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brandon007
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Posted: 14 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Over 100 downloads and No other feedback? Nothing on the new ACUs?
How disappointing... Makes me wonder if its worth continuing to make releases...
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Krapougnak
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Posted: 14 Jun, 2012
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Joined: 21 May, 2008 Posts: 706
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100 downloads that is not that bad considering SCFA is an "old" game now. My last map only garnered 21 downloads... . 
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Huzbub
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Posted: 14 Jun, 2012
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Joined: 11 Sep, 2009 Posts: 4 Location: Wisconsin
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I only have posted because I know there will be follow up questions.. I installed your new mod and there are some things that I really like and some bugs for my setup. Again, reason I havent posted is I expected the 'list which mods' question. * New ACU is fine but it negates some of the other mods I usually play with * the Wyvern when built would not fire for me and his feet slid around instead of him walking * love the new exp / omni radar!! * new mex-power units are nice * graphics / skins / audio is good other than for some the perpetual 'mass depleted'  * My shield units (mobile and stationary) would not recharge once down! That ended my testing. The graphic for the spinning shield would stop, could not find a way to get them going again, same with mobile shield units. About it off the top of my head, will poke at it again and get a list of active mods when I test. Honestly I was holding out for the next revision hoping those bugs would be worked out =) Your time and energy is appreciated, had been waiting anxiously for some new toys and a mixup on the game. Me and friends play very frequently and collect every map we can find and try out almost any mod that comes our way. Thanks, I'd chip in if there were a tips jar!
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brandon007
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Posted: 14 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Huzbub wrote: I only have posted because I know there will be follow up questions.. I installed your new mod and there are some things that I really like and some bugs for my setup. Again, reason I havent posted is I expected the 'list which mods' question. * New ACU is fine but it negates some of the other mods I usually play with * the Wyvern when built would not fire for me and his feet slid around instead of him walking * love the new exp / omni radar!! * new mex-power units are nice * graphics / skins / audio is good other than for some the perpetual 'mass depleted'  * My shield units (mobile and stationary) would not recharge once down! That ended my testing. The graphic for the spinning shield would stop, could not find a way to get them going again, same with mobile shield units. About it off the top of my head, will poke at it again and get a list of active mods when I test. Honestly I was holding out for the next revision hoping those bugs would be worked out =) Your time and energy is appreciated, had been waiting anxiously for some new toys and a mixup on the game. Me and friends play very frequently and collect every map we can find and try out almost any mod that comes our way. Thanks, I'd chip in if there were a tips jar! Haha, You say the Wyvern doesnt work? Strange, Its working fine for me. No problems at all on my end. Did you happen to change anything? What other mods are you using with my ACUs? Most other mods that change stuff with the stock ACUs are useless. Thats why I made the ACUs into their own mod. The Shield problem sounds more like a DMS problem, since my mod doesnt touch shielding, well, the aeon shields, but its not active in that mod.
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nicb1
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Posted: 14 Jun, 2012
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Joined: 26 Feb, 2010 Posts: 4
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This is a pretty good mod that you've made although when it comes to the commanders, I feel like there should be more upgrades. Not completely new upgrades but higher tiers of the existing ones, like what the black ops team did with the advanced commanders mod. Also would it be possible to move the microwave laser generator on the cybran commander to another part of the body so it can build T3 structures and have that weapon at the same time. Other than that you've done a great job with the new additions.
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liveordie
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Posted: 14 Jun, 2012
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Joined: 02 Jul, 2010 Posts: 1264
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brandon007 wrote: Over 100 downloads and No other feedback? Nothing on the new ACUs?
How disappointing... Makes me wonder if its worth continuing to make releases... Don't forget these forums are dead only a few people come on these forums that can posted and most don't stick around, What feedback post on moddb were theres life.
_________________ Creator of SupCom2 Revamp Expansion Mod


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Alguien
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Posted: 15 Jun, 2012
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Joined: 05 May, 2011 Posts: 13
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So when i play with this mod the game just kick me out at random i have 1.5.3599 according to the game, with domino's mod support 0.8 what i am doing wrong?
