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scareya

Thanks for the Update

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I would like to use this opportunity to thank you guys from Bohemia Interactive for providing us with this updated version of Carrier Command Gaea Mission Beta. It is highly appreciated that you obviously listen to our feedback and continue to give us the chance to be part of the development process. I am also quite sure I am not the only one being extremely happy with your game so far. Carrier Command Gaea Mission is for me - maybe except Guild Wars 2 - the most anticipated game of 2012. And I am glad to be part of your Beta team.

Thanks and way to go!

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Yes, and indeed,

but they should put a BETA update sticker in this forum, some got update notices from mail, some didn't. Using BETA version references in those update, and of course providing download reference to the latest package should be mandatory. I did struggle a bit to get V2.

I, myself really, appreciate this project and is very grateful of this project, as it is a remake from my old, very old, favorite game back in the early 90s. :)

Edited by kekar

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THANK YOU BI!!!!!

Downloading it now - and salivating at the idea of increased stability and maybe a few AI changes to????

*We can hope, right?*

Any chance we can get some type of changelog?

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The update fixes some things - gun elevation, some walrus pathing, some new soundbites, and it appears slightly different enemy carrier AI.

All welcome fixes!

However - now I cannot control any friendly AI island vehicles.

Wether that is by design or not, that was one aspect I loved! Please bring it back! And controlling turrets :) I understand AA and AT turret designations - but what is an AL?

Walruses with AA armaments are still unable to engage ground targets with the AI enabled. Under manual control I can use them to blow up enemy turrets. What's up with that? If any enemy target is within the elevation/range envelope of my forces, it should be engaged unless I tell it otherwise.

Mantas engaging targets - urm - I have no idea what went wrong there. Worse than original beta.

Also - with the update - the graphics seem an awful lot smoother. Well done whomever fixed that!

All in all - I appreciate the fixes and some of the changes - but in all honesty you need to fix and balance more. The original build was better than this new release.

Edited by Harbinger

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What, you mean that this game can get even better? Wow.

Way-to-go BI, thank you. How come I didn't get a e-mail?

Do I uninstall the old version or install over the top of the old?

Edited by Dajunka

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thank a lot for dev

changelog v2?

i test

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d***, s***, f*** Key mapping still broken. What is it with BI and this love for the frigging x-box?

Isn't this suppose to be the PC version or is it some type of adapted console version?

Edited by Dajunka

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d***, s***, f*** Still no way to remap keys. What is it with BI and this love for the frigging x-box?

Isn't this suppose to be the PC version or is it some type of adapted console version?

Graphics are awfully consolised as well, not to mention my NVIDIA surround hasn't been supported in the new patch too.

Deos play nicely with an Xbox controller though. :P

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d***, s***, f*** Still no way to remap keys. What is it with BI and this love for the frigging x-box?

Options -> Bottom tab on the left.

What is it with Beta testers who don't explore menu options ?

;-)

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Some welcome changes and fixes, keep up the good work BIS :yay:

off for some more testing

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The graphics, especially at a distance do look console crappy, I agree.

The options to remap your keys doesn't work. Remapped them, but they do not work in game. Go back to options and the keys that I remapped, have changed to something that I do not recognize, most likely something x-boxy.

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Fair enough. Until they get the in-game key remapping done, I recommend a free utility called AutoHotkey. It will remap your keyboard and mouse however you wish.

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Fair enough. Until they get the in-game key remapping done, I recommend a free utility called AutoHotkey. It will remap your keyboard and mouse however you wish.

Thanks Appogee, but I think I will carry on and suffer with the keys available, until certain devs get their fingers out of their collective console ports. I mean Carrier command without a workable key remap and no normal joystick option, inconceivable.

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Thanks for the update!

I noticed some good improvements to the UI immediately. :)

Edited by Anorax

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For those that have not seen it already, from the link on the main page::

Fixed crashes:

- WeaponManager::autofire crash

- AmbushTactic crash

- Achievement crash

- TextWidget crash

Fixed bugs:

- Corrupted save bug

- 0000188: Barque goods are not displayed automatically in EQUIP Mode (http://www.carriercommand.com/feedback/view.php?id=188)

- 0000011: Description of Defense Drones is truncated (http://www.carriercommand.com/feedback/view.php?id=11)

- 0000093: Attack in Bbad weather an argument is heard at the friendly island (http://www.carriercommand.com/feedback/bug_change_status_page.php)

- 0000160: own carrier permanent fire to unseen targets (http://www.carriercommand.com/feedback/view.php?id=160)

- 0000065: Equipment lost if Carrier stack is full (http://www.carriercommand.com/feedback/view.php?id=65)

- Carrier deck gun icon damage (http://www.carriercommand.com/feedback/view.php?id=161)

- Repair system doesntdoesn’t consume fuel

Improvements:

