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totaly crazy
Poll runs till 11 Sep, 2051
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
3 9%  9%  [ 12 ]
Total votes : 140
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 PostPosted: 23 Feb, 2012 
 

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Oh, I see...


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 PostPosted: 27 Mar, 2012 
 

Joined: 27 Mar, 2012
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im dump... :roll: has tried to install that mod and made a new file with name "mods" in dokuments > My Games > Gas Powered Games > Forget Alliance, put the mod in and starting the game... go to extras and will activate the mod... :?: but its not available ???
how can i install that mod right? i tried it much times with some different ways... but it dont works... HELP MEEEEE!!!111!! :cry:


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 PostPosted: 27 Mar, 2012 
 
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Alpheus wrote:
im dump... :roll: has tried to install that mod and made a new file with name "mods" in dokuments > My Games > Gas Powered Games > Forget Alliance, put the mod in and starting the game... go to extras and will activate the mod... :?: but its not available ???
how can i install that mod right? i tried it much times with some different ways... but it dont works... HELP MEEEEE!!!111!! :cry:


try making a mods folder in your supreme commander FA game folder instead since its easier to do right. ;)

edit:
and if you dont get that working... lol.
the correct path for you in documents is
dokuments\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods

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Total Mayhem mod for Forged Alliance
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http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
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 PostPosted: 28 Mar, 2012 
 

Joined: 27 Mar, 2012
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i tried now to make the file mods in C: > Programms (x86) > THQ > Gas Powererd Games > Supreme Commander FA and now its operating... Thank you.. ^^
i think i was to tired yesterday... lol

PS: i will get a response form the mod when i tested it^^

EDIT1:
i tried the mod now and it made me a bug at starting the skirmish...
my ACU is invisible and cannot build anything... i tried to teleport it and nothing happens except the teleport to the place i selected...


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 PostPosted: 28 Mar, 2012 
 
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hm, not sure what might be wrong. You must make sure the install folder for the mod is not "duplicated".
for example:
wrong install -> \\SupComFA\mods\ExpWars\ExpWars\
correct install ->\\SupComFA\mods\ExpWars\

If thats not the issue, then I really dont know :\

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----------------------------------------------------------
Total Mayhem mod for Forged Alliance
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http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
http://www.moddb.com/mods/total-mayhem1


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 PostPosted: 28 Mar, 2012 
 

Joined: 27 Mar, 2012
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maybe i installed it wrong cause i installed only the files inside exp-wars... lol
i reinstall it and try again...

EDIT1:

i reinstalled it and now is my ACU visible and can move/build... thank you twice^^
im a noob... lol


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 PostPosted: 14 Apr, 2012 
 
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===> for cybran fanboys :

Do prefer quad legs or two legs for the commander ?:)

Thnx

Hi!Two legs definitelly better!

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Always back up your mods and models.Shyt happens!
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 PostPosted: 19 Apr, 2012 
 
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i had an idea for a unit that i'd really like to see :)
for cybran-t1, t2, t3 ex spiderbots
maybe they could vary in weapon type and aa.
and i'd really like to see a ex with cloaking and maybe flame throwers
seriphim- a hunter killer and atonomous unit that you can't control but it is rediculously strong and it just automaticaly goes for the commander relentlessly, lanching attackdrones to it and slaughtering everything in its path.
aeon- a real gc not just a slightly different monkey lord
uef-real ex pont defense that can easily take on other experimentals.
these are not frivolous ideas, i beleive that they are pertinent to the roles that the factions have and improve faction diversity


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 PostPosted: 21 Apr, 2012 
 
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im sure most people wont agree with me on this, but i personaly believe that the ticklord id UP. True its pretty good but considering the awesome model and such i think it deserves a higher power. But also, currently it has 88% the health of a monkey lord adn with mkuch weaker lasers and longer ranged cannons that are not good enough to make up for the 4450 dps of the ml.
In general i judge units in 7 ways: health, cost, damage, weaknesses (ie no aa), rof, speed, and range. It has as previously stated less hp then the monkey lord, it costs about 3000 mass more, for reference thats a little less then 6 loyaltists, whgich in conjuction with a ml could cause a good deal of damage. The close range lasers are of pretty good power as are the cannons, but vs any higher level unit it is not good enough. It isnt really vunerable to anything (does it hav aa?) as far as i can tell. rof isnt an issue as its a beam ir reasonably fast cannons. Speed, this is the other big gripe i have as the ticklord (tl) is configured like a sniper lowish health for an experimental, high cost, long-ish ranged weapons and the majority of the weapon power being placed in the main cannons, however t is not fast enough to kite anything, it is only sutible for frontal asaults in this regard and that is a roll fulfilled much better by other weapons. And on a side note the crush damage should be much higher for a unit of this size.
The tl needs some changes to make it more usefull and i think that based on the model the health and power should be upped alot and the cost bumped up a good deal as well so it fills different role then the monkeylord.
I am curious as to what other cybrans think of this as it it merely my personaly opinion.
( and what of my previous post, what of that? and sorry about the doulble post but in fairness my last one was 3 days ago)
and please forgive typos its 3 in the morning...


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 PostPosted: 23 Apr, 2012 
 

Joined: 23 Apr, 2012
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Sorry for my extremely noobish question, but how do I install the 2.8.2 version of this mod, cause i got in .zip format and i can't seem to get it to work. I've extracted the archive, then what do i have to do ? Please help....
EDIT:
made a folder inside the game, copied the content of the archive, i get the mod showing up, and then when i start the skirmish, i don't see the commander and i can't do anything...... wth ?!


