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species1571

Deadly Islands mod with Manual Timewarp and enemy respawn

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Hey guys,

 

First off just want to say Kudos, great mod! Thanks for all the hard and continual work (looks like you guys are still working on it). I grew up on the old Carrier Command and was stoked they made a remake. Despite all of its flaws I enjoyed it but you guys are making me it way better. Thanks again.

 

I'll try to be as blunt as possible to minimize  the lengthy reading. =)

 

Did a quick search and scan and didn't find my answers so apologies if I'm restating things.

 

Bought game couple of days ago, playing through steam. Have your latest version.

 

1)- Neutral islands on "Classic" seems fine. On "Weak" or higher some islands have scramblers preventing access to command centre despite no scramblers to destroy to increase telemetry. Island now unobtainable.... 

 

2)- First played unmodded on Beta version through steam. Happened more often than not. After modding, still happens, although frequency a little less I believe. Supply Barque delivers items but gets stuck way off in the distance. Have to drive carrier over its head to get it moving back home.

 

3)- Playing with carrier exclusion for the first while. Enemy/Neutral/Friendly isles 1/3 each. Enemy took a couple of islands then sat dormant for the majority of my game. Arriving at an island where he was, alarms went off as per normal. Carrier icon on my radar but not on map or in game. I took island then left. He started moving again. I  started a new game soon after so hard to say the aftermath of it. But he sat dormant for a very very long time. I don't think that was normal.

 

4)- Started new game. Tech 1, 1 friendly 5 enemy islands. Enemy isles set to deadly for all and neutral maxed. so far no turrets on any neutral islands and all enemy islands are weak. Are these settings suppose to adjust in this case or will they get to those points as I progress through my game?

 

5)- Scout drone, even with Lvl2 TacScan seems to have a hard time picking up neutral turrets. I literally have to land on some of their heads to make them show in my map screen. Enemy not so much. some still don't show while others do, but overall works better on enemy islands.

 

These are some things that I've ran into so far since started playing.

would love an answer to #1 cause kind of a pain in the arse not being able take an island.

 

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Some Thoughts and Suggestions

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Love all the features. Thought I would throw some down for ya that were inspired by all your hard work.

 

1)- My scout drone is not restricted by telemetry. I feel like it should be.

2)- Nothing seems to target my scout drone. I can pretty much touch noses with turrets and units and nothing shoots at it. Its practically invincible, except death by no fuel. I can understand that it might be the lowest priority, but when enemies are bored and it is in range. Bang Bang. Maybe at height it can escape detection, but not at close prox.

 

3)- Maybe allow full movement including up and down of the scout drone while in the camera mode. I lose all references with the fixed movement camera when trying to manually navigate it or fine tune its position. Maybe tap Q or Z to align camera, and hold Q or Z to adjust height, and then when moving (WASD) it doesn't jump back to the fixed cam but stays with what ever cam you are currently in.

 

4)- Love the Scout Drone target list. tagging is a nice feature, and works well for automated engagements; but when I engage in my manta manually, for a tagged target I find I'm still pretty blind in locating it to actually fire upon. I have to cross reference my radar, with my compass, then look through the weather and trees and buildings to figure out where it actually is in reference to me. Might be nice that a tagged target also gets a target icon around it in the main screen like any other target you get close to, but make it a separate colour than all the other types of target icons, and either make it visible no matter where you are, or give it a way greater range so you can tactically approach it  without having to do a bunch of cross referencing. 

 

5)- Also I find when approaching a swarm of targets, trying to get missile lock on a specific target can be frustrating when it won't get off of an unwanted target like a dumb droid. Having a key to switch targets would be nice. Or even the ability to lock in a target (missiles or not) so you can keep track of it while everyone is maneuvering around. Maybe while in locked mode, you can push and hold the swap target button and it will free up the lock, you can switch targets by changing your facing or how it naturally does it and then when releasing the button it locks the new target in, or you have the option of tapping it and cycling through the numerous targets.

 

6)- Thought it would also be nice while the TacScan list is up, whatever unit your in, and whatever target you are currently looking (targeting), it will highlight in the tacscan list. I find sometimes the targeting icon will be visible but the info of what it might be in the main screen isn't readily available (they sometimes have titles "turret", "walrus". etc.. above the icon, but fades in when you are in kissing distance it seems like). If you have an advance tracking system going, might be nice to get instant info of who you are actually tracking.

