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

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Revamp Expansion Mod 2.0 Alpha 1 (Games : Supreme Commander 2 : Mods : Revamp Expansion Mod (RVE) : Forum : Revamp Expansion Mod : Revamp Expansion Mod 2.0 Alpha 1) Locked
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Aug 1 2015 Anchor

I can't edit the other post Albino made so ill start a new one




Please Use this thread to post any bugs or suggestions about RVE 2.0 A1


Please only report bugs and balance suggestions mentioning missing features and abilities doesn't help us the mod is a Alpha so these are bound to be there.



BUG LIST AND THERE CURRENT STATE FOR NEXT RELEASE

CHANGE LOG

FACTION CHANGES/FIXES


UEF

  • Mavor Elite Radius increased to 1800
  • Jackhammer has also been nerfed
  • Repair arms on energy increase in repair time the higher the tier
  • Phoenix Attack Bomber model refinements
  • Scale changes made to Tier 1-3 land and air units
  • Scale changes have been made to Naval units
  • Fixed T3 mass convertor having no build texture when building
  • Annihilator and The Hammer have been changed from Land to Amphibious
  • Fixes Armored Fortress not being able to build
  • Noah unit cannon can't build T2 or T3 units
  • Fixed Land Tier 3 Anti-Air/Regen Upgrade tooltip
  • Updated the Continental build icon
  • Fixed the Field Engineer not being unlocked with its research
  • Fixed the Riptide X targeting
  • GPG Aegis has been removed
  • Fixed Pac missing the afterburner ability

CYBRAN

  • Avalanche II damage changed
  • Temp-Fix for the Soulstorm units blowing up on unloading
  • Fixed Proto-brain build cost typo
  • Fixed Ported naval units walking on land with no legs
  • ACU Build Rate Bonus Research has been nerfed from 10% to 5%
  • Area Damage Research unlock for the ACU has been removed
  • Codename 8 Point Defense damage changed
  • T3 AA bot Added
  • Fixed T1 mass convertor crash
  • Adapter moved to T2
  • Raptor model refinements
  • Fixed AI crash when using the Skiadrum
  • Skiadrum mouth has been changed to always stay open until later model updates
  • Scale changes have been made to Naval units
  • Brackman's damage radius has been reduced
  • Phenom icon has been fixed
  • Fixed the R1 Ion Reactor build axis


ILLUMINATE

  • Fixed regen missing from T3 land units
  • Fixed the Oblivion T3 PD firing backwards by removing it all together
  • Asylum teleport range has been increased
  • Added experimental nuke launch station to build restrictions
  • New T3 Point Defense Added
  • T3 mass extractor cost changed
  • T1 AA upgrade added for Harvog
  • Scale changes have been made to Naval units
  • Fixes Ahwassa death bug
  • Fixed Illuminate structure T2 health upgrade not having any Prerequisites
  • Fixed Naval Units being built invisible
  • Fixed Naval Factory missing Tier levels
  • Fixed Naval Factory missing animations


NON FACTION SPECIFIC CHANGES/FIXES

  • Experimental push radius have been fixed
  • Fixes Adjacency not Appling to T2 and T3 Factories
  • Fixes gunships strategic icon showing up as a Naval ship rather than a gunship.
  • Fixed Strategic missile submarines not being able to build nukes (Requests base nukes to be unlocked)
  • Codded added to save Mass extractors Tier levels when being captured
  • Units that have no death animation now leave a default wreckage stack
  • Fixed when factories are pauses to complete build tech upgrades there build animations don't stop


BALANCE CHANGES

  • Tier 2 / 3 shield halved in shield health and resource drain costs, regen has been nerfed by 100
  • Tier 1 PDs / AAs have been halved in damage
  • T2 Mobile Land Shields have been rebalanced.
  • Experimentals veterancy lowered in both experience needed and buffs
  • Mass extractor veterancy levelling removed
  • 15 second cool down has been added to Hunker
  • Adjacency Rate of fire buff has been nurfed
  • ACU Health Rebalanced
  • Research income on Research Stations has been halved
  • Mass adjacency have been added for gantries
  • Tier 3 Artillery Radius decreased to 700
  • Energy adjacency has been added for both Mass extractors and research stations
  • Max Build Distance for ACU's increase from 15 to 25
  • ACU movement speed increased.
  • Overload has been added back onto T3 shields
  • Experience per kill on all units has been balanced T1 units give less Experience when T3 gives more
  • Friendly fire has been turned off on normal Tier units