- 0000048: Clicking Shift While Carrier is on Auto-Move Resets Carrier in Starting Position (http://www.carriercommand.com/feedback/view.php?id=48)

- 0000041: Walrus Hooked on Manta creates Cattistrophiccatastrophic Ddamage during Aafterburner Iignition (http://www.carriercommand.com/feedback/view.php?id=41)

- 0000035: Victory conditions (http://www.carriercommand.com/feedback/view.php?id=35)

- 0000134: Plasma cannon does not depress below 0 degrees elevation (http://www.carriercommand.com/feedback/view.php?id=134)

- 0000118: Start production before you have the correct amount of materials (http://www.carriercommand.com/feedback/bug_change_status_page.php)

- 0000038: Film Grain Effect (and DOF) (http://www.carriercommand.com/feedback/view.php?id=38)

- 0000015: Map should be a little animated - out zoom (http://www.carriercommand.com/feedback/view.php?id=15)

- 0000055: The trees are dancing! theThe wind should be having a consistent effect on a collection of trees (http://www.carriercommand.com/feedback/view.php?id=55)

- Better weather

And many minor bugs...

G

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Finally managed to have a battle with the enemy carrier where it tried to fight back with all it's forces, shame they are now at the bottom of the sea! Now to capture the rest of the islands.....

G

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...However - now I cannot control any friendly AI island vehicles.

Wether that is by design or not, that was one aspect I loved! Please bring it back! And controlling turrets :) I understand AA and AT turret designations - but what is an AL?...

agreed, i used this feature to force back the enemy carrier when he's chasing me. since i cant make way points to blank areas of open water (whats up with that?), id sail to the closest friendly island and order all the defensive units to meet me.

id really like to see the ability to sail my OWN course to islands instead of being forced one route. and id like to see island loading screens.... i got caught on one trying to run from the carrier and it kept loading over and over and over. SPEAKING of.... maybe a feature where you have to ASK for island statistics (weather and tactical assessments) instead of your crew blurting it all out every time you run across an islands invisible loading line.

id like to end this saying thank you BI, i cant believe i'm actually playing this marvelous reboot of my all time favorite time sink. keep up the good work, and i cant wait to see the full version! ! ! !

EDIT: "Clicking Shift While Carrier is on Auto-Move Resets Carrier in Starting Position" means what exactly? how do i click a button on the keyboard? lol

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Having the (Enemy carrier destroyed) and the (All Islands captured) checked, means either of these wins the game. Yes? Or both?

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Having the (Enemy carrier destroyed) and the (All Islands captured) checked, means either of these wins the game. Yes? Or both?

Either is enough.

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I discovered by accident that Tab zooms the view. Was that in the first Beta, or is a feature that was added for the latest Beta.

In any case, thought I'd mention it here because it's so useful.

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Was in the first beta.

anyone finding the manta control a bit too twitchy now?

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Was in the first beta.

anyone finding the manta control a bit too twitchy now?

Darn right it's twitchy, I can't hit a thing with it. I think I might have to switch on the auto aim even though I hate cheating. To get the manta anything like I have to turn my mouse sensitivity way down, but then my walrus are unresponsive. Can't win.

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Some more impressions of the beta

----

They still have to improve the pathfinding, walrus get stuck 1 of 3 times when I give them a move order somewhat far away. Rocks, trees, and especially debris of destroyed buildings are problematic for them.

AA turrets of your carrier are inactive if you have selected the carrier, but AI controlled if you have selected another unit like a Manta. So stupid. And the control of the AA turrets of the Carrier is bugged, at first I couldn't select them, but somehow later I could (with the wheel).

Trees should be destroyable by walrus, like they can be knocked down in Arma by tanks.

If only, to improve the "stuck in a forest" situation.

The game should have time acceleration controls like Arma, as the pace is pretty uneven, with lots of "slow" moments. Like returning back to the Carrier after hacking an island, or traveling between islands (the time acceleration in the travel could be faster).

It needs more ingame help. What is a pump, and what's the point of a research station? I shouldn't have to go to the manual to know it.

The "allied" AI needs improvement or at least better ways to establish behavior, like follow orders, patrols, stances, etc. Trying to use the eight units in a cohesive way is a pain in the ass, you have to count the enemy AI being bad so you can capture the island using only 3 units very manually, jumping from one to another, instead of using better your little army. If the enemy AI was better, it would be very hard to beat it, and now because that improved AI, but because the interface/allied AI issues.

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I must say I am loving the new update, it does play much better now, and my carrier vs carrier battle did seem to be a lot better.

I do agree with the guns AI, i came up to an island where the defense where behind a hill and I went to a Walrus to destroy it only to find my carrier then spent all the ammo trying to shoot something it could never hit.

Great work Bohemia, I am looking forward to seeing more updates as we get closer to the release date.

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