 

7)- Love the feature when shelling you can quick look through the drone, even aim and fire while in that view. I think it would be nice to have that option regardless if a target is tagged or not. if you are in your offensive tab, and your drone is out. you can quick look where ever the drones camera is pointing. If a target is tagged, the camera will lock to its position as it does.

 

8)- Like the new camera angles and animations. Like the supply barque. nicely done. However, there are times when i was in need of maneuvering my cruiser manually just as it arrived and i get stuck watching this lengthy cut scene of getting resupplied. I like watching it, but having the option to swap out of it would be good. maybe have the ability to swap through all the camera angles including that one when its happening. That way you can jump back in and watch the ending of it if you wanted to. But to have that option for all your cameras. Drone bay, undocking mantas and walrus--be able to cycle through your wide angle, HUD shot, 3rd person shot. etc... while undocking/docking. etc..

 

9)- All your lists, (adv prod *which by the way is awesome. something they neglected to bring in from the old game*, nearest islands. etc...) the ability to scroll through them with a mouse wheel as well. i.e. nearest islands when your mouse cursor is in and over your menu, cause I know it zooms otherwise. (something i find out every freaking time lol) 

 

10)- Nearest island list. I disabled it at first but started to get accustomed to it. Kind of wish there was an option to keep it displayed continuously as well. 

 

11)- Haven't used it yet, but your move carrier to initial anchor point, that potentially could become an enemy island could it not? possibly sending it your stockpile instead? that will always be a safe haven. 

 

Lastly

 

12)- I've read up on the Nemisis mod. I like the idea of constantly pushing back the carrier until you defeat it at its last owned island. Had thought where it would be nice that it was the same for the good guys. I've had many accounts (old and remake) where I arrived at an island to face off with the carrier unable to win, sadly saving it just prior and thus not being able to change the outcome. Getting your arse kicked doesn't have to be game over. you lose a ship/die, you can have "reinforcements" or another carrier was being built in the mean time and you as another commander jumps in and carriers on your game. Hopefully you stocked up on carrier weapons to re equip your carrier... would help extend the game and not have losing a match with the enemy a game restart, or even a reload, i feel like thats cheating lol.

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Just some thoughts. I've coded minor things, but can't imagine all the work you guys put into this. Somethings might be hard/easy, doable/impossible, but thought i would throw them at ya if any of it helps or peaks interest.

 

Thanks again for the sweet Mod

 

Cheers.

 

 

 

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16 hours ago, Kyebosh said:

1)- Neutral islands on "Classic" seems fine. On "Weak" or higher some islands have scramblers preventing access to command centre despite no scramblers to destroy to increase telemetry. Island now unobtainable.... 

 

I have added a hotfix for this. Please download the mod again, and thanks for highlighting.

 

2)- First played unmodded on Beta version through steam. Happened more often than not. After modding, still happens, although frequency a little less I believe. Supply Barque delivers items but gets stuck way off in the distance. Have to drive carrier over its head to get it moving back home.

 

This is a known bug in the game that usually happens when you have manually sailed into shallow water. The mod helps by automatically transferring supplies off the barque in this situation, as there was a remote possibility you could be out of fuel in this situation, as well as it just generally being annoying having to move to the barque to get the supplies. Unfortunately the barque still needs to complete its journey before returning home, but mostly you will be leaving the island before the next supply run is needed anyway.

 

3)- Playing with carrier exclusion for the first while. Enemy/Neutral/Friendly isles 1/3 each. Enemy took a couple of islands then sat dormant for the majority of my game. Arriving at an island where he was, alarms went off as per normal. Carrier icon on my radar but not on map or in game. I took island then left. He started moving again. I  started a new game soon after so hard to say the aftermath of it. But he sat dormant for a very very long time. I don't think that was normal.

 

Exclusion zone is a brute force option for keeping the enemy carrier out of combat range, as people requested an option to play an island in peace without the enemy carrier dropping in on them. It will still be nearby, so will still show on the alternate radar if you have the "always show" option enabled. The dormant carrier is another known bug in the game. It was previously possible to play an entire game without the enemy carrier moving. The mod will keep trying to fix this, and I haven't seen this happen since this fix was added, but it can still take a long time for the enemy carrier to get going at the start of a game.