UI CHANGES

  • Team Color Pink has been darkened
  • Resource Sharing for max energy amount has been increased to 500000
  • Fixed Sharing UI not being able to be closed in skirmish games
  • Fixed the Eco Panel not showing the right research per tick
  • Fixed Grammatical errors in loading tips
  • Fixed Eco Panel displays "+-1" instead of "-1"


RESEARCH TREE CHANGES

  • Factory / Engineer Tier Research Tree Unlocks removed and now apply when unlocking Tier Research Module's for each sections
  • A Research upgrade has been added to the Research Tree to double research income
  • Movement speed research tree unlock added for UEF ACU
  • Multiple ACU Research Tree Changes
  • Multiple other Research Tree Changes


KNOW PROBLEMS / NOT BUGS

  • Mod manager doesn't work (The current mod manager is old and doesn’t seem to like large mods, please use the RVE mod loader included with the mod)
  • The RVE mod loader doesn’t find mine Supreme Commander 2 install (The loader doesn’t support cracked version of the game.
  • Adjacency beams clip through ground cutouts (This isn’t a bug just how they work as SC/FA didn’t have cutouts this problem was never seen.
  • Rift Cannon UI storage size is wrong (This is hard codded to the UEF Noah Unit Cannon)
  • Class 2 Experimental Research Module is unlocked from the start and its free (This is unused for the time being)

Edited by: OverRated

Aug 1 2015 Anchor

after shooting an exp fac with an ylonna oss rocket the ahwassa that was being build in the fac has been catapulted out so far no problems but after the ahwassa hit the ground it begun to spin becoming faster and faster until the game crashed tried the same set up multiple times always sam e results


ahwassa bug

map: clarkes trainingscenter

easy ai and me

15 tries always happened


als othe zion appears in the fac as an stylish cube dont know what this has to mean

commander is way too strong just killed an cheating ai only with upgraded commander


hope this helps ^^

i will post more bugs once i gathered enough for an big reply

Edited by: Teh-Losr

Aug 1 2015 Anchor

I'm gonna move all this stuff here so I can keep editing it...

Let's begin...

  • Mod manager doesn't work?
  • The Illuminate structure T2 health upgrade can be unlocked at the start
  • UEF "Class 2 Experimental Research" costs no research -- is this a bug or just a workaround?
  • In the "Affects:" part of the tooltip for UEF T1 land (maybe more?), "T1" and "Land" have no space in between them
  • T1 Turrents (PD and AA) cost 2000 energy each...extra zero or just balance changes?
  • Mass extractor doesn't gain veterancy over time, but the veterancy bar is still there (and enemy mass extractors do appear to gain veterancy)
  • T101 strategic icon appears to be that of a ship...as in, it's a semicircle
  • Brackman's damage radius is huge (maybe balance too?)
  • Phenom has old icon
  • R1 Ion Reactor slides on the wrong axis when being built
  • UEF ACU Veterancy research gives intel buff? (IT DOES)
  • In the UEF tech tree, the "T2 Barrel Defense Upgrade" research description features a "|" instead of a slash (for land and structure)
  • When (UEF) factory pauses to complete build tech upgrades, build animations don't stop (sometimes -- will try to figure out why)
  • Adjacency weirdness (UEF T2 energy gen didn't connect horizontally w/ T3 factory)
  • UEF Land "Tier 3 Anti-Air Upgrade" says it affects t2 units
  • Cybran T1 mass convertor broken?
  • Strategic icons don't change when mass extractors level up (can we do this?)
  • Enable/disable mass fabrication doesn't appear to do anything
  • "Sentury" should be "Century"?
  • UEF T3 mass convertor appears to have no build texture when building (or any texture, for that matter -- it's invisible. Or maybe just my slow computer. Gotta test it.)
  • My Sharing UI doesn't work
  • Building buildings on ACU warp debris makes the debris disappear
  • Mass extractors captured by an enemy and then captured back reset to T1
  • UEF T3 Land Regen upgrade says it affects T2 units
  • Land units appear to not leave wreckage (something about the rubble system I don't know?)
  • While loading, it tells me that you hope I'll "injoy testing". Should be "enjoy" with an e. (For that matter, there are some other grammatical errors in the loading strings too)
  • Continental has old build icon
  • UEF Starfire has a mis-capitalized letter (same with the Heatseeker and Firestorm and Codename 8 and Skyfall) (Thanks :))
  • No space between "Riptide" and "X" in its display name. Same with "Ravager" and "X".
  • WAS LIKE THIS IN FA BUT HAVING NO DASH MAKES NO SENSE (to me, at least): No dash in EG1200 Fusion Reactor, but there is a dash in EG-400 Fusion Reactor. Personally, I would add a dash into the first one.
  • Forgot the Valiant Class?
  • Forgot the Boomerang?
  • I am absolutely, positively, 200% sure that I installed the mod correctly and manually and verified my game cache beforehand and removed any trace of UnitPort before that, but it still tells me that it'll take 50 minutes to build the proto-brain complex. I checked the BP merges for myself, the build time for the complex is set at 6000.
  • Gantries switch to a "blank tech" (what T3 would be like for ACUs and engies) before going back to its original tech
  • Annihilator listed as a sniper bot in research tree, but called an assault bot in build menu (ie. in the description in the bp)
  • I can build the old Aegis if I enabled the "All Units Unlocked" condition in the skirmish setup
  • Pac doesn't have the afterburn ability
  • Hooked OnStopBeingBuilt functions don't have "builder" or "layer" args (as in, should be: OnStopBeingBuilt(self, builder layer)) (NOTE: I've found the args missing in the hooked/new CloakStructureUnit, FabricationStructureUnit, ResearchUnit, and ShieldStructureUnit files)
  • When you're getting a negative amount of mass per turn (for example, -1 mass per turn) the Eco Panel displays "+-1" instead of just "-1" (also doesn't change color, while energy's goes to red if you go negative)

