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 PostPosted: 14 Aug, 2010 
 

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For news and updates on the Revamp Expansion Mod please click here

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Last edited by liveordie on 17 Feb, 2012, edited 135 times in total.

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 PostPosted: 14 Aug, 2010 
 
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keep projectile speeds up, and aircraft! slow bullets and aircraft are boring.

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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: 14 Aug, 2010 
 

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BulletMagnet wrote:
keep projectile speeds up, and aircraft! slow bullets and aircraft are boring.


all speeds have been left normal ill be adding more info soon :)

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 PostPosted: 02 Sep, 2010 
 
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hey LoD,

Are you still working on your mod?
And will it cost you (a lot) more work to make it work for patch 1.2?
I hope you can get to it.

The other (scale changing) mod (ScaleMod) it's really active anymore.. i've heard you being active on these forums, so that's why i put my faith in you!

Hopefully you can work on it, and release a mod with much better scales (smaller) and hopefully also the FA-eco system like the ScaleMod has!


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 PostPosted: 02 Sep, 2010 
 
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I dont really like the eco of Scalemod and the ability to build experimentals directly on the ground, caus it messes up the ai play alot. Keep up the good work, LoD :D

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 PostPosted: 03 Sep, 2010 
 

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IceXuick wrote:
hey LoD,

Are you still working on your mod?
And will it cost you (a lot) more work to make it work for patch 1.2?
I hope you can get to it.

The other (scale changing) mod (ScaleMod) it's really active anymore.. i've heard you being active on these forums, so that's why i put my faith in you!

Hopefully you can work on it, and release a mod with much better scales (smaller) and hopefully also the FA-eco system like the ScaleMod has!


Yep i have updated my mod to 1.20 took around 3 hours we are just testing it at the moment, it will be released soon i didn't choose to put the FA-eco system into the mod because of the problems it caused with the ai and iu maybe down the track i mite give it ago :D

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 PostPosted: 03 Sep, 2010 
 
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Yeah sweet!!

We'll i must say the AI problems with the Scalemod were only incidental.
I had quite some succesful matches, also with Experimentals turned on.

So hopefully those (last) AI problems can be sorted out (hopefully) easy.

The current pay-in-front system is the only problem with SupCom2 that i have!

Thumbs up for testing!!
Looking forward!!


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 PostPosted: 03 Sep, 2010 
 
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I cant wait to play the revamp mod :D

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 PostPosted: 04 Sep, 2010 
 
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almost ready to release?


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 PostPosted: 04 Sep, 2010 
 
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Calm down you guys, Making large mods isn't an afternoon project, I'm sure when he has news he'll post abou tit.

Mike

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 PostPosted: 04 Sep, 2010 
 
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Hmm, this is gonna be strange when the dlc comes out :? ...

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 PostPosted: 05 Sep, 2010 
 

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Mod is now live enjoy :)

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 PostPosted: 05 Sep, 2010 
 
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:D :D :D :D :D

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 PostPosted: 05 Sep, 2010 
 

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Hey guys please post if you have any dislikes about the mod I can always change a few things :)

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 PostPosted: 05 Sep, 2010 
 
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I tested the Aeon Experimental and it seems to be able to 1 hit everything, including a fully upgraded ACU O.o Dunno if it is meant to be that powerful. I didn't get to test the others yet.

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 PostPosted: 05 Sep, 2010 
 
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Wich experimental?

I'll test it and see if it does the same

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 PostPosted: 05 Sep, 2010 
 
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redmoth wrote:
Wich experimental?

I'll test it and see if it does the same


The Aeon Cresendo.

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 PostPosted: 05 Sep, 2010 
 
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Is that a modded exp?. I dont know of a exp of that name in standard supcom 2

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 PostPosted: 05 Sep, 2010 
 

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redmoth wrote:
Is that a modded exp?. I dont know of a exp of that name in standard supcom 2

Yes that's a custom exp unit In the mod it's ment to be strong because of it's speed and reload time.

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Last edited by liveordie on 05 Sep, 2010, edited 1 time in total.

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 PostPosted: 05 Sep, 2010 
 
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Nice Lod! hadent had time to see that one.. does the ai use it?

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 PostPosted: 05 Sep, 2010 
 

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redmoth wrote:
Nice Lod! hadent had time to see that one.. does the ai use it?

Yes I added ai support for all new custom units and the prototype towers :)

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 PostPosted: 06 Sep, 2010 
 
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This mod rocks!

What i like:

- scale changes (most of them)
- AI (really works)
- ECO (dunno if changed, but i works better imho)
- added units/experimentals (really nice have stuff)
- changed tech-trees, which results in gradually evolving gameplay (slower but more rewarding and interesting!!)

Really nice!
Had a major fun battle!
and the new experimentals really rock and look nice (also nice effects)
Maybe explosions and FX may be buffed imho, although it feels already good, maybe it's just fine!

What i don't like:

- some units move too fast for it's size, maybe slow down aswell
- fire-range of (basic) units is too small, it's often a close-combat jungle warfare.. (not two armies battling in groups, but more hand-to-hand combat.. i would like them to battle each other off from a distance, now it's a chaos, with fast units racing around shooting in a frenzy and alot of projectiles that don't hit)
- rockhead tanks )(.e.) often miss their targets due to projectile speed and units speed differences (enemy units just race from left to right and the projectiles often miss.. it's almost like only 15% actually hits the target)


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 PostPosted: 06 Sep, 2010 
 

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thanks for the feed back ill see if i can fix these problems in the next update, the firing-range i didn't change on the small units i guess the normal game has this problem as well?

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 PostPosted: 06 Sep, 2010 
 
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Yes i think it is, but due to speed it now looks kinda frenzy.

However i recorded the review with some extremely large battles and some nice close-ups on the scales, effects and new units.
I did capture some great moments!!!

I'll try to squeeze in into a 10 min. compilation and upload to you2b as soon as possible.

Keep it up, and after recording i must say you've really done a nice job!

Ice out.


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 PostPosted: 06 Sep, 2010 
 
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Pretty much the same as Ice here, but i do want to add:


LoD, you effing ROCK!! :D

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