Experience brutal battles on a massive scale! Wage war by creating enormous customizable armies and experimental war machines that can change the balance of power at any given moment. Take the role of one of the three enigmatic commanders, each representing a unique faction with a rich story that brings a new level of emotional connection to the RTS genre, or fight the battle online. Where do your loyalties lie?

Description

BEEETAAA! Well, that was normal. Anyway, make sure to take a look at the changelog, and report any balance issues you may find (there WILL be some!)

Preview
UnitPort 0.3.0
Post comment Comments  (0 - 50 of 59)
SamoBESt98
SamoBESt98 - - 21 comments

Hi, nice mod but I'm still not able to built super triton in 0.3.0 version. Does this mean that I haven't install the mod properly or is this still a bug?

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Gaah! I could have swore that I did this! Here, I re-uploaded the file with a fix. Sorry about that.

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wormythesquare
wormythesquare - - 57 comments

Um the Mantis assault bot is little too big lol

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

OH! Whoops. The number should be 0.1575, but I put in a 1.1575 instead.

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wormythesquare
wormythesquare - - 57 comments

Yea its actually pretty funny watching 20 of em going in circles trying to shoot each other... makes me think of 2 cats in a fight

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MrPhalanx
MrPhalanx - - 444 comments

And units and defenses cannot shoot down them, because they oversized, units simply can't hit their hitboxes... Annoying a little...

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

You have to admit, though, it's rather hilarious to watch their walk animation...

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MrPhalanx
MrPhalanx - - 444 comments

Oh Damn, I wanted to play SC 1 in this evening, but you crossed my plans, but in a good way ;) Keep it up!

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wormythesquare
wormythesquare - - 57 comments

The catalyst thing freezes the game when i generate the 5th one, has happened 3 times so far and i really like the catalyst system

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Okay, not sure exactly what I did, but after some fiddling around with the cat UI I managed to generate 11 catalysts in a row with no problems (I got those eleven catalysts by building a single doomsday...hehehe...). I did get your problem, though, so you're not crazy.

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wormythesquare
wormythesquare - - 57 comments

yea, they are a lot of fun i especially like the unit cap increase one that is pretty good.... you did an amazing job on the ui's though and such good ideas too

Maybe it freezes from generating a certain catalyst

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

The unit cap one is definitely unique. I plan on adding more in the future -- there's a ton of stuff I can do. Maybe I can even weasel Avitus into making some icons that actually look good...I'll worry about that later, though.

The problem was either something about how the catalyst was inserted into your catalyst table (which remembers all the non-enabled catalysts you have) or something about the randomization of the catalyst types and stats.

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donot1
donot1 - - 42 comments

i just played it and when i got to the 3rd one it crashed on me.
also good job on the mod

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MrPhalanx
MrPhalanx - - 444 comments

Ok, first problem, the scouts are have too much hp, but their speed is terrible (Even the Commander walks faster then them) For the UEF Snoop: Please reduce their HP from 600 to 200 (It still just a scout, not a rush unit..) and TRIPLE their current speed.

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

All I can say is keep the balance suggestions comin'. Because I redid the health, damage and eco values of every unit, the balance is pretty ... experimental. Good news is, balance changes are easy to do, which means I can make releases with small changes more frequently.

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Guest
Guest - - 688,627 comments

Somehow, a lot of experimental units cannot build, the tech tree there, but the factory did not build the icon, for example, chunky II, there are individual T5 construction time is longer than T6, I install method wrong, I still according to the installation method of the previous

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

I can build all my experimentals just fine...and I believe you mean Fatboy II, not Chunky II. Hehehe...

It's not exactly that T6s have less construction time; it's that the ACU has double the build rate of a gantry. Still, a problem's a problem. Fixing now...

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Guest
Guest - - 688,627 comments

My English is not good, I think some unit construction time is too long, half an hour, you can cut a little appropriate. Some sci tech tree units, the factory cannot build, what causes it, such as UEF

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Maybe you're not tech toggling? If the unit doesn't show up, try switching to tech two or three. Remember that experimental factories have a tech toggle too.

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Guest
Guest - - 688,627 comments

I found the reason, once check all units unlock, there will be some units disappear, step by step upgrade skill points to unlock units will not be so, this is BUG.

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Guest
Guest - - 688,627 comments

"All units unlock" a check, some units will hide the icon

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wormythesquare
wormythesquare - - 57 comments

Actually i love that name, can you change "Fatboy II" into "Chunky II" it is actually a pretty funny name

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donot1
donot1 - - 42 comments

i found a bug with the build time catalyst it does not reduce the build time at all i found it increased how long it takes to build.

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Really? I just tested it and found that it works just fine. I guess I inadvertently fixed that too.

