Alrighty then, also if you have the time as well any teasers for the Ender class experimentals?
Alrighty then, also if you have the time as well any teasers for the Ender class experimentals?
Hey if guys get the time can we get get 3 sets of pictures of each new experimental of all the factions that you have made or ones you have remodeled, that is ONLY if you get the chance to do it.
Let me translate it:
It is sad that the developers did not release a map editor for Supreme Commander 2 .
We did not have the ability to create maps for battles.
Let's hope that the map editor still come out and justice will prevail . After Supreme Commander 2 of the best parts.
Bugs found :
1.U Kibray and Eon (Support Armored Command Unit, Quantum Gateway) 2 times smaller than that of the OFZ .
2.Uroven complexity Ai: Easy , Easy - Balance , Norma , Norma balance .
Ai after 1h 30min clock stops massively build units , begins to build one unit. As a result, after 2 hours of play Ai no one at all from combat units does not build . Accepts defense tactics and sits at the base.
But their engineer move wherever they want .
Some engineer used transport aircraft .
Please fix it.
found a card : Erdu_maps.scd.
Here : Forums.steampowered.com
Maybe someone will come in handy .
Thank you google translate, Спасибо Google Translate
Hey i know you guys are super busy getting the mod out fastest and best quality but can the goals for alpha release percentages be updated if they can?
there is more then 1 mod running in the background of the Supcom 2 MM it will not show on the list so i cant unistall or anything in this matter
Hey guy i got a problem with the eco mod i left my problem in the eco mod section when you guys can help.
Overrate i got a major problem with the eco mod i tryed to use unit port and it started to remove mods that werent turned off from the mods manager, and i removed all the mods cuz it started to glitch now i got a problem when Eco is check off is works but when it check on it uses 5 time more resources for everything. I think when the mod mananger has 5 eco mods running at the same time but they wont show on the mod manager
Overrate i got a major problem with the eco mod i tryed to use unit port and it starter to remove mods from the mods manager, and i removed all the mods cuz it started to glitch now i got a problem when Eco is check off is works but when it check on it uses 5 time more resources for everything.
What in the world? is this a dooms day weapon?
OverRated can you spoil even more for us, SPOIL YOUR FAN BASE with all the things.
We might as well call it Supreme commander 3 (thats what my friends and I call it) the number of changes its no longer the same game anymore.
Also if you guy get the time how about Preliminary mod notes (just what is being added, changed or fixed, But is subject to change)
Fantastic all i can say in response when the Alpha is near is a news post for preliminary patch notes for the Alpha (basically what is going to happen BUT is subject to change as for it isn't the final version)
Thanks and i can't wait for the Alpha i got me and 3 friends are ready to break the mod :D
okay i have looked over all the tech trees and i have a few questions if can answer them:
1. can you explain some of the new symbols i see. (Green Plus, red plus, gears, explosion, tank in cross-hair, plane in cross-hair, skull ext.)
2. where does the tech tree start for each category and faction?
3. A follow up from #2 what made you come to putting EXP at the end of the Tech trees?
4. what are your future plans for this mod?
this isnt a question but by any chance can we see in the future a Suicide AI (AKA an AI that is WAY worst then a cheater can ever be) or a AI profile that spam build EXP units just for the hell of it. (but i know you guys are busy just to get the alpha out)
I agree with him i would love to do a pre-alpha version, a Public Mod Test (PMT), anything pre-alpha for us to test. Oh and one thing you guys can do can we get screen shot of a updated version of the tech trees?
swat-omega
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