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liveordie
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Posted: 02 May, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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paxton666 wrote: With this mod enabled the AI never launches nukes. Shadowlords mod is the same way.  It is the same with the revamp and default AI. Thats because using this eco system the AI thinks every thing is free and because nukes don't get the eco change, to the AI its 1 of only a few things that cost to build, I am looking into away to fix this.
_________________ Creator of SupCom2 Revamp Expansion Mod


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liveordie
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Posted: 07 May, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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redmoth
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Posted: 07 May, 2011
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Joined: 28 Aug, 2010 Posts: 951
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liveordie wrote: Version 1.2 Released • AI Has been given unlimited Mass and Energy (Blitzkrieg AI) • Supports mithys mod support v6 or later • Pause Ability added to UEF Energy Generators Engineering Arm Nice, thanks!
_________________
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voidster12
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Posted: 22 May, 2011
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Joined: 11 May, 2011 Posts: 9
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im having a slight issue im not sure where it is. I use the mod manager, and this one plus several others you've made. The econ seems...well im not sure. when i see an item that costs say 200 metal and i have over 1000 metal in storage, it seems to take all of the 1000 metal instead of just the 200. *scratches head*
any ideas what im doing wrong? the AI is working like a champ, the revamp mod is working great, mobile builders etc. good mods im just confused on the econ one. just seems ..i dunno. like its not working right.
Massive edit: *epic facepalm* i was running both the econ 1.2 mod and the econ with blitzkrieg AI at the same time. I thought you needed both. Everything is fine.
_________________ No moderators should have the rights to create new rules with out GPG consent, Because they have no link to the game development at all so it doesn't give them any rights to control the game in any way.
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liveordie
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Posted: 22 May, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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voidster12 wrote: im having a slight issue im not sure where it is. I use the mod manager, and this one plus several others you've made. The econ seems...well im not sure. when i see an item that costs say 200 metal and i have over 1000 metal in storage, it seems to take all of the 1000 metal instead of just the 200. *scratches head*
any ideas what im doing wrong? the AI is working like a champ, the revamp mod is working great, mobile builders etc. good mods im just confused on the econ one. just seems ..i dunno. like its not working right.
Massive edit: *epic facepalm* i was running both the econ 1.2 mod and the econ with blitzkrieg AI at the same time. I thought you needed both. Everything is fine. Yer i have asked the mod manager creator to add this in so mods cant be run together if there not supported if he does release a new version it should cover this problem.
_________________ Creator of SupCom2 Revamp Expansion Mod


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voidster12
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Posted: 27 May, 2011
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Joined: 11 May, 2011 Posts: 9
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i dont get it, i must be having some issues with steam or something like that. Everything was working fine, until today. I tried to run sc2 it kept crashing, on launch. I re verified the files (from steam) it downloaded something (never said what) . Rebooted, then sc2 would run. Then even using manual scd files it wouldnt play any mods. Finally i deleted ALL the mod data from the mod manager (double checked) re added the scd files and so far its worked.
Eesh talk about a massive glitch ah well. good to go again.
_________________ No moderators should have the rights to create new rules with out GPG consent, Because they have no link to the game development at all so it doesn't give them any rights to control the game in any way.
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oripanil
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Posted: 04 Jun, 2011
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Joined: 04 Jun, 2011 Posts: 2
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Does this mod work in campaign? I have the DLC installed, but the panel and economy mod seem to only work in skirmish.
I don't really like the way the Scale + Eco mod alters the way campaign missions look, so this mod is pretty much the only thing I can use for an FA-style economy.
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Mithy
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Posted: 04 Jun, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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The economy panel could be pretty simply modified to use Mod Support and work in campaign. This should be able to work in the campaign as-is, although it might mess with some of the campaign AI if the AI depends on actually building things (it doesn't in most missions, however).
I can't download it to confirm, as moddb is throwing a 404 every time I try. But from what I recall of helping LoD with it, it should all be properly hooked and should work fine with campaign balance.
Edit: You can make the economypanel mod work for the campaign just by extracting the \mods\DLC1 folder from the scd, renaming DLC1 to CampaignBranch, and dragging the CampaignBranch folder back into the .scd so there are both DLC1 and CampaignBranch folders in the .scd's \mods, both containing the same files. Make sure you completely uninstall the mod with the mod manager and do this on a newly-downloaded (or backed up) .scd, and re-install that with the mod manager.
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DK
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Posted: 08 Jul, 2011
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Joined: 25 Jan, 2009 Posts: 65 Location: There where the hell freezes ... D-Land
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just tried eco mod 1.2 and seperate eco mod 1.2 + blitzkrieg AI...
well 1.2 solo is fully functional ... but 1.2+ ai is a bit bugged ...
i start the game ... want to build a fac and a research lab first ... have 1600 mas in storage ... place the fac and then cant build anything else because the 1600 mass are completely used for that single fac ... anything else just wont started because there is a failure or something which reverts the eco back to standard pay up front
or short ... start with 1600 ... place land fac ... get to 0 mass... cant build anything else ...
hmmm i hope this is understandable, im not that good in english : /
DK
PS: to be clear ... im using both mods seperated from each other per mod manager either 1.2 OR 1.2+ai
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liveordie
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Posted: 08 Jul, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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DK wrote: just tried eco mod 1.2 and seperate eco mod 1.2 + blitzkrieg AI...
well 1.2 solo is fully functional ... but 1.2+ ai is a bit bugged ...
i start the game ... want to build a fac and a research lab first ... have 1600 mas in storage ... place the fac and then cant build anything else because the 1600 mass are completely used for that single fac ... anything else just wont started because there is a failure or something which reverts the eco back to standard pay up front
or short ... start with 1600 ... place land fac ... get to 0 mass... cant build anything else ...
hmmm i hope this is understandable, im not that good in english : /
DK
PS: to be clear ... im using both mods seperated from each other per mod manager either 1.2 OR 1.2+ai Sounds like your not using mithys mod support with the mod because they work fine.
_________________ Creator of SupCom2 Revamp Expansion Mod