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brandon007
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Posted: 15 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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I have no idea O-o Sounds like the game is crashing on ya. Are you running any other mods?
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Alguien
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Posted: 15 Jun, 2012
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Joined: 05 May, 2011 Posts: 13
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brandon007 wrote: I have no idea O-o Sounds like the game is crashing on ya. Are you running any other mods? It appears to be the mini-experimentals pack, everything activate doesnt crash my game
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brandon007
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Posted: 15 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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Alguien wrote: brandon007 wrote: I have no idea O-o Sounds like the game is crashing on ya. Are you running any other mods? It appears to be the mini-experimentals pack, everything activate doesnt crash my game The mini experimental mod wouldnt cause anything like that. Its just 2 units, nothing special. Did you perhaps try reinstalling the game?
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AIhelper
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Posted: 16 Jun, 2012
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Joined: 04 Aug, 2011 Posts: 83
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brandon007 wrote: Over 100 downloads and No other feedback? Nothing on the new ACUs?
How disappointing... Makes me wonder if its worth continuing to make releases... I thank you for your work also! I work on a mod pack which contain several mods. A few mods from other people I alter, the other stay as they are. I altered your veteran mod for example. One mod of my mod pack is from myself. Perhaps I will release my work, when I am ready with all my ideas with it. But at first I mod for my own use in single player and LAN. It should be our duty to mod and better one of the best RTS Games. 
Last edited by AIhelper on 16 Jun, 2012, edited 1 time in total.
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AIhelper
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Posted: 16 Jun, 2012
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Joined: 04 Aug, 2011 Posts: 83
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brandon007
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Posted: 16 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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AIhelper wrote: brandon007 wrote: Over 100 downloads and No other feedback? Nothing on the new ACUs?
How disappointing... Makes me wonder if its worth continuing to make releases... I thank you for your work also! I work on a mod pack which contain several mods. A few mods from other people I alter, the other stay as they are. I altered your veteran mod for example. One mod of my mod pack is from myself. Perhaps I will release my work, when I am ready with all my ideas with it. But at first I mod for my own use in single player and LAN. It should be our duty to mod and better one of the best RTS Games.  You altered my Veterency mod without permission? 
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BulletMagnet
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Posted: 16 Jun, 2012
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Joined: 05 Oct, 2007 Posts: 16449 Location: camping near the biggest power-up
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If the mod stays private then it's not a big deal. If AIhelper does decide to release it publicly, then he should speak to everyone first.
_________________
Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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tankmayvin
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Posted: 16 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Don't despair Brandon, I'll download now and give you some feedback. Is there a way to get your ACUs living alongside the BO:ACUs?
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brandon007
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Posted: 16 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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tankmayvin wrote: Is there a way to get your ACUs living alongside the BO:ACUs? Nope. Theres no compatibility at all. They are each completely different units replacing the stock units, same with BO:ACUs. Having both mods on will cause one mod to not load at all. Thats why both mods are incompatible with each other.
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AIhelper
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Posted: 16 Jun, 2012
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Joined: 04 Aug, 2011 Posts: 83
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I will not release without your permission. And I will ask you for it, only when I am ready with my work. If someone does not agree with my mod pack, I will not release anything. I would give you a test version and then wait for your agreement. The same I will do with the other peoples mods. And everyone will know from whom what is. It will take some month before I am ready with all of it. If I will release, everything will be very clear and easy: Announcement with a description of the mod pack. Artists Permissions Installation directions for use Probable I let it be and use it only for myself 
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tankmayvin
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Posted: 16 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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So some comments after a first playthrough:
-Mobile T2 TMD is awesome, but really makes T2 stationary TMD irrelevant. Very minor design quibble with the UEF TMD laser though, it doesn't really fit all that well with the rest of the faction's beam weapons. How about changing it to some sort of thin blue beam? Also, the beam emitter for the T2 MTMD looks weird, how about replacing it with the dome from your Pegasus T3.5 walker?
-I really like the T3.5 factory built experimentals, pegasus in particular.
-T3 resource generators are waaaaaay overpowered.
-Some redundancy with other mods. Everyone has a T3 mobile AA, etc, etc.
