Fixes for 0.2.4
Big thanks to Overrated, Burnie, Asdru, and Rtys
Beware! This mod NO LONGER INCLUDES the revamp expansion mod and the revamp balance mod. Find the installation instructions and other info here: Moddb.com
Also, if you own SC1, make sure to check out TM: Moddb.com
And Xtreme Wars: Moddb.com
And Experimental Wars: Moddb.com
Link to RVE webpage if necessary: Moddb.com
Heya, I found a problem here. It says I am needing ModSupportMiniModv8 but I only got the v7 with your patch.
Problem solved.
Whoops! In the mod.cfg file, I accidentally changed the required mod support version to "8" instead of my own mod's version. Hehe...
Then it sounds easily fixable, I hope. Erhmm... Seems my game frozed after 1hour and 36minutes. Everything was working fine, could be it didnt handle well the mass Artillary.
Well, the mod is still installable, as I think you found out. Which is a blessing for me....
Froze? Huh...well, it sounds like you could have overloaded the game :) Maybe decrease the unit cap or something? If it had crashed, I wouldn't be surprised, but I've never heard of the game freezing before.
Froze once again. My PC should handle it all on max, it did it with the previous version, unit cap at 2000. But I managed to exit the frozen game but then when I pressed continue to go from stats to menu, it just frozed there. :-S
Huh. In which case, can you tell me anything at all about the game? That is, what is the faction you are playing against? Are there any restrictions? Is there any water on the map? What new experimentals does the opponent have?
Oh, it didn't post. I was playing UF vs a Aeon and Cybran but I tried on another map so I think the problem is somehow related to the map 8vs8, the one without water where we fight on those kind of plataforms.
Doesn't seem to be anything related to factions or other game mechanics.
Atlantis is a building collapse, pyrite fire is black, completely invisible, the proposed restoration for the effect of 0.23, Avalanche fire nor red laser version 0.23. I hope you consider.
The Atlantis works fine for me. Just built it in a game, worked fine.
The only black projectile of the pyrite's that I see are the little rockets. Otherwise, it looks as it should to me.... (zooming in and out can make things a little weird though...)
The avalanche also works fine. I understand that the head has some trouble firing, but I don't really intend on changing that.
I'll ask around, as I have been wrong many times in the past, but I think you must have the wrong version. When you launch SC2, the UnitPort version on the bottom right corner does say "0.2.4.2", doesn't it?
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Minor animation bug, animation of shoulder cannons and chest cannon not working on King Kripton.
Hmm...will look into it
On the side of the cybran, can't build proto brain after I have unlocked it.
The Avalanche experimental has some weird weapon animations. Sorry for so many posts, I'll try write it down and build up these reports better, hehehe.
Pls give us some mirror :).
Oh when I log in DL start :P
can`t get modsupportminimodv8 does any one know how to get it please
u should open ur uniport scd with winrar and edit mod.cfg file with notepad,then edit this line '$ReqModVer <<8>> Version of required mod(s)' to '$ReqModVer <<7>> Version of required mod(s)',just change the reqmodver to 7
thanks for the help
is there ai support?
Yes, there is AI support for most units
you want to make more versions with all experimental units (or most) of total mayhem?
The number of experimentals will increase as new versions come out....
Anyone know why my SC2 and again the problem of the supreme commander application has stopped working .... I know it's something related to the mod because when begins the battles of this problem
I'd suggest validating and reinstalling....this sounds like a problem with one of the lua .scd files...
I think not because when I had the usual revamp never gave me this problem .... and also is related to the UEF when any new unit that enters battle ai mod lock and the problem .. if I manually install the mod will be that the problem ends?
Where and How I change the Scale of the Units
The "UniformScale" line controls the size of units. In the "Display" table in the blueprint
Can you add the Seraphim Faction from supcomfa? or bigger Maps? or even a custom Bot?
I'm afraid both new factions and custom maps are impossible to add, thanks to the encryption of the SC2 engine. As for the custom bot....I don't have anyone to model it.
you can use a bot like rockhead or devastator from supcom 1&2&fa with custom abilities and projectiles
What do you mean by a custom Bot?
Love the mod, but I do have a (possibly) stupid question. What are the best settings for the AI to research & field new units?. Playing as the UEF against the Cybran/Illuminate on normal difficulty, its just waves of the initial tanks and/or fighter/bombers.
When I scout enemy territory, their building tier two structures at least. Is it just a matter of using a higher difficulty, or do I need to edit something in my preferences? Any help would be appreciated
Stupid questions are fine :). I deal with a lot worse things when it comes to modding than questions....this thaez-atha shield/speed tradeoff ability I'm coding is driving me nuts. The shield will go off, but the shield health bar won't go away....
To answer your question, I have to explain how the AI researches. Each type of AI comes with a "research plan" -- a list of technologies that the AI researches, in order. So, up to a certain point, the AI researches what is in its research plan.
Since most of the new stuff is buildings and land units, you'll want to choose a land AI if you want to see new stuff. Or a turtle AI. Most of the AI research plans include most of the new T1-T3 units, but only a select choice of experimentals. The AI should also build the new structures...ie, the torpedo pds, radar, and new turrets.
Using I higher difficulty will give the AI more research and therefore make the getting of new units faster.
To sum all that blabber up: The best settings are land and as good as you can get the AI without making the game miserable for you. (Don't put the AI on cheating and never win a game again...)
Hope this helped. If not, come back complaining that I'm useless. Actually, forget I said that. But do report any bugs you find! They're out there...
Thanks for your reply, I'll give them a shot.
uef fieldengineer doesnt repairs bots/tanks when giving the patrol command
some animation rampart when you arrive near him who makes the error and exit the game
yeah. Got that, the rampart will not be buildable by the AI (and therefore the game will not crash) next update
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I'm having a strange issue with this mod.
I've racked up a few hours over the past week playing it just fine, with the odd issue every now and then. Today, however, it has decided to spaz the hell out.
The first issue was it suddenly started complaining that I needed Mithy's Mod Support v8. No biggie, just change the required version number in the .cfg file. (I thought it was odd that it only started complaining now though). Then I went to start up a skirmish, all the player colours were blank. When I set everything up and hit Launch, the game crashed with a generic "SC2 has stopped working" message.
I've tried reinstalling the mod a couple times. Running vanilla SC2 works fine, as does RVE. As soon as I enable Unitport (disabling RVE and the balance mod), it seems to go crazy.
These problems have only occurred today, after playing it happily for most of this week.
I had the same issue. If you follow the step by step tutorial video Albino made (if I aint wrong) it fixes it because for some reason you need to have the Revamp mods to over-write the each other.
Like, Revamp 1.1 is over-writed by Uniport when you had it by the MM and same with the Uniport update.
Hope I managed to help.
Aha gotcha. Kinda strange, but good to know there's a workaround. Thank you!
cant change units built by gantrys with template mod
or own bp.scd
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a very stupid question but can you add one and the same ported unit in all three factions???
It's possible, yes.