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 PostPosted: 19 Nov, 2011 
 
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Game Replays has a mod spotlight for Eternal Conflict DLC. It's an unofficial expansion pack for Supreme Commander 2. Since it's downloadable it's a DLC. :D You can read about it on Game Replays.

Link to Game Replays Mod Spot Light: Eternal Conflict DLC mod

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 PostPosted: 19 Nov, 2011 
 
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Wow, this kinda came out of nowhere. Ive never heard of it before.

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MY UI MODS (for FA):
- GAZ_UI Mod (formerly Goom's UI mod, aka GUI)
- Tiered Grouping and Cascade Fire
- Economy Info, Auto Pauser and Auto Massfabs

http://forums.gaspowered.com/viewtopic.php?p=320240


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 PostPosted: 19 Nov, 2011 
 

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And guess who will be playing Sup2 for the first time in months, tonight?

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 19 Nov, 2011 
 
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Just tried this mod, it actually is pretty cool. Now if there were games where people actually played it online....


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 PostPosted: 20 Nov, 2011 
 

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Do I need Mythy's mod support? It appears you took it down, though it is listed in the links of that article.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 20 Nov, 2011 
 
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You did a brilliant job of keeping this one a secret. This reveal was quite a shock really. I too might play with this mod some. Havent played SupCom 2 in ages.

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The Baron (Now Mortiferus Rosa everywhere else)


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 PostPosted: 20 Nov, 2011 
 
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BulletMagnet wrote:
Do I need Mythy's mod support? It appears you took it down, though it is listed in the links of that article.


Thanks for the post on this. The link should be for Cerus VI's Mod Manager and has been corrected.

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 PostPosted: 20 Nov, 2011 
 
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yeah it worked beautifully with the mod manager i already had installed for the revamp mod. It doesnt add as much stuff as revamp, but its def a great mod and good fun.


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 PostPosted: 22 Nov, 2011 
 

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I've tried the mod.
The mod manager makes it really seemless to switch between the standard game and the mod. I also really like the changes done to the units.

However, I've tried playing it with a friend and it always desynchs on us when we play the mod. Any ideas why?


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 PostPosted: 22 Nov, 2011 
 
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vanguardlv wrote:
I've tried the mod.
The mod manager makes it really seemless to switch between the standard game and the mod. I also really like the changes done to the units.

However, I've tried playing it with a friend and it always desynchs on us when we play the mod. Any ideas why?


Only reason that happens, as with all mods, is that one of you didnt install it properly...


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 PostPosted: 22 Nov, 2011 
 

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"Grumble grumble, going over install instructions again..."


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 PostPosted: 22 Nov, 2011 
 
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vanguardlv wrote:
"Grumble grumble, going over install instructions again..."

Also make sure you both have the same version of the mod. Even Neph and I tripped over that one once or twice.

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ShamusZ3R0 wrote:
£5 says Splatted could beat you in 5 minutes. :p


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 PostPosted: 22 Nov, 2011 
 

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Thanks,

I'll check to compare between players. Has the mod been recently updated? Myself and my friends only heard about the mod literally days ago.


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 PostPosted: 23 Nov, 2011 
 
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vanguardlv wrote:
Thanks,

I'll check to compare between players. Has the mod been recently updated? Myself and my friends only heard about the mod literally days ago.

I dunno, I just know that that's one thing that can cause desyncs :P. It's probably not it, but it's something to check.

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ShamusZ3R0 wrote:
£5 says Splatted could beat you in 5 minutes. :p


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 PostPosted: 24 Nov, 2011 
 
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vanguardlv wrote:
Thanks,

I'll check to compare between players. Has the mod been recently updated? Myself and my friends only heard about the mod literally days ago.


The mod was updated last two weeks ago. Did you get your multi-player issue resolved by verifying that you are using the same version?

If you ar still having issues you make want to go to the trouble shooting guide on the Eternal Conflict DLC Mod website.

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 PostPosted: 26 Nov, 2011 
 
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Request: If you would like to put your steam ID on the following page so that players can request a game, that would be great. Post your steam ID for Eternal Conflict DLC

Also, I would like to setup a day for FFAs. Does anyone have preferences? It sounds like Vax would like the week before Xmas. Maybe the week after Xmas would be good on the 3rd of Jan? Please reply if you are interested.

-Bast

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 PostPosted: 02 Dec, 2011 
 

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I'm really, really, enjoying this mod. As soon as I figure out the problems with my computer, I expect to play this online a lot. Thanks for all the hard work!

As far as the Illuminate go, I'd like to see a Miasma artillery station added.

Any chance the Illuminate will 'adopt' any Seraphim Kit? I've got a crazy idea:

Take the Seraphim experimental assault bot, and reconfigure it to to function as the Illuminate mobile firebase/factory. The bubbledow emp animation can be used for its long ranged attack. Again, just a thought.

I'd also love to see the Seraphim acu and tech 2 assault bots to make an appearance in one form or another.


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 PostPosted: 12 Dec, 2011 
 
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Awesome mod.
Does this require the DLC?

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If nothing within you stays rigid, outward things will disclose themselves. Moving, be like water. Still, be like mirror. Respond like an echo. -Tao of Jeet Kune Do


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 PostPosted: 12 Dec, 2011 
 
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nice, calling it an awesome mod before playing it lol

I troll I troll

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 PostPosted: 12 Dec, 2011 
 
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DsRaider wrote:
Awesome mod.
Does this require the DLC?

:arrow: DLC: YES

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 PostPosted: 15 Dec, 2011 
 

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I've been playing the mod with some friends for a little while now. There have still been desyching problems still, but when we play, it's loads of fun. We love the heavier bots, and the mobile firebases.

We also like the fact that the Illuminate gunships can be upgraded with as weaponry. Really nasty.

One question: why doesn't the obsidian hover on water? It should be modded to hover; it'd be a fantastic counter to some naval forces.

The Illuminate also need more experimentals, like bringing back the Czar. Something that allows them to compete more with the other 2 factions.

Overall though, good job. The mod really adds to the game. Looking forward to seeing more updates in the future.


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 PostPosted: 30 Dec, 2011 
 

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So, will there be any more updates in the near future?

I've gotten. A couple friends into playing it and we're looking forward to any new additions.

Suggestion: allowing the Illuminate Obsidian to travel on water. It would make this tank consistent with other hovercraft.


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 PostPosted: 06 Jan, 2012 
 
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Small update coming. Nothing mind blowing at the moment.

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 PostPosted: 08 Jan, 2012 
 

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Looking forward to it.


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 PostPosted: 24 Jan, 2012 
 
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0.982 Released

1. Mass conversion and experimental pgens total RP cost reduced.
2. Slight increase in engineer sight radius to help detect radar stealth units. This is amplified by the land sight research upgrades for UEF and Aeon.

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