 

4)- Started new game. Tech 1, 1 friendly 5 enemy islands. Enemy isles set to deadly for all and neutral maxed. so far no turrets on any neutral islands and all enemy islands are weak. Are these settings suppose to adjust in this case or will they get to those points as I progress through my game?

 

The slider at the top controls how many islands you must own before the upgrades are applied. You will get an onscreen message when island ratings have been boosted or relaxed.

 

5)- Scout drone, even with Lvl2 TacScan seems to have a hard time picking up neutral turrets. I literally have to land on some of their heads to make them show in my map screen. Enemy not so much. some still don't show while others do, but overall works better on enemy islands.

 

1)- My scout drone is not restricted by telemetry. I feel like it should be.

 

I don't have a way to limit the telemetry of the visual feed from the drone, but it would be possible to make it so that the drone cannot be selected when it is out of range.

 

2)- Nothing seems to target my scout drone. I can pretty much touch noses with turrets and units and nothing shoots at it. Its practically invincible, except death by no fuel. I can understand that it might be the lowest priority, but when enemies are bored and it is in range. Bang Bang. Maybe at height it can escape detection, but not at close prox.

 

3)- Maybe allow full movement including up and down of the scout drone while in the camera mode. I lose all references with the fixed movement camera when trying to manually navigate it or fine tune its position. Maybe tap Q or Z to align camera, and hold Q or Z to adjust height, and then when moving (WASD) it doesn't jump back to the fixed cam but stays with what ever cam you are currently in.

 

You can control altitude in this situation with Q and Z as long as you are also moving with WASD. When moving the drone in viewing mode you can hold the left mouse button to force the camera to stay in viewing mode.

 

4)- Love the Scout Drone target list. tagging is a nice feature, and works well for automated engagements; but when I engage in my manta manually, for a tagged target I find I'm still pretty blind in locating it to actually fire upon. I have to cross reference my radar, with my compass, then look through the weather and trees and buildings to figure out where it actually is in reference to me. Might be nice that a tagged target also gets a target icon around it in the main screen like any other target you get close to, but make it a separate colour than all the other types of target icons, and either make it visible no matter where you are, or give it a way greater range so you can tactically approach it  without having to do a bunch of cross referencing. 

 

I don't have a way of adding target icons to the hud. It is usually quite easy to locate tagged items with the compass needle and distance readout, as well as the flashing icon in the alternate radar.

 

5)- Also I find when approaching a swarm of targets, trying to get missile lock on a specific target can be frustrating when it won't get off of an unwanted target like a dumb droid. Having a key to switch targets would be nice. Or even the ability to lock in a target (missiles or not) so you can keep track of it while everyone is maneuvering around. Maybe while in locked mode, you can push and hold the swap target button and it will free up the lock, you can switch targets by changing your facing or how it naturally does it and then when releasing the button it locks the new target in, or you have the option of tapping it and cycling through the numerous targets.

 

Again it's a lack of functionality available, at least as far as I can find. There's no way to set a specific target, or detect which target is selected. A workaround I use is having a second weapon such as laser, get your desired target closest to the reticle, then switch quickly to the laser and back to missiles, and it should be selected for lock.

 

6)- Thought it would also be nice while the TacScan list is up, whatever unit your in, and whatever target you are currently looking (targeting), it will highlight in the tacscan list. I find sometimes the targeting icon will be visible but the info of what it might be in the main screen isn't readily available (they sometimes have titles "turret", "walrus". etc.. above the icon, but fades in when you are in kissing distance it seems like). If you have an advance tracking system going, might be nice to get instant info of who you are actually tracking.

 

As above, I don't have a way of knowing what target is selected.

 

7)- Love the feature when shelling you can quick look through the drone, even aim and fire while in that view. I think it would be nice to have that option regardless if a target is tagged or not. if you are in your offensive tab, and your drone is out. you can quick look where ever the drones camera is pointing. If a target is tagged, the camera will lock to its position as it does.

 

This has been suggested before. I felt the current method encourages use of the tagging system. Maybe L2 Tac Scan requirement would be enough for this.