I'll add more as I play...

Edited by: ALBINOsnowball

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Aug 1 2015 Anchor

not only the t101 looks liek an ship other gun hsips have also semi circles like that from subamrines

Aug 1 2015 Anchor

Hello,

I have a few bugs to report:

- When building the Armored Fortress, a pink cube appears inside. When it is complete, it rolls out and turns into the Armored Fortress as it should appear. (Perhaps it is because the Armored Fortress is too large for a Gantry?)

Screenshot:

armored fortress pink cube

- The Cybran Scoraxs (scorpion) costs around 2300 energy and 2300 mass...most likely a missing zero from the energy cost value. (Not sure if it is a bug or not)

- The Rift Cannon (the unit that launches Cybran Shredder Drones) claims it can hold up to 21 drones, but can actually only hold up to 9 drones.

Aug 1 2015 Anchor

1) Annihilator (and maybe many others new exps) cant go to the water like classic exps.

2) Harvorgs and loyalists too big for tech 1 units.

3) Armored fortress cant build units, but can switch building tier.

4) Noah unit cannon can build only t1 units, they are useless when you get it.

(sry for my English)

Aug 1 2015 Anchor

Hello,

Yep the cube was added for oversized units it looks better than a huge unit clipping through the gantries haha,

The Scoraxs has been fixed i did miss a number :P .

The Rift Cannon storage size seems to be hard codded to the UEF Noah Unit Cannon you can thank GPG for this.

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Aug 1 2015 Anchor

Ok. Add cube for juggernaut too.


Aug 1 2015 Anchor

playing cybran vs aoen. me cybran cpu aeon.

the moment i activated automatic mass production on my first massconverter, the match froze. not the game but everything in the match.

EDIT: It wouldnt continue so i ended the round, wich killed the game.

I'll try that again now if it repeats

EDITEDIT: yes it does. Oh and i was playing without arty and nukes

Edited by: Dark_Meta

Aug 1 2015 Anchor

Thanks for these all of these are fixed now.

1) Annihilator (and maybe many others new exps) cant go to the water like classic exps.

2) Harvorgs and loyalists too big for tech 1 units.

3) Armored fortress cant build units, but can switch building tier.

4) Noah unit cannon can build only t1 units, they are useless when you get it.


@Dark_Meta that bug has been reported and has already been fixed for the next release.

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Aug 1 2015 Anchor

New bug: normal titan after all upgrade has more health than supreme (2175+110 vs 1740+210)

EDIT: after t 3 research upgrade, t2 factorys can build t3 units without t3 (simple factory, NO research) upgrade.

EDIEDIT: ambassador bomb model is classic uef Eagle eye's bomb after upgrade.

EDITEDITEDIT:

1) Devastator upgrades cost too low for it basical (devastator) cost.

2) Old bug: at short camera distance you cant see what is building in air experemental gantry.

