Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

Report OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.31

This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.

Filename
RVE_Revamp_Expansion_Mod_2.0_A1.31_Repack.rar
Category
Full Version
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OverRated
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Updated
Size
496.06mb (520,161,787 bytes)
Downloads
11,272 (1 today)
MD5 Hash
72f19d5ccca8cd31b85da7fa50cc43a9
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OBSOLETE - Revamp Expansion Mod 2.0 Alpha 1.31
Comments  (0 - 50 of 118)
yavuztezcan
yavuztezcan

Great news^^

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Ρrʌжis
Ρrʌжis

lol... Wanger tank.

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malurok97
malurok97

Awesome! Can't wait to test!

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Niv-Mizzet
Niv-Mizzet

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

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OverRated Author
OverRated

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

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Niv-Mizzet
Niv-Mizzet

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

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

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Guest
Guest

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Guest
Guest

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

At some point yes.

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Niv-Mizzet
Niv-Mizzet

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

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

Does this mod require a Mod Installer?

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OverRated Author
OverRated

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

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Niv-Mizzet
Niv-Mizzet

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

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

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

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

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

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rt58killer10
rt58killer10

Thanks dude.

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Niv-Mizzet
Niv-Mizzet

i think they like to steam roll

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slothman320
slothman320

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

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

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

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

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Guest
Guest

Your AI cheats like hell

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OverRated Author
OverRated

Good no one likes a boring AI.

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Guest
Guest

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

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

I want to play it without mod manager !

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slothman320
slothman320

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

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

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

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

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

RVE doesn't support the campaign and never will.

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sanguinius86
sanguinius86

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

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

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Guest
Guest

That mod are good?

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sanguinius86
sanguinius86

ya bet he is !

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ramon1993
ramon1993

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

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

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ramon1993
ramon1993

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

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OverRated Author
OverRated

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

And how i can do it?

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OverRated Author
OverRated

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

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DarkRavenBest
DarkRavenBest

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

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OverRated Author
OverRated

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

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

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

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DarkRavenBest
DarkRavenBest

Well, i understood.

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DarkRavenBest
DarkRavenBest

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

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OverRated Author
OverRated

The stormstrider was the RV version of the megalith.

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