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TDATL
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Posted: 06 Jun, 2008
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Joined: 30 Jan, 2008 Posts: 201
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you are not supposed to hit "extract here" or drag the contents of the compressed file out. You are supposed to download the two files and extract both the files into folders of the same name as the archive. for example.
Supremilated_ATWMedia_20_007.zip
extracts to the folder
Supremilated_ATWMedia_20_007
which you place into your mods folder. The same is done with the actual mod half of the package. Hope this helps.
_________________ TL;DR!
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BulletMagnet
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Posted: 06 Jun, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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no. you are not supposed to extract the files... AT ALL!
leave them in *.zips and shove them into;
Code: %USERPROFILE%\My Documents\My Games\Gas Powered... you get the drift
enjoy.
_________________
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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BulletMagnet
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Posted: 07 Jun, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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no prob.
it's just something we have to deal with when introducing it to new players. it'll be fixed up for the release (when it eventually comes around), as it's just easy to handle the betas like this.
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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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TDATL
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Posted: 07 Jun, 2008
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Joined: 30 Jan, 2008 Posts: 201
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BulletMagnet wrote: no. you are not supposed to extract the files... AT ALL! leave them in *.zips and shove them into; Code: %USERPROFILE%\My Documents\My Games\Gas Powered... you get the drift enjoy.
Whoh! They work if left in the zip file?! Cool! You learn something new everyday. I've been unpacking them into a folder with the same name for no reason then.
_________________ TL;DR!
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Pelorn
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Posted: 07 Jun, 2008
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Joined: 04 Jul, 2007 Posts: 585 Location: Canada
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Don't know if this has been brought up, but it just happened to me:
When I selected the "teleport beacon" with a cybran T3 engineer, the game immediately crashed with the typical error message "Forged Alliance.exe has encountered an error and needs to close."
Is this a know issue, or was I unlucky?
I was also using the GAZ's UI, terrain deform, and TA music mods.
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Thanks to Tiny_Puppy_Smasher for the awesome signature.
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BulletMagnet
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Posted: 07 Jun, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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i think you're unlucky. i just sandboxed myself a Paragon then a Cyb. T3 Eng. and started building a Beacon - which it happily started building.
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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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MagicSoul
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Posted: 24 Jun, 2008
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Joined: 16 Jun, 2008 Posts: 337
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Wanted to say for anyone (and everyone's) benefit....
This is an exceptional mod! It is magificient. You guys have been busy - there has clearly been alot of thought and work put into this.
I could not begin to list all the changes big and small found in this mod, but here are a few:
-subs have different speeds (surfaced and dived) Just like the real thing!
-subs now pack more "punch" (a nice tradeoff - move slower underwater and are more lethal)
-naval units has been totally re-worked
-ships move like ships (varying speeds etc)
-cool "extras" with veternacy bonus
-regen rates / levels
-range
-health
-ACUs have different upgrade paths
-upgrading tech eng suites is more involved now
-air units are totally re-worked
-no longer does air superority guarantee an "automatic" win
-air units have concept of "ammunition"
-difference in build rates of T1 eng
-differences in building factories
-upgrading MEX is different
-basically these three differences change the way the game "feels"
-need to protect mexes more
-need to think more about where and when to build factories
In short, these guys have done a great job. Obviously a far-sighted project - a labour of love. I would encourage everyone to try it out. They are open to suggestions too! Great work guys.. Gold Medal of Honour
If you need any help let me know...
Cheers.
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BaalRoG
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Posted: 18 Aug, 2008
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Joined: 31 Mar, 2008 Posts: 23
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Manimal
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Posted: 22 Sep, 2008
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Joined: 11 Apr, 2007 Posts: 1915
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Oh I just put my hands back on an error report I wanted to post much earlier for your information.
This concernes Supremilated ATW media_104
Code: Loading module '/mods/supremilatedatwmedia_104/upgradeinterface.lua'
Unable to find file /mods/supremilatedatwmedia_104/upgradeinterface.lua stack traceback: [C]: in function `doscript' [C]: in function `pcall' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(48): in function `import' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): in function `import' ... commander/gamedata/lua.scd/lua/ui/game/gamemain.lua(516): in main chunk [C]: in function `doscript' [C]: in function `pcall' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(48): in function `import' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): in function `import' ...supreme commander/gamedata/lua.scd/lua/ui/uimain.lua(89): in function <...supreme commander/gamedata/lua.scd/lua/ui/uimain.lua:86> ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): Error importing '/mods/supremilatedatwmedia_104/upgradeinterface.lua' stack traceback: [C]: in function `error' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(52): in function `import' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): in function `import' ... commander/gamedata/lua.scd/lua/ui/game/gamemain.lua(516): in main chunk [C]: in function `doscript' [C]: in function `pcall' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(48): in function `import' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): in function `import' ...supreme commander/gamedata/lua.scd/lua/ui/uimain.lua(89): in function <...supreme commander/gamedata/lua.scd/lua/ui/uimain.lua:86> Code: Error running '/lua/ui/uimain.lua:StartGameUI': ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): Error importing '/lua/ui/game/gamemain.lua' stack traceback: [C]: in function `error' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(52): in function `import' ...ommander/gamedata/mohodata.scd/lua/system/import.lua(37): in function `import' ...supreme commander/gamedata/lua.scd/lua/ui/uimain.lua(89): in function <...supreme commander/gamedata/lua.scd/lua/ui/uimain.lua:86>
May be you're already working on this problem ?
