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Supreme commander 2 revamp mod overpowered aeon
Supreme commander 2 revamp mod overpowered aeon












Set up Cybran ACU to be stealthed properly (. Pods and Cybran ACU Stealth should be initialized properly, UEF ACU should not stealth by accident anymore currentmaxXXX from being nil (in a), added check to see if calculation even necessary based on whether or not the unit's blueprint has storage info, removed initial starting values from SkirmishInit in a so the ACU's natural storage will take over for it now that everything else initializes properly Personal variables I hope) -> Technical Info: added "or 0" error checks to stop. Gave larger custom non-fading countdown to ACU at start of the gameĬhanged some behind the scenes stuff for storage to prevent errors and minimize CPU usage (this should fix. If a projectile with 5 radius hit a factory shield, it would still do damage withen 1 radius 2 if it hits a mobile shield instead. If that same shell hit a factory shield (radius reduction of 4), it would still do damage, but only to that one shield, and no other units. For example Mobile Artilerry does 3.5 Radius Damage: Against a Uef Mobile Shield (with a DamageRadiusReduction of 3), it would do 0.5 damage radius. if a projectile that has area of effect hits a shield that has radius reduction, the amount of radius will be reduced by that much (currently only implementing for UEF bubble shield units).

supreme commander 2 revamp mod overpowered aeon

Supreme commander 2 revamp mod overpowered aeon upgrade#

Tried to make hunker effectiveness upgrade text more clear as far as functionĮngineers should now get the proper hover speed buff on waterĪdded a DamageRadiusReduction variable to the Shield area of a unit's blueprints.

supreme commander 2 revamp mod overpowered aeon supreme commander 2 revamp mod overpowered aeon

However, when I went back on it, we loaded a lobby and he could access the Mod. 007 to 1, and is enabled/disabled by script only to keep building while hunkered and not set UI to not sync) known bug: will disappear if you ctrl+k and cancel (unittext is overwritten by suicide text) RVE (Revamp Expansion Mod) Help I have played many hours of Vanilla SupCom2 with the DLC as well However, I found out about the RVE mod and I installed it and tried it out It was awesome I later quit the game and told my friend about it, and he installed it to. Removed the work progress bar for ACU nuke (it overlapped when ACU was working and didnt work well) and replaced it with a Nuke % UI element that should be mostly accurate (except in cases of weapon being disabled, it will be off sync for same amount of time it's disabled for but this should be quite rare.












Supreme commander 2 revamp mod overpowered aeon