Reassembly

Reassembly

UEF V2.1
47 Comments
miraakle  [author] 16 Oct, 2019 @ 4:22am 
Updated the mod, If I am correct the Root launcher functions properly again.
bcbc2425 19 Jul, 2019 @ 8:32am 
the carrier doesnt work fren
Godzilla fan for life 18 Jan, 2019 @ 3:52pm 
okay
miraakle  [author] 18 Jan, 2019 @ 2:36am 
@godzilla2014 it's a problem that recently occured, I don't know what causes it, or how to fix it. But to my knowledge almost all mods that uses this kind of root system have it broken at the moment.
Godzilla fan for life 17 Jan, 2019 @ 2:11pm 
i don't know why but the roots aren't connecting to any asteroids
miraakle  [author] 9 Jan, 2019 @ 8:47am 
@RARE2000, I know. but I didn't really wanted to add in modded units(I say, while adding some units which are non-existent.). If you really want them in, I can have a look and see what I can add.
RARE2000 9 Jan, 2019 @ 4:37am 
My dude, there are actualy mods for supreme commander that add spaceships. Basing faction ships off land units is... Wierd... Like wooden pirateships in space wierd.
viziter 2 Jan, 2019 @ 9:50am 
WOOO Supreme!!!!
[SJBC] Soundbust 20 Oct, 2018 @ 12:39am 
Perhaps use the code from the Bees faction?
miraakle  [author] 19 Oct, 2018 @ 1:42pm 
I think this is a problem with reassembly self, because the "Steelspore Hive" mod (which also uses roots to plant building) has the same problem.
miraakle  [author] 19 Oct, 2018 @ 1:39pm 
I just tested the root, they don't seem to work for me as well. not having a blueprint should be a problem, if the root doesn''t have a BP, the root IS the BP. it should still attach
[SJBC] Soundbust 19 Oct, 2018 @ 1:37pm 
Perhaps it's because it doesn't have a blueprint to load?
miraakle  [author] 19 Oct, 2018 @ 1:36pm 
Just updated the root, they now have a lifespan of about 15 seconds. still have to take a look at the other problem
[SJBC] Soundbust 19 Oct, 2018 @ 1:31pm 
Nope, just the UEF and a P limit remover
miraakle  [author] 19 Oct, 2018 @ 1:30pm 
however for your other problem with the root, do you have any mods installed that could change the way they behave?
miraakle  [author] 19 Oct, 2018 @ 1:29pm 
lifespan is something easy fixable
[SJBC] Soundbust 19 Oct, 2018 @ 1:28pm 
Also they seem to have a BS lifespan. As in when I tested them they just flew around an area for a while then I left, I come back hours later and they're STILL THERE
miraakle  [author] 19 Oct, 2018 @ 1:25pm 
@Soundbust so the roots don't build anything when hitting a asteroids or something that supports plants or buildings? Hmm, I don't know what causes that problem, could have a look at block, see if I missed something, but I cannot promise anything.
[SJBC] Soundbust 19 Oct, 2018 @ 1:22pm 
The root launcher doesnt work, the roots just fly around
Yellow 31 Aug, 2018 @ 10:18pm 
Looks nice, gonna just shove this mod into the 100 other faction mods I have and see how it does.
miraakle  [author] 3 Jan, 2018 @ 1:35pm 
Since this is a relatively large update, there's a chance bugs appear.please let know if some arise.And if you have a bug of the regions not loading or not recieving credit try dragging this mod to the top of the load order and see if that fixes it.
miraakle  [author] 3 Jan, 2018 @ 1:20pm 
The mod has been updated and the description has been changed accordingly, pictures will be update soon
miraakle  [author] 18 Dec, 2017 @ 10:04am 
I plan on redesigning this mod hopefully somewhere in the next month, As for you suggestion, I think it would be a nice addition. As for the redesign, right now I am not really pleased with many designs of the ships and some weapons are quite ridiculous in some aspects.
Estal Oreco 18 Dec, 2017 @ 9:18am 
@miraakle
I see, for I have never really taken a look at the names of the weapons in SupCom or SupCom 2. That explains a lot. Sorry lol.