-Overall worth keeping in the mod stable. =)
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brandon007
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Posted: 16 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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tankmayvin wrote: So some comments after a first playthrough:
-Mobile T2 TMD is awesome, but really makes T2 stationary TMD irrelevant. Very minor design quibble with the UEF TMD laser though, it doesn't really fit all that well with the rest of the faction's beam weapons. How about changing it to some sort of thin blue beam? Also, the beam emitter for the T2 MTMD looks weird, how about replacing it with the dome from your Pegasus T3.5 walker?
-I really like the T3.5 factory built experimentals, pegasus in particular.
-T3 resource generators are waaaaaay overpowered.
-Some redundancy with other mods. Everyone has a T3 mobile AA, etc, etc.
-Overall worth keeping in the mod stable. =) Ill rebalance the UEF T2 Mobile TMD, and the idea to putting a dome on the MTMD is actually a neat idea! I shall do this ^^ The mini experimentals are an experimental idea. Its just to get the basic idea going, and see what people think. It would be nice if someone (Professional) came along, and offered to make models for the Seraphim, and Aeon T3.5 Units. The T3 Mobile AAs are my own take on them. The WBP was mostly designed to go hand-in-hand with 4DC. Ill retweak the T3 Unit Resource Centers so they are more balanced =p
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stuartpierce
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Posted: 17 Jun, 2012
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Joined: 22 Feb, 2007 Posts: 167
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Thanks for the hard work on the mod. A couple of little things I noticed. The Streethum indicates that it is type shield, but it doesn't appear to have any shield. The Pacclow doesn't seem to generate any metal or energy. I noticed the new Colossus was attacking a Seraphim sonar unit (4DC enhanced) over and over, even though the sonar was underwater and didn't appear to be damageable.
Stuart
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brandon007
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Posted: 17 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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stuartpierce wrote: Thanks for the hard work on the mod. A couple of little things I noticed. The Streethum indicates that it is type shield, but it doesn't appear to have any shield. The Pacclow doesn't seem to generate any metal or energy. I noticed the new Colossus was attacking a Seraphim sonar unit (4DC enhanced) over and over, even though the sonar was underwater and didn't appear to be damageable.
Stuart Ah thanks for catching that with the Streekum. The Pacclow seems to be working fine for me. I basically copy/pasted the code from the paragon, so it should be working. As for the new GC attacking sonar, I think I got that fixed now.
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tankmayvin
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Posted: 17 Jun, 2012
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Joined: 07 Jun, 2012 Posts: 29
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Brandon, does your mod do something to wrecks? With it enabled, units from other mods (total mayhem in particular) are not producing their wreck objects anymore.
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brandon007
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Posted: 17 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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tankmayvin wrote: Brandon, does your mod do something to wrecks? With it enabled, units from other mods (total mayhem in particular) are not producing their wreck objects anymore. Nope. My mod doesnt touch wrecks.
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stuartpierce
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Posted: 17 Jun, 2012
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Joined: 22 Feb, 2007 Posts: 167
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I disabled all other mods except for Battle Pack, Mini Experimentals, and DMS .82, and the Pacclaw still doesn't show any resources being generated when you select it, and it doesn't generate any for me. The Seraphim Tech 3 Resource Generator shows resources and creates them fine. No problem getting my Wyvern to fire. http://i28.photobucket.com/albums/c244/ ... yvern2.jpgStuart
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brandon007
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Posted: 17 Jun, 2012
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Joined: 16 Jan, 2010 Posts: 2908 Location: Draconis VII
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stuartpierce wrote: I disabled all other mods except for Battle Pack, Mini Experimentals, and DMS .82, and the Pacclaw still doesn't show any resources being generated when you select it, and it doesn't generate any for me. The Seraphim Tech 3 Resource Generator shows resources and creates them fine. No problem getting my Wyvern to fire. http://i28.photobucket.com/albums/c244/ ... yvern2.jpgStuart Quite obvious you have BlackOps Unleashed running, since the Wyverns flamethrowers only work when unleashed is on. Its quite possible that DMS is causing the problems with the Pacclow.
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