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rtgress
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Posted: 23 Nov, 2010
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Joined: 23 Nov, 2010 Posts: 21
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any chance of add this mod? : viewtopic.php?f=7&t=46309or request : activation of console mod.
_________________ if my english is hard to understand thats bcuz im not good at ENG
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liveordie
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Posted: 23 Nov, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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rtgress wrote: any chance of add this mod? : viewtopic.php?f=7&t=46309or request : activation of console mod. what part of this mod did you want this mod has console and a 2000 unit cap aswell? Thanks for all the feed back guys 
_________________ Creator of SupCom2 Revamp Expansion Mod


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rtgress
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Posted: 24 Nov, 2010
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Joined: 23 Nov, 2010 Posts: 21
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liveordie wrote: rtgress wrote: any chance of add this mod? : viewtopic.php?f=7&t=46309or request : activation of console mod. what part of this mod did you want this mod has console and a 2000 unit cap aswell? Thanks for all the feed back guys  yes im feedbacking you to add those features especially the console mod thank you for reading this 
_________________ if my english is hard to understand thats bcuz im not good at ENG
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liveordie
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Posted: 24 Nov, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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rtgress wrote: liveordie wrote: rtgress wrote: any chance of add this mod? : viewtopic.php?f=7&t=46309or request : activation of console mod. what part of this mod did you want this mod has console and a 2000 unit cap aswell? Thanks for all the feed back guys  yes im feedbacking you to add those features especially the console mod thank you for reading this  ?? do you want the formations fix? like i said before the revamp mod has a console and a 2000 cap limit already + AI support for a 2000 unit cap.
_________________ Creator of SupCom2 Revamp Expansion Mod


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rtgress
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Posted: 26 Nov, 2010
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Joined: 23 Nov, 2010 Posts: 21
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liveordie wrote: rtgress wrote: liveordie wrote: rtgress wrote: any chance of add this mod? : viewtopic.php?f=7&t=46309or request : activation of console mod. what part of this mod did you want this mod has console and a 2000 unit cap aswell? Thanks for all the feed back guys  yes im feedbacking you to add those features especially the console mod thank you for reading this  ?? do you want the formations fix? like i said before the revamp mod has a console and a 2000 cap limit already + AI support for a 2000 unit cap. oh... i didnt know that there is a console mod sorry for bothering you .
_________________ if my english is hard to understand thats bcuz im not good at ENG
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liveordie
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Posted: 03 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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liveordie
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Posted: 05 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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****Version 1.21 05/12/10****• Fixed a bug that was causing the game to crash when playing cybran • Muzzle Flash and Explosion Effects scaling code added thanks to theshadowlord • AI should now attack sooner and not just group heaps of units up • Ported over the UI for renaming units from FA tweaked the color a tad push Ctrl+N to rename units 
_________________ Creator of SupCom2 Revamp Expansion Mod


Last edited by liveordie on 05 Dec, 2010, edited 1 time in total.
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redmoth
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Posted: 05 Dec, 2010
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Joined: 28 Aug, 2010 Posts: 951
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Hahaha, nice stuff, thanks for this! 
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LayZboy
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Posted: 05 Dec, 2010
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Joined: 28 Jul, 2010 Posts: 580
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liveordie wrote: [ • Boomerang now has a build time of 120 and costs 50 research points to unlock and MaxStorage Changed to 3 50 research points? I don't have the mod installed but isn't that a bit much?
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liveordie
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Posted: 05 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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LayZboy wrote: liveordie wrote: [ • Boomerang now has a build time of 120 and costs 50 research points to unlock and MaxStorage Changed to 3 50 research points? I don't have the mod installed but isn't that a bit much? not at all if you have played the mod all the higher end units cost more the anti-nuke cost 40 because the boomerang is unstoppable it should be at the end of the line.
_________________ Creator of SupCom2 Revamp Expansion Mod