Redesigning the mod? I'm sure it's fine, but the addition of multiple types of armor and the addition of say, experimental weapons/armor. I've only played SupCom 2, so I don't know too mutch about the factions/units in the first game. If I could make a request, the experimental weapon for the jackhammer experimental for SupCom 2 would be cool. A cannon (not turret) that firest a large bolt that does a huge amount of damage, with long distance, but it's cost would be ludicrus and the energy consumption per shot is 2000 per or something lol. Just pitching an idea.
miraakle  [author] 18 Dec, 2017 @ 9:10am 
as for the rest: think I gonna redesign this mod at some point.
miraakle  [author] 18 Dec, 2017 @ 9:08am 
@deathhound1019. As an answer to the overusage of plasma, those are the names of said weapons. http://supcom.wikia.com/wiki/UEF_weaponry
Estal Oreco 18 Dec, 2017 @ 8:46am 
So... Where are the long range kinetic weapons? The UEF has 3 versions of long range artillery;
One is a short range/high power small artillery, one is a long range/huge damage artillery, one is an experimental that shoots 5 high damage/long range rounds at once. I'm sure you could manage those kinds of weapons. (Unless you already designed a weapon to reprisent artillery, and I'm just dumb) Also, why plasma? The UEF uses more kinetic weapons like cannons and artillery more than plasma. The Illuminate use plasma more than the Cybran and UEF combined.
Whatever... Probably just because reassembly uses plasma more than anything else.
BLAZESTORM 9 Dec, 2017 @ 11:01am 
I have only 1 problem with this mod, Whenever i "Capture" a zone, it doesn't actually capture it for any faction, just makes "Unclaimed" I have multiple other mods that works fine in this regard, only this mod is doing it... (it would'nt be too much of a problem if the game would let me respawn on the different "Factories" that lie scattered around, but since they for some reason lie in unclaimed zones they're marked as "unsafe" which makes me unable to respawn on them..... just wanted to let you know about this if it's the mod or not or if it's any of my other mods i have installed
A.Tenshi 23 Nov, 2017 @ 10:26am 
dont know how even to say, with mod bigger map i cant earn C, all R that i give just dissapear
OverlandObject 8 Aug, 2017 @ 4:08pm 
The Engineers and stations, kinda just disappear any time I modify a ship
Caricifus 11 Jun, 2017 @ 8:32pm 
Interesting, I'm also getting the "wormhole connection error (server) validation failed: empty fleet" and was wondering if it was tied to these errors I mentioned?
PanTurtle 10 Jun, 2017 @ 9:56pm 
Caricfus from what i could tell it seems like the the default area the faction takes is higher than it should.
Or some of the ships have above 10k P value and will not spawn by default once you start a new game.
(they might spawn in if one of the stations have enough resource capacity to be able to spawn those ships in)
Caricifus 10 Jun, 2017 @ 9:17am 
I'm getting two errors with this mod:
<base>/regions.lua:30: error: Garbage after parsing GalaxyRegion
??},

warning:<base>/regions.lua: ident 15000 is above 10000, wrapping as 5000

Anyone know what this means? Really enjoying this mod!!

Feedback:
The Orbital laser is insanely strong - might want to consider, at minimum, nerfing the turret traverse rate.
I'm laughing at how much the 40P cannon makes my ships fly around based on the kickback - even huge ships I make get tossed around.

Really fun, thanks!
A_buckyo Bro 6 Jun, 2017 @ 8:25pm 
I'm speechless..............My favorite game in another great game.................tears.
Drillz007 6 Jun, 2017 @ 3:37pm 
This is Fantastic Finaly a proper UEF mod with all the weapons and shield types my man you are a savior!
The2lied 4 Jun, 2017 @ 6:54am 
Yeah but i don't think it's the Cybrans from Sup Com.
miraakle  [author] 4 Jun, 2017 @ 2:30am 
There is already a Cybran faction made by a user called "Marxon" and about the Aeon, I am not sure if I would be able to recreate their units with my current building skills
The2lied 3 Jun, 2017 @ 7:42pm 
Are you planning on making the Cybrans and Aeon/illuminate
smokebang 31 May, 2017 @ 10:27am 
Neither was mine, i was just clairfying my statement. 'sall good:emofdr:
miraakle  [author] 31 May, 2017 @ 10:22am 
It wasn't meant as a mean comment, but I'm sorry if your recieved it like that.
smokebang 31 May, 2017 @ 10:06am 
Not bashing on your building skills, i just think its really hard to make ships resembling the UEF ships because the ships are "flat". you need depth to be able to make them look alike
miraakle  [author] 31 May, 2017 @ 10:03am 
@smokebang, I know my building skill aren't the best, but I tried to model them after the air units in SupCom1 and SupCom FA
smokebang 31 May, 2017 @ 9:45am 
While the ships are coo, they look nothing like the UEF faction from sup com 1/2
76561198112208350 31 May, 2017 @ 4:30am 
I have a friend that love that game, I'm sure he would choose this faction over all the others.
OverlandObject 30 May, 2017 @ 8:39pm 
"The UEF is back in charge!"
Prof. von Calamity 30 May, 2017 @ 8:36pm 
This looks like a well-designed mod. The weapon arsenal is especially interesting; a lot of useful depth! Can't wait to try out your creation - thanks for your hard work.
𝄈𝄈 Husk 𝄈𝄈 30 May, 2017 @ 6:57am 
Mmmm YES