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DK
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Posted: 08 Jul, 2011
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Joined: 25 Jan, 2009 Posts: 65 Location: There where the hell freezes ... D-Land
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that might be it .. but! in my modmanager is in... modsupport v7 ecomod 1.2 the latest revamp expack 1.05 R-M-E panel massive conversion v4 and upgrade enhancement beta 0.7 well the game just runs fine with only eco 1.2 ... but i would really like to try that blitzkrieg AI thingy but then it reverts back to a state of "yeah pay up front three times for a single building before you could even think about a single tank" ... sounds a bit harsh isnt it ? ... i have no idea ... greetings DK
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liveordie
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Posted: 09 Jul, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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DK wrote: that might be it .. but! in my modmanager is in... modsupport v7 ecomod 1.2 the latest revamp expack 1.05 R-M-E panel massive conversion v4 and upgrade enhancement beta 0.7 well the game just runs fine with only eco 1.2 ... but i would really like to try that blitzkrieg AI thingy but then it reverts back to a state of "yeah pay up front three times for a single building before you could even think about a single tank" ... sounds a bit harsh isnt it ? ... i have no idea ... greetings DK Ill have a look into it but both eco mods are about 98% the same code.
_________________ Creator of SupCom2 Revamp Expansion Mod


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hanssonk
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Posted: 28 Jul, 2011
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Joined: 19 May, 2010 Posts: 1
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DK wrote: just tried eco mod 1.2 and seperate eco mod 1.2 + blitzkrieg AI...
well 1.2 solo is fully functional ... but 1.2+ ai is a bit bugged ...
i start the game ... want to build a fac and a research lab first ... have 1600 mas in storage ... place the fac and then cant build anything else because the 1600 mass are completely used for that single fac ... anything else just wont started because there is a failure or something which reverts the eco back to standard pay up front
or short ... start with 1600 ... place land fac ... get to 0 mass... cant build anything else ...
hmmm i hope this is understandable, im not that good in english : /
DK
PS: to be clear ... im using both mods seperated from each other per mod manager either 1.2 OR 1.2+ai same problem 1600 mass built only 2 mass collections 
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liveordie
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Posted: 28 Jul, 2011
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Joined: 02 Jul, 2010 Posts: 1261
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DK
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Posted: 31 Jul, 2011
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Joined: 25 Jan, 2009 Posts: 65 Location: There where the hell freezes ... D-Land
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jfyi...
redownload the most actual version ... it works fine :p i had a old version ... i dont know ... redownloaded eco1.2+ai and it works fine ... awesome so far ...shouldt set popcap to 2000 tho... >_>
keep it up LoD
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