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liveordie
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Posted: 06 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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dopefisher
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Posted: 06 Dec, 2010
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Joined: 08 Jul, 2010 Posts: 68 Location: harrisburg, PA USA
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liveordie wrote: updated the rename UI to the Supcom2 theme  will be added into the next update  SWEET MAN! U R the current mod god! BTW, if anyone wants to play this hit me up on steam k, i'm dopefisher.
_________________ The infected Harvog Crew.
Steam group and Aeon-Only Harvog worship clan.
Catch me on Steam - Username: Dopefisher
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Markth
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Posted: 08 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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Hey LiveorDie
Comments about the mod:
- Why are build time and Mass/Energy cost of the gantry low? (Mass 360 Energy 1170 35sec) - The new Eco; Better but to easy (I don’t use mass converters anymore) -The group formations are not optimal ( the Loyalist never stay’s in the pack) -Every time I give a patrol order they already walking back before they reach der destination
And a question:
What's the purpose of the Revamp mod? To Make it like Forged alliance? Or something between SC/FA and SC2? (Original)
Don’t get me wrong on this, I really like your mod en play almost every day but the only thing I miss from FA is the ultimate destruction and longer built times of the experimental. Built times were long(maybe to long) but finally when you had the opportunity to finish one, pushed through to change the course of battle.
Gr,Mark
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LayZboy
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Posted: 08 Dec, 2010
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Joined: 28 Jul, 2010 Posts: 580
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liveordie wrote: the boomerang is unstoppable it should be at the end of the line. Until they fix the bug of course, where if you Ctrl - k the silo that launched it the missile just goes up in the air then down again.
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liveordie
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Posted: 08 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth wrote: Hey LiveorDie
Comments about the mod:
- Why are build time and Mass/Energy cost of the gantry low? (Mass 360 Energy 1170 35sec) - The new Eco; Better but to easy (I don’t use mass converters anymore) -The group formations are not optimal ( the Loyalist never stay’s in the pack) -Every time I give a patrol order they already walking back before they reach der destination
And a question:
What's the purpose of the Revamp mod? To Make it like Forged alliance? Or something between SC/FA and SC2? (Original)
Don’t get me wrong on this, I really like your mod en play almost every day but the only thing I miss from FA is the ultimate destruction and longer built times of the experimental. Built times were long(maybe to long) but finally when you had the opportunity to finish one, pushed through to change the course of battle.
Gr,Mark what ever you do to supcom2 will never be like fa the point of this mod wasn't to make it like fa was just a style of game play we wanted which we are still improving on this mod isn't for every one not every one going to like it, just like any game but i do added things in people request as well if i see there needed so post your ideas and ill see what i can do and about these - Why are build time and Mass/Energy cost of the gantry low? (Mass 360 Energy 1170 35sec) why should it be high when its only a factory it costs 3x what the normal land factorys do. - The new Eco; Better but to easy (I don’t use mass converters anymore) are you taking about the income is to high on converters and power gens or ? -The group formations are not optimal ( the Loyalist never stay’s in the pack) this is hardcoded only way to fix this is force a console command at the start of every game which ill have to ask Machater if hes fine with me using his command in my mod. -Every time I give a patrol order they already walking back before they reach der destination also hardcoded which i havent seen happen
_________________ Creator of SupCom2 Revamp Expansion Mod


