Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
Let's start out by noting that nothing here is final. The unit (the Devastator) used here will not necessarily stay here, research may not be used in the end, and the whole idea of this UI may be deemed unnecessary or obsolete anyway.
Now that we've gotten that out of the way, this UI may come in handy in shrinking the research tree so that more...important...things can be fit in here. In this UI, you've got a list of "upgradable" units on the left, and each unit has a number of upgrades you can select (the bottom row of pictures).
Very impressive!
I think it would be a great idea to implement this into the game! You always think of something epic don't you ;)
Ohh yes finally Sup Com 2 gets more complex with stuff like this :D.
Do it DAMN IT! DO IT! This is way too cool!
Make SupCom 2 more complex, that we ever wanted.
Upgrades kick buttocks, individual upgrades brings SupCom 2 to the realm of awesome. Please make it so. I urn to play this mod in its full glory. Vanilla SupCom 2 hasn't graced my hard drive in years.
Best of luck, Radialpower
I like the idea of a upgrades can be show in UI hope you find a way to put it in.
i wouldnt say this is more complex. its certainly better than the upgrades being stuffed with the research.
though id hope that only units that have been constructed would pop up there if they had any and it would beep with a little message popping up saying that a unit had been added to the upgrades tab or after a certain time or objective had been achieved (say, killing 50 units with its main gun would make the upgrade for the main gun become available) would make a message pop up saying that upgrades for the devastator had been added to the upgrades tab and so on and so forth.
on a side note, just my opinion, either the devastators main gun is too slim or too long. gd its been a while since weve seen the devastator...and your such a lucky bastard you get to play with it before any of us lol
the gun is good the tracks need to stick out a bit in front and back but thats only what i think every one seems like such a minor complaint...the model shouldn't ever be changed ever never ever
Yep, you'll only be able to upgrade units that you've unlocked in the research tree or constructed (I'm not quite sure which one I want to go with, and technical constraints may be a factor with the former). Objectives like you mention would be a bit trickier, but it's certainly something to consider.
oh good then. nice to see someone likes my ideas.
Very nice indeed!
YES OH GOD YES FINALLY YES I HAVE NOTHING BUT GOOD OPINIONS ABOUT THIS...
are they permanent or do they change per unit?
Each unit will have its own upgrades, yes. Some units (i.e., experimentals) will also have more upgrades than others (on this note, I was thinking of even "tiering" upgrades; that is to say, unlocking one upgrade would make another available. The question with that would be how to display it in an intuitive manner...).
This seem like a widget version of my idea here seeing we made the Devastator for this reason Moddb.com this uses ability's rather than a UI widget problem using UI as always the AI can't use it with ability's they can. In the end we think these should only be for T5 units and T6 units as they are in few.
It doesn't just seem like a widget version, it IS a widget version. All the UI really does is just add some...visual flair.
I would think, though, that the AI really could use the UI, though not "intelligently". That is to say, why can't we use the same method here as is used with the research tree -- pick a tech in a list and if the list is done, just pick random techs until there aren't any left. And, after all, if the AI can't use this UI, how are they going to use the abilities? This is just me talking, though, and I suck with the AI.
What are your plans for this UI are they for your version of your mod or for 2.0 ? Ether way i don't mind. But like you said i used the research tree but also used a work around which ill be using for a load of new abilities the AI can't use.
A few features i added into my version.
Stacked upgrades so using one after upgrading unlocks another.
Selective upgrades one upgrade will lock another so you can chose from AA or TM upgrades which get placed in the same spot on the unit.
This part of RVE was put on hold until we finish of core parts of the mod which are needed to play the game this upgrade will follow after.
Great idea, can't wait to get my hands on it.
Can you, for upgrades, restrict the number of upgrades something can have? That would make the player choose? In this example, there could be a choice between anti-air or missiles and main gun or side guns. ? Or something like this.
Yes i also added this into my version i had working in the alpha.
I see that the progress is coming along nicely. How much longer do you think it will take or well, how complete do you think your progress is to be release in the new patch?
This mod is going to be nuts!
this is just ******* amazing
who is it in revamp 2.0