3) Generators dont stack with builded t2 or t3 factories.

EDITEDITEDITEDIT:

1) t3 ships much smaller than t2 poseidon, but much stronger.

2) Ace (strategic missile submarine) cant build muke.

3) Upgraged t2/t3 factories and builded t2/t3 are different units. They cant be chosen by double click.

Edited by: bzek

Aug 1 2015 Anchor

why is this an bug an unit with good firepower and less health can be stronger than an unti with less firepower and more health

Aug 1 2015 Anchor

Because it is supreme titan, not hellfire titan or demolisher titan.

Edited by: bzek

Aug 1 2015 Anchor

New bug, Aeon naval factories cannot produce naval units, I switch tiers( and the tier indicator is also not working) and I cannot see the units which I have unlocked through research.

Aug 1 2015 Anchor

Aeon naval factories now mega bugged. Dont build it, came can crash.

Aug 1 2015 Anchor

There is a huge delay of seeing the model when building a structure for the 1st time. When you click the building no selection box appears no unit model... just nothing. 20-30 seconds have to pass before the model finally appears (this is not lag as it is skirmish). This only happens when you are building something for the first time. Once you build it the model then shows up immediately. Its really annoying...

You can see what I mean when you spawn a unit using alt + f2. It really takes a long time before the unit is visible.

Edited by: dominikat

Aug 1 2015 Anchor

Guys please read the bugs before posting the same bugs that have already be listed bzek titan has been fixed for the next release, Devastator upgrades costs are cheap because its a demo feature its the only unit that has upgrades.

Edited by: OverRated

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Aug 1 2015 Anchor

Not sure if this is if you get to a certain point in the match or if its when you use a cybran structure but right when I clicked the icon to build a cybran support commander from a tier 2 structure the game crashed. The game also crashed when I was playing UEF and testing things but I believe that was because I alt-tabbed.

Aug 1 2015 Anchor

Ok so i was playing a match with my brother me UEF him cybran and the fire rate of the cybran T3 artillery was so powerful combined with the power generator that it destroyed my T3 shields like a knife to butter even the GOD EXP shield the aegis prime did nothing to defend against them\ And the mavor for having such along build time was not as powerful as the cost made it out to be. 4 or more T3 cybran shield can easily defend against it.

Aug 1 2015 Anchor

New bug: Zion support anti land weapons do zero damage.

EDIT: UEF landmine deals 0 damage.

Edited by: bzek

Aug 1 2015 Anchor

New bugs:
1. Game will just stop you can give orders and use menu's but everything is frozen.
2. building navel in a multiplyer game wil cause Desync some times.

Aug 2 2015 Anchor
TGHWAR wrote:

Ok so i was playing a match with my brother me UEF him cybran and the fire rate of the cybran T3 artillery was so powerful combined with the power generator that it destroyed my T3 shields like a knife to butter even the GOD EXP shield the aegis prime did nothing to defend against them\ And the mavor for having such along build time was not as powerful as the cost made it out to be. 4 or more T3 cybran shield can easily defend against it.

bzek wrote:

New bug: Zion support anti land weapons do zero damage.

EDIT: UEF landmine deals 0 damage.

New bugs:
1. Game will just stop you can give orders and use menu's but everything is frozen.
2. building navel in a multiplyer game wil cause Desync some times.


Yeah these buffs will be fixed for next release a few things are a bit OP right now.

Ill check the Zion damage and make sure its balanced for the next release.

That would be from the cybran mass converter this bug has been fixed.

Was it the Aeon naval factory because it broken at the moment so this probably will create programs for the game.

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Aug 2 2015 Anchor

No the naval units were UEF that caused the desync

Aug 2 2015 Anchor

I cannot use researched units/upgrades beyond the first 2 or 3. Everything after has the locked symbol in its describtion.

Match:

Cybran, 20 min build time (forgot what it was called, you cant move out of a yellow cicle before reaching the 20 min mark)

Even the statupgrades didnt work.

Aug 2 2015 Anchor
halo231 wrote:

I cannot use researched units/upgrades beyond the first 2 or 3. Everything after has the locked symbol in its describtion.

Match:

Cybran, 20 min build time (forgot what it was called, you cant move out of a yellow cicle before reaching the 20 min mark)

Even the statupgrades didnt work.

Please post a screen shot thanks.


No the naval units were UEF that caused the desync

Ill look into it as Naval isn't really ready for game play yet.


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