noticed the atlantis too? I have a feeling that we are either in the minority, or I am extremely ignorant :). I just found the atlantis (an enabled it in-game) not too long ago...along with a couple other (ie. the mercy) non-enabled units.
hey lord_cylane your name looks like i know or it could be your skull pic you play warhammer 40k or wrong person.
Mod doesnt work when i am doing everything in instructions,afer i start game when ai makes first unit it stops working,it doesnt happen only when i dont put "bp.scd" into data,but than new units doesnt work,please help.
Try this, if you haven't seen me say it before: go and validate the game files, then install revamp and try again. If it still doesn't work, then report back.
Well,i dont know how (i am not sure what do you actualy mean)if you think that i stole it i want you to know that is fully legal game bought as a part of magazine,there is only possibility that i did not used cd key (In this magazine they gave you 2 types of keys 1 for single and 2 for multi maybe it was like that with supcom and because i am lazy i didnt wrote multi key.Thanks for help anyway,i will try to wrote to the magazine site if that is actualy the problem.
Oh, no, I don't believe you stole your files! Anyway, let me more clearly explain myself...
Validating files is basically re-installing the game. If you go to your steam games library, rightclick on 'Supreme Commander 2', go to properties, and then to the 'local files' tab, you'll see the option to "Validate Local Files'. When you do this, steam scans all your supcom2 files; if any files aren't how they are supposed to be, steam re-installs them.
Hope this helps more :)
For newer versions to Steam, it's called "Verify Integrity of Game Cache"
i was going to call you a lier haha but what i was going to say there no validate local files there browse local files backup game delete local game and verify integrity of cache
remember validating will only ''add'' missing files and not delete wrong files like old RV versions. deleting the whole gamedata folder-validate-download-backup- will solve future problems
Markth
I have just spot one (bug) the AI doesnt launch any nukes?
They launch nukes alright. :P
Give them time to research it up to 90 points, then you'd wish you were playing on easy.
We play for two hours and the don't launch any nukes?
And the AI was on cheating -.-
Up the resource bonus for the AI.
Ok, thanks that makes the AI much better.
I play just a game for 40 minutes, but the don´t lauchn any nukes, but Cybran buildt some Bommerangs now ;)
Probably i must play longer ^^
Just for information i play with this ressources in the Modmanager v 1.02 :
1) Mod Support Minimod v7
2) Eco Mod v1.2
3) Economy Panel R-M-E v1.1
4) Revamp Balance Mod v1.1b2
5) Revamp Expansion Mod 1.1 (nNew one with the Tank Phenom)
and I also use the SetSupCom2UnitCap and set the limit to 2000
Should the mod work good with this or should the AI launch nukes with this?
I know im annoying ;)
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ok idk if im doing something wrong or if its supposed to be like this but the uef t3 pds are way overpowered. i sent 15 megalith 2s to take out a small expansion base with easy ai and they had four of those damn heavy pds along with a couple pop up turrets and the megaliths barely friggin scratched the base. so i sent a couple monkeylords at it, did a little damage. so then i sent SEVEN MEGALITHS at it and they took it down half way...what the ****? i really hope im missing something cuz for four t3 pds to take down a good sized army of experimentals is completely absurd unless its a campaign specific ability.
hey buddy did you try air cause the uef cannot be stopped on ground and if you left their air abilitys build well then gg
i now retract my statment...
no illuminate units
awwww :C
Hey I love the mod and all the stuff it adds to it!!!
however... is there a way to change back the scale of all the units and buildings to SC2 standards? I find I like those more than this
Nope sorry to say i wont let my mod be played with the normal scale haha, But really no there no way to change it you can but you be there for a very long long time.
can I install this version without installing the others? or do need to start from the others?
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im confused about the pictures you guys post and the mods. are the units you showcase in the pictures in this mod or not=? Cuz i get confused
Moddb.com
This cybran heavy tank is more a med tank. because it dies fast and do not verymuch damage. I send a army of 250 tanks in a ai base and they do nothing exept die like flys -.-
Meh dont care haha
Thanks ;)
why energy generators are not getting veterancy? my whole economy is getting crippled please help.
Because energy generators can be spammed. And because there are three tiers of them. Mass extractors, on the other hand, can only be built in specific places (surprise!); therefore, they get a bit of a boost that energy generators do not.
Did I do something wrong? I installed the mod and start the game, but 1-2 minutes in a skirmish the screen goes black for a second and I get moved back to desktop and the game is not playing anymore
Well, I'm not sure if you did something wrong, but I CAN tell you that that isn't normal. Try validating your game files (go to your steam library, go to sc2's properties, go to the local files tab, click the validate button) and then reinstall the mod. That usually helps.
is there any way to change the scale back... with the mod still installed?
HAHA nope scale is apart of RVE sorry and it can not be undone.
I found that something is not right with Ahwassa [Experimental Bomber]
It couldn't target well and always missed. Can you fix this?
Yer i can but seeing that this unit has been removed there no real point.
Removed? I thought I built one from this mod. Too bad for Ahwassa since it is fit for Illuminate.
I'm hoping something better for next version.
Its in this version but wont be in 1.2.
Ok then, looking forward for your 1.2 version. So far,this mod is good. Keep up the good work.
[Kinda hoping that there's a replacement for Experimental bomber]
Im still curious,why you haven't fixed that bug before planning to make v 1.2?
There a few reasons
1. I removed the Bomber a long time ago
2. RVE 1.2 isn't based off 1.1 is was created clean
3. RVE 1.1 was only released for the SC2 updated that got released so people could still use the mod.
You kinda can still spawn it using the debug menu though.