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dopefisher
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Posted: 09 Dec, 2010
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Joined: 08 Jul, 2010 Posts: 68 Location: harrisburg, PA USA
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_________________ The infected Harvog Crew.
Steam group and Aeon-Only Harvog worship clan.
Catch me on Steam - Username: Dopefisher
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Markth
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Posted: 09 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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liveordie wrote: Markth wrote: Hey LiveorDie
Comments about the mod:
- Why are build time and Mass/Energy cost of the gantry low? (Mass 360 Energy 1170 35sec) - The new Eco; Better but to easy (I don’t use mass converters anymore) -The group formations are not optimal ( the Loyalist never stay’s in the pack) -Every time I give a patrol order they already walking back before they reach der destination
And a question:
What's the purpose of the Revamp mod? To Make it like Forged alliance? Or something between SC/FA and SC2? (Original)
Don’t get me wrong on this, I really like your mod en play almost every day but the only thing I miss from FA is the ultimate destruction and longer built times of the experimental. Built times were long(maybe to long) but finally when you had the opportunity to finish one, pushed through to change the course of battle.
Gr,Mark what ever you do to supcom2 will never be like fa the point of this mod wasn't to make it like fa was just a style of game play we wanted which we are still improving on this mod isn't for every one not every one going to like it, just like any game but i do added things in people request as well if i see there needed so post your ideas and ill see what i can do and about these - Why are build time and Mass/Energy cost of the gantry low? (Mass 360 Energy 1170 35sec) why should it be high when its only a factory it costs 3x what the normal land factorys do. - The new Eco; Better but to easy (I don’t use mass converters anymore) are you taking about the income is to high on converters and power gens or ? -The group formations are not optimal ( the Loyalist never stay’s in the pack) this is hardcoded only way to fix this is force a console command at the start of every game which ill have to ask Machater if hes fine with me using his command in my mod. -Every time I give a patrol order they already walking back before they reach der destination also hardcoded which i havent seen happen I understand your point. The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas) I believe that stronger en longer to built Experimentals brings more tactics to the game. You have to make a choice of what to built. Resulting in a bigger en more rewarding experience Yes. I had 6 mass extractors 30 power generators to run 15 factory’s. I didn’t built one Converter. What I forgot to say: I gave a patrol order to a base the first line is attacking and the rest is turning back. I had this many times. About the ideas: -Is ‘t possible to mod the tech-tree? Gr,Mark
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liveordie
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Posted: 09 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth wrote: I understand your point. The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas)
I believe that stronger en longer to built Experimentals brings more tactics to the game. You have to make a choice of what to built. Resulting in a bigger en more rewarding experience
Yes. I had 6 mass extractors 30 power generators to run 15 factory’s. I didn’t built one Converter.
What I forgot to say: I gave a patrol order to a base the first line is attacking and the rest is turning back. I had this many times.
About the ideas:
-Is ‘t possible to mod the tech-tree?
Gr,Mark yep let me hear your ideas  , some times the units will rotate around but i've never seen them turn back ill have to have a look, and about the tech-tree have you played the normal supcom 2 if you have you will see the tech-tree in the revamp mod is different so the tree can be modded, in costs and new units.
_________________ Creator of SupCom2 Revamp Expansion Mod


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Markth
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Posted: 09 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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liveordie wrote: Markth wrote: I understand your point. The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas)
I believe that stronger en longer to built Experimentals brings more tactics to the game. You have to make a choice of what to built. Resulting in a bigger en more rewarding experience
Yes. I had 6 mass extractors 30 power generators to run 15 factory’s. I didn’t built one Converter.
What I forgot to say: I gave a patrol order to a base the first line is attacking and the rest is turning back. I had this many times.
About the ideas:
-Is ‘t possible to mod the tech-tree?
Gr,Mark yep let me hear your ideas  , some times the units will rotate around but i've never seen them turn back ill have to have a look, and about the tech-tree have you played the normal supcom 2 if you have you will see the tech-tree in the revamp mod is different so the tree can be modded, in costs and new units. i've played the normal SC2 2times! and i was really disappointed  until this mod came out and i was hooked.
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liveordie
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Posted: 09 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth
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Posted: 09 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas) Sorry, I have to ask it again  I’m really want to know what road this mod is going to take and are you also going to add FA units like Shadowlord?
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dopefisher
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Posted: 09 Dec, 2010
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Joined: 08 Jul, 2010 Posts: 68 Location: harrisburg, PA USA
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Any chance you could make some kind of tool to make it easier to install and uninstall the mod? I think more would be willing to install mods if they didn't require replacing files all the time.
_________________ The infected Harvog Crew.
Steam group and Aeon-Only Harvog worship clan.
Catch me on Steam - Username: Dopefisher
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liveordie
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Posted: 09 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth wrote: The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas) Sorry, I have to ask it again  I’m really want to know what road this mod is going to take and are you also going to add FA units like Shadowlord? i can make more than 1 style of game play for my mod and about porting over fa units i mite port over a few units but because they work different than supcom2 units they end up looking like crap lol and don't fit with the supcom2 theme at all, they mite be fa units but all there projectiles are just ripped of other supcom 2 units, and if they release a dlc pack 2 the ported over unit wont have room on the ui. about the a tool for install and uninstalled the mod some thing probably could be done because i dont play the normal supcom 2 the mod just stays there and because i mod the game alot i just have a shortcut to the gamedata folder on my desktop.
_________________ Creator of SupCom2 Revamp Expansion Mod


