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liveordie
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Posted: 15 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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Markth
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Posted: 15 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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liveordie
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Posted: 16 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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ljq1983121
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Posted: 16 Dec, 2010
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Joined: 26 Mar, 2008 Posts: 52 Location: Sydney
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more screenshot , please ~ 
_________________ Care and diligence bring luck,
Caution is the parent of safety.
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Markth
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Posted: 16 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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liveordie wrote: i found a cheat around the build UI so all the fa units will be under a SACU but im working on some think else it may work. Good news . but the FA units are first to be unlocked at the tech-tree , or else te sacu cannot built them right?
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liveordie
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Posted: 16 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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Markth
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Posted: 16 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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very nice 
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liveordie
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Posted: 16 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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redmoth
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Posted: 16 Dec, 2010
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Joined: 28 Aug, 2010 Posts: 951
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liveordie wrote: ok heres a screen shot of the scale plus a few more units i have ported  Cybran missiles with a blue color Lol thats cool  !
_________________
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Markth
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Posted: 16 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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Damm, i want to play this right now
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liveordie
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Posted: 19 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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Markth
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Posted: 19 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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liveordie wrote: on to the land and air now then ill be starting cybran  Nice work LiveorDie. So you’re planning to add every unit from FA? Seems like you didn’t sleep the last few weeks 
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liveordie
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Posted: 19 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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liveordie
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Posted: 20 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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Markth
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Posted: 20 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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Great!  . Czar? Same plan as the colossus- Downscaling and different weapons ? are you still making the experimentals bigger or is that plan skipped LOD? Mark
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liveordie
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Posted: 20 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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Markth wrote: Great!  . Czar? Same plan as the colossus- Downscaling and different weapons ? are you still making the experimentals bigger or is that plan skipped LOD? Mark Czar and the colossus mite have the same main weapons for now saves abit of time till i come up with some think better, yer the exp units have been put back to there normal sizes so 30% bigger than they are now in the mod, Loony Liberator is doing the balancing for them hes doing a FA style cost, build and damage so they will take a long time to build but will be worth the wait.
_________________ Creator of SupCom2 Revamp Expansion Mod


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bioemerl
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Posted: 20 Dec, 2010
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Joined: 04 Dec, 2010 Posts: 291
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YES YES YES, i cant wait to have fatboy one back keep up the GREAT work, i also said this to FA conversion mod. Im watching this mod much more now.
also cant you make your own units now?
_________________ You may try to call me a Forged Alliance fanboy, however I will proceed to call you a Supcom2 Noob!"
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themak
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Posted: 20 Dec, 2010
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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bioemerl wrote: also cant you make your own units now? I think a better question may be what can we NOT create (or have not figured out) when it comes to units? I saw in another thread that the textures for the original Fatboy treads cannot be imported in (so no rolling treads). So I guess there may be some current limitations. Will you be able to port over the weapons and effects on units you are working on from FA be brought into SupCom2 or are you substituting current SupCom2 weapons onto the FA ported units? For instance, if you ported the Seraphim T4 bot, will the death ball of lightning (with all it visual effects) be present, or will you need to substitute a current SupCom2 visual effect and weapon in its place?
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liveordie
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Posted: 20 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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themak
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Posted: 20 Dec, 2010
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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Wow, that is nice. Will you plan to implement the crushing ability of the walking experimentals? It just does not look right that enemy units move out of the way of a walking colosus and not get stomped 
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redmoth
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Posted: 20 Dec, 2010
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Joined: 28 Aug, 2010 Posts: 951
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themak wrote: Wow, that is nice. Will you plan to implement the crushing ability of the walking experimentals? It just does not look right that enemy units move out of the way of a walking colosus and not get stomped  Nice LoD, keep up the good work 
_________________
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liveordie
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Posted: 20 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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bioemerl
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Posted: 20 Dec, 2010
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Joined: 04 Dec, 2010 Posts: 291
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Id suggest not obsessively importing units
such as importing units that have roles clearly in game, we dont need two GC's or anything. I get that this is probably being done but I thought id mention it. Also if your scared of releasing supcom FA units into 2, id try to make the user have fa somehow (maby needs files from original units in supcom or something). I cant think of anything else at the moment.....
_________________ You may try to call me a Forged Alliance fanboy, however I will proceed to call you a Supcom2 Noob!"
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redmoth
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Posted: 20 Dec, 2010
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Joined: 28 Aug, 2010 Posts: 951
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bioemerl wrote: Id suggest not obsessively importing units
such as importing units that have roles clearly in game, we dont need two GC's or anything. I get that this is probably being done but I thought id mention it. Also if your scared of releasing supcom FA units into 2, id try to make the user have fa somehow (maby needs files from original units in supcom or something). I cant think of anything else at the moment..... wut? Maybe this isn't your cup of tea. But it is ours. So stay out of here if your not happy.
_________________
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liveordie
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Posted: 20 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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