 

8)- Like the new camera angles and animations. Like the supply barque. nicely done. However, there are times when i was in need of maneuvering my cruiser manually just as it arrived and i get stuck watching this lengthy cut scene of getting resupplied. I like watching it, but having the option to swap out of it would be good. maybe have the ability to swap through all the camera angles including that one when its happening. That way you can jump back in and watch the ending of it if you wanted to. But to have that option for all your cameras. Drone bay, undocking mantas and walrus--be able to cycle through your wide angle, HUD shot, 3rd person shot. etc... while undocking/docking. etc..

 

You can move the carrier during this sequence, the camera will snap out of this when the carrier starts to move.

 

9)- All your lists, (adv prod *which by the way is awesome. something they neglected to bring in from the old game*, nearest islands. etc...) the ability to scroll through them with a mouse wheel as well. i.e. nearest islands when your mouse cursor is in and over your menu, cause I know it zooms otherwise. (something i find out every freaking time lol) 

 

10)- Nearest island list. I disabled it at first but started to get accustomed to it. Kind of wish there was an option to keep it displayed continuously as well. 

 

I could add an option for that. It would tend to get in the way of the map though.

 

11)- Haven't used it yet, but your move carrier to initial anchor point, that potentially could become an enemy island could it not? possibly sending it your stockpile instead? that will always be a safe haven. 

 

It only relates to the anchor point of the current island, not another island. It is useful sometimes when you sail into shallow water and end up getting the carrier stuck.

 

 

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Thanks for quick reply and thanks for clearing up some of those things. I kind of clued into that island thing shortly after posting. lol.

 

Thanks for the feed back on the suggestions. I figured modding can be tricky; just thought I would throw some ideas out there. 

 

As for the carrier movement and camera sequence. I had mentioned it because there was a time i travelled part way around the island while watching the barque enter my carrier. turning and everything, i was trying to inch in for a better shelling position. lol. Basically had to sit and wait till it was done before i could carry on moving.

 

In any case, great mod. Thoroughly enjoying it. thanks for the Hotfix.

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I made a complete play through the strategic game mode. Great work species.

 

Just one funny thing. I do not believe it is related to your mod, but anyhow:

I took over all islands but one. Enemy carrier destroyed.

Last island had scramblers. I sat out all walruses, and began destroying island defences. I was pretty far from the carrier with the walruses, when suddenly the enemy assaulted me with a new carrier. I jumped to carrier, and managed to destroy the enemy carrier. After the destruction sequence, :-O all island scramblers were back to function. And of course, all four walruses were outside telemetry range :-( I tried to recover them, but they were finished off by island forces....

 

Oh, and one more thing. Would it be possible, to choose which weapon support droids have? Mine are all armed with lasers, which is nice. Just would like to have an option.

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On 01/05/2018 at 10:54 AM, Nicoman35 said:

I made a complete play through the strategic game mode. Great work species.

 

Just one funny thing. I do not believe it is related to your mod, but anyhow:

I took over all islands but one. Enemy carrier destroyed.

Last island had scramblers. I sat out all walruses, and began destroying island defences. I was pretty far from the carrier with the walruses, when suddenly the enemy assaulted me with a new carrier. I jumped to carrier, and managed to destroy the enemy carrier. After the destruction sequence, :-O all island scramblers were back to function. And of course, all four walruses were outside telemetry range :-( I tried to recover them, but they were finished off by island forces....

 

Ouch. That is funny.

 

Oh, and one more thing. Would it be possible, to choose which weapon support droids have? Mine are all armed with lasers, which is nice. Just would like to have an option.

 

The other possible weapons are pretty weak in comparison to the laser.

 

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Updated to v1.32:
-Advanced production screen overhaul:
---Tooltips will now be displayed when placing the mouse pointer over the various options.
---Blueprints list and advanced queue can now be scrolled using the mouse wheel. Blueprints list can also be scrolled by dragging the list up or down.
---When using the minimum material level options for auto-queueing items, previously the item would not be queued until the material level was reached. The item will now be queued regardless of material, but production will not start until the material level is reached. This allows you to adjust the production order, even if production cannot start yet. The queue will indicate pending materials in these cases.

-Islands Overview overhaul:
---An additional entry in the Islands Overview option on page 4 of the customization menu allows the overview to always be displayed when on the map screen. When this option is enabled, the overview may get in the way of selecting items