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Markth
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Posted: 10 Dec, 2010
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Joined: 17 Aug, 2010 Posts: 206 Location: Netherlands
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liveordie wrote: Markth wrote: The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas) Sorry, I have to ask it again  I’m really want to know what road this mod is going to take and are you also going to add FA units like Shadowlord? i can make more than 1 style of game play for my mod and about porting over fa units i mite port over a few units but because they work different than supcom2 units they end up looking like crap lol and don't fit with the supcom2 theme at all, they mite be fa units but all there projectiles are just ripped of other supcom 2 units, and if they release a dlc pack 2 the ported over unit wont have room on the ui. about the a tool for install and uninstalled the mod some thing probably could be done because i dont play the normal supcom 2 the mod just stays there and because i mod the game alot i just have a shortcut to the gamedata folder on my desktop. More than one style wil be great. And I think more people would appreciate that. I’m not a Modder but is it scaling of the tech-tree icons to make room possible? The icons are very big. Or another example : when you used your research point for the Megalith2 the icon wil be replaced whit the Megalith1? Same goes for the other units. Or the Gantry can be upgraded (like the normal factory’s have) I’ve just played your new map  Nice work! Was it a lot of work to make it? Gr,Mark
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liveordie
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Posted: 10 Dec, 2010
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Joined: 02 Jul, 2010 Posts: 1264
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Markth wrote: liveordie wrote: Markth wrote: The only thing I wanne know is if you want to make the gameplay realistic or a more fast paced arcade feeling? (then I can post ideas) Sorry, I have to ask it again  I’m really want to know what road this mod is going to take and are you also going to add FA units like Shadowlord? i can make more than 1 style of game play for my mod and about porting over fa units i mite port over a few units but because they work different than supcom2 units they end up looking like crap lol and don't fit with the supcom2 theme at all, they mite be fa units but all there projectiles are just ripped of other supcom 2 units, and if they release a dlc pack 2 the ported over unit wont have room on the ui. about the a tool for install and uninstalled the mod some thing probably could be done because i dont play the normal supcom 2 the mod just stays there and because i mod the game alot i just have a shortcut to the gamedata folder on my desktop. More than one style wil be great. And I think more people would appreciate that. I’m not a Modder but is it scaling of the tech-tree icons to make room possible? The icons are very big. Or another example : when you used your research point for the Megalith2 the icon wil be replaced whit the Megalith1? Same goes for the other units. Or the Gantry can be upgraded (like the normal factory’s have) I’ve just played your new map  Nice work! Was it a lot of work to make it? Gr,Mark the trees size is hardcoded which like a lot of things cant be edited, adding new units into the game you can do it but the build ui hasn't got alot of room this is hardcoded as well so adding more unit would push things off the menu, making them useless because you wouldn't be able to build them, and adding units in to the tree there is room but it would only be worth added the units that matter, took about 3 hours to get the map up to skirmish standards  .
_________________ Creator of SupCom2 Revamp Expansion Mod


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