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 PostPosted: 23 Apr, 2012 
 
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Are you playing on a normal gpg map with no rush. SOme times stuff like that hasppens with a community map and rush or one of your other mods has a conflict in the comander so it leaves it out. Other then that i dont know.
good luck
hope i could help:)


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 PostPosted: 23 Apr, 2012 
 

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I'm trying to play on a normal map that came with the game, normal AI, nor rush or other settings. As far as I know things are good with everything I did. And that is because other mods like Total Mayhem 1.16 work great and the installation is 99% similar. There has to be a problem with this mod...


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 PostPosted: 24 Apr, 2012 
 

Joined: 17 Aug, 2010
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FuSYoN wrote:
I'm trying to play on a normal map that came with the game, normal AI, nor rush or other settings. As far as I know things are good with everything I did. And that is because other mods like Total Mayhem 1.16 work great and the installation is 99% similar. There has to be a problem with this mod...



Hello,

This mod is for technical reason’s set to exclusive, if you want a compatible version for use with other mods download X’treme Wars.

Gr. Mark


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 PostPosted: 27 May, 2012 
 

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Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)


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 PostPosted: 27 May, 2012 
 
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Craiser wrote:
Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)

Becuase of how it destructively hooks with a ton of stuff, like veterency. Plus, Other unit mods cant use the Exp wars Veterency system.


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 PostPosted: 27 May, 2012 
 

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brandon007 wrote:
Craiser wrote:
Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)

Becuase of how it destructively hooks with a ton of stuff, like veterency. Plus, Other unit mods cant use the Exp wars Veterency system.


So what happens when a mod, lets say, Black Ops, and exp wars are both installed. Why might happen?


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 PostPosted: 27 May, 2012 
 
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Craiser wrote:
brandon007 wrote:
Craiser wrote:
Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)

Becuase of how it destructively hooks with a ton of stuff, like veterency. Plus, Other unit mods cant use the Exp wars Veterency system.


So what happens when a mod, lets say, Black Ops, and exp wars are both installed. Why might happen?


Its exclusive, you cant have both at the same time

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 PostPosted: 27 May, 2012 
 
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redmoth wrote:
Craiser wrote:
brandon007 wrote:
Craiser wrote:
Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)

Becuase of how it destructively hooks with a ton of stuff, like veterency. Plus, Other unit mods cant use the Exp wars Veterency system.


So what happens when a mod, lets say, Black Ops, and exp wars are both installed. Why might happen?


Its exclusive, you cant have both at the same time

Exactly.

Plus, if the two were together, the game would crash (Presuming only.) Since the EXP Wars would be searching for non existent bones on the BO units, and cause a butt load of problems.


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 PostPosted: 27 May, 2012 
 

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brandon007 wrote:
redmoth wrote:
Craiser wrote:
brandon007 wrote:
Craiser wrote:
Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)

Becuase of how it destructively hooks with a ton of stuff, like veterency. Plus, Other unit mods cant use the Exp wars Veterency system.


So what happens when a mod, lets say, Black Ops, and exp wars are both installed. Why might happen?


Its exclusive, you cant have both at the same time

Exactly.

Plus, if the two were together, the game would crash (Presuming only.) Since the EXP Wars would be searching for non existent bones on the BO units, and cause a butt load of problems.


So in this mod manager I'm hearing about. I should just only have exp wars enabled if I plan to use it, and make sure nothing else is on?


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 PostPosted: 27 May, 2012 
 
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Craiser wrote:
brandon007 wrote:
redmoth wrote:
Craiser wrote:
brandon007 wrote:
Craiser wrote:
Why is this mod not compatible with other mods? Is it because of balancing? How does balancing affect combatibility? (I'm new to modding, sorry for asking a lot of questions)

Becuase of how it destructively hooks with a ton of stuff, like veterency. Plus, Other unit mods cant use the Exp wars Veterency system.


So what happens when a mod, lets say, Black Ops, and exp wars are both installed. Why might happen?


Its exclusive, you cant have both at the same time

Exactly.

Plus, if the two were together, the game would crash (Presuming only.) Since the EXP Wars would be searching for non existent bones on the BO units, and cause a butt load of problems.


So in this mod manager I'm hearing about. I should just only have exp wars enabled if I plan to use it, and make sure nothing else is on?


Like I said, the mod is set to exclusive, you should usually not be able to check any other mods while Experimental wars is checked. If you can tick other mods at the same time (wich you shouldnt be able to), you will just crash to desktop when starting a game

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 PostPosted: 27 May, 2012 
 

Joined: 27 May, 2012
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I have a question about the research stations. Since asdrubaelvect said that there was only one upgrade per tech. Will that one upgrade be all five upgrades from the previous exp wars version? Or is it just one upgrade instead of five?


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 PostPosted: 08 Jun, 2012 
 
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Does it happen people read the previous posts ?
I explained tons of things like how and where to install the mod, plus the most important changes.

I made the latest version of ExpWars exclusive no more... unless Asdrub altered that.

On the other hand, I'm having very little free time to spend on polishing some details of E.W.

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 PostPosted: 26 Aug, 2012 
 

Joined: 03 Jul, 2012
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Does the AI ever use the new units or unit rank system? I've played quite a few games with my friend online and never once seen an AI use any of the new units. Actually as a matter of fact I've seen the UEF AI build tech 2 transports I can't even access anymore. I can only access the tech 3 transports as UEF. Is there something I have to do in order for the AI to work right with this mod or is it just unsupported?


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 PostPosted: 24 Oct, 2012 
 
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Hello! Not working for me v.2.8
v.2.0 - no problem
May not work on a patch 1.5.399?


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 PostPosted: 24 Oct, 2012 
 
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SvSCBattleTech wrote:
Hello! Not working for me v.2.8
v.2.0 - no problem
May not work on a patch 1.5.399?

Works for me just fine. What other mods are ya using?


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