In other news, I re-uploaded the file with a few fixes:

*The mantis is now the correct size
*The Catalyst UI shouldn't crash (but I make no guarantees, of course)
*Changed the health and speed of land scouts

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donot1
donot1 - - 42 comments

i found what was doing it. you have to make the build time catalyst only go to a min of 1 second because if it goes to 0 seconds to build it makes it build at the same speed

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Guest
Guest - - 688,627 comments

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Guest - - 688,627 comments

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Guest
Guest - - 688,627 comments

And um, the doomsday is kinda buggy near coastlines, like if you put it too close to a cliff or so it will glitch through the ground and wiggle and stuff

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

I looked into the build orders thing, but I can't seem to make this glitch occur. In any case, I don't think I could fix it even if I wanted to -- pretty much all the UI construction stuff is encrypted. I guess I can only tell you to try and not pause your build queue...

As for the Doomsday, I've seen this before, but it's just a price that has to be paid. The pathfinding in supcom2 is ... um ... not exactly the best, but I can't change anything about that for the same reason I can't edit the construction UI.

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wormythesquare
wormythesquare - - 57 comments

The mantis and most of the smaller cybran units don't get hit as in all projectiles that are coming horizontally fly over them and don't hit.... little depressing to see 10 mantis vs acu and not one mantis gets taken out until the nuke, also some of the aeon turrets and T1/T2 units cant aim

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wormythesquare
wormythesquare - - 57 comments

The catalyst ui gets messed up a bit after activating a catalyst and re opening the ui, like after 3 i think and all the options disapear and yea

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Viaknar
Viaknar - - 12 comments

I don't know if I'm the only one that is having issues with the catalyst GUI where I can only open it once and then this happens Tinypic.com and I can't do anything else with it.

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wormythesquare
wormythesquare - - 57 comments

Yea thats what i talked about above im sure ALBINOsnowball will fix it soon enough, but i dont mind waiting

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MrPhalanx
MrPhalanx - - 444 comments

Yeah, the same are occured to me too...

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Posting picture = good idea. It really does help sometimes...

Funny how the more problems I fix, the more pop up. I'll re-upload the file (again...) sometime tonight with a fix. Don't you just love how you've had to download this, like, five times?...

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wormythesquare
wormythesquare - - 57 comments

haha full game almost 2 hours.... little sad how i had enough energy and mass to build 10 T6 hades and both values where still 999999 also i had about 200 catalysts to generate but the ui wasn't working XD
Tinypic.com

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Hehehe. This is the sort of thing that makes me wonder if those resource generators were the best idea...

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wormythesquare
wormythesquare - - 57 comments

maybe make em more expensive and longer to build... but i find that the T6 units are game enders i mean my first hades was ranked up enough to have 15000000HP and the 500000 shield that fully recharges after a min was a little OP, walked right into the middle of a fully built enemy base (ai was on cheater) and the hades annihilated it without losing even 10% of its life.... i suppose i could avoid making em but it is so much fun to watch 5 of em rip apart massive armies

Might i add one suggestion can you make it so that the AI will build more gantries since the number of experimental's (on both sides) can change the whole game

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Guest
Guest - - 688,627 comments

so i has a dumb question can u run orbital wars and x treme wars with this?

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Guest
Guest - - 688,627 comments

< face wall nvm

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cackalica
cackalica - - 11 comments

Catalysts still crash game

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

The bugs never stop! **Runs in circles screaming**

I guess I'll be uploading the file again later...wheee...

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MrPhalanx
MrPhalanx - - 444 comments

Another Balance problem: The UEF T2 Heavy Point Def. "Ace" now have a very short range (Even shorter than the T2 Hatcher) Please increase the Ace range about 50%. In SC1 Ace have more range than the Triad.

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cackalica
cackalica - - 11 comments

Virutola gunship need time of 98:20 to build, hope so that will be corrected

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cackalica
cackalica - - 11 comments

Can you make exp buildings like aegis shield acceptable with build price, so that can be used earlier in game, excellent work by the way

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Um...well...no. The thing is, I made the prices "unacceptable" on purpose. On top of all T4s, T5s, and T6s being even better than before, I want the outrageous prices to make players really have to choose what experimental they want, and then have to really work to build one. I want experimentals to really be the "super units" that they were in FA, not the "normal" units they were in vanilla SC2.

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wormythesquare
wormythesquare - - 57 comments

New problem with the catalyst, after a while when you generate a catalyst it wont come up on the list but the next time you open up the UI the game freezes

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MrPhalanx
MrPhalanx - - 444 comments

Umm, I know that I'm greedy, but Albino, can't you increase the max usable catalysts number from 4 to 6 ? This system are really something, and I wan't MORE of them ... XD

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ALBINOsnowball Author
ALBINOsnowball - - 403 comments

Hehehe. Let me make sure that the UI actually WORKS first, and then we'll see about that.

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MrPhalanx
MrPhalanx - - 444 comments

Ok, I'm on it. Oh and for you some good crossover story:
(Muv-Luv&SupCom, worth reading)

Forums.spacebattles.com

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