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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BulletMagnet
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Posted: 22 Sep, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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aye. i think there were problems with a misnamed media pack a while ago. which beta is this for?
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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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Manimal
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Posted: 23 Sep, 2008
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Joined: 11 Apr, 2007 Posts: 1915
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BulletMagnet wrote: aye. i think there were problems with a misnamed media pack a while ago. which beta is this for?
I guess it's now rather old...
EDIT: it IS really (a few monthes) old ! Sorry for the delay. 
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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SleepWarz
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Posted: 23 Oct, 2008
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Joined: 28 Feb, 2007 Posts: 1879
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Anybody want a game of ATW?
_________________ There is no peace, there is Anger;
There is no fear, there is Power.
There is no death, there is immortality;
There is no weakness, there is the Dark Side.
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HTKatzmarek
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Posted: 31 Oct, 2008
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Joined: 03 Jun, 2007 Posts: 793
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Is this mod still active at all? Is there any plan to finish from the beta to the final project? Just wondering, this is a great mod, really enjoy it! 
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BulletMagnet
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Posted: 31 Oct, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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i think it's dead for the most part, i have a fixed version for the Cybran Stealth bug if you like (damn, personal stealth off the bat is so OP).
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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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HTKatzmarek
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Posted: 31 Oct, 2008
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Joined: 03 Jun, 2007 Posts: 793
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That's too bad  I pulled down the latest from your web site (2.0 beta 19). Is there a newer version than that?
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BulletMagnet
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Posted: 31 Oct, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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yeah, b19 is the last official beta. i have a b19f (which i made specifically with the aforementioned fix) on my computer, but alas i'm not actually a dev; just a fanboy with scripting skills.
if you want the fix, i can email it to you.
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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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HTKatzmarek
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Posted: 31 Oct, 2008
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Joined: 03 Jun, 2007 Posts: 793
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That would be great!  I've sent you a PM with my email address to send the file(s) to.
Thanks 
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Anubis572
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Posted: 31 Oct, 2008
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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Well that kinda sucks. I was looking forward to this mod being finished. Are there still any problems with the Beta or is it pretty much complete?
_________________ i7 980X, 3 EVGA GTX-480's Superclocked, 12Gb Crucial Ballistix Tracer, 4 1Tb 7200RPM Western Digital RE3's in RAID 10, 2 OCZ Vertex Limited Edition SSD's 50Gb in RAID 0, 1500W Siverstone Strider, Corsair 800D, X-Fi Forte 7.1, Windows 7 Ultimate 64-bit.
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BulletMagnet
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Posted: 31 Oct, 2008
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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it was for the most-part complete. there was about two bugs or so, but IRL is such a b**** and both dev's had to leave.
i might have a chat to them in a few weeks (i've got final exams coming up) to see if they don't mind me fixing the last bugs and slapping a 1.00 on it.
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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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HTKatzmarek
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Posted: 31 Oct, 2008
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Joined: 03 Jun, 2007 Posts: 793
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That would be great...would appreciate it! 
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Anubis572
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Posted: 31 Oct, 2008
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Joined: 05 Aug, 2008 Posts: 522 Location: I'm not really here. This is all just a figment of your imagination.
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BulletMagnet wrote: it was for the most-part complete. there was about two bugs or so, but IRL is such a b**** and both dev's had to leave.
i might have a chat to them in a few weeks (i've got final exams coming up) to see if they don't mind me fixing the last bugs and slapping a 1.00 on it.
If you do you will be a God amung men. 
_________________ i7 980X, 3 EVGA GTX-480's Superclocked, 12Gb Crucial Ballistix Tracer, 4 1Tb 7200RPM Western Digital RE3's in RAID 10, 2 OCZ Vertex Limited Edition SSD's 50Gb in RAID 0, 1500W Siverstone Strider, Corsair 800D, X-Fi Forte 7.1, Windows 7 Ultimate 64-bit.
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Manimal
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Posted: 19 Nov, 2008
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Joined: 11 Apr, 2007 Posts: 1915
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Legion Darrath
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Posted: 19 Nov, 2008
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Joined: 23 Feb, 2007 Posts: 8746 Location: Belgium
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I believe both paws and recon aren't among us anymore so you might want to send them a pm so they get an email about the new message.
_________________
 Global Moderator and creator of LabWars
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Pawz
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Posted: 19 Nov, 2008
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Joined: 15 Feb, 2007 Posts: 599 Location: Rockingham, Australia
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Heh.. we're still around, just not actively anymore.
I do still watch for PMs & such from this board, so if you have any questions feel free to ask. Basically life changes, and we've been focusing elsewhere for quite some time now.
Your best bet is grab the files from the bleeding edge on our forums - that's the most up to date always.
_________________ We are Supremilated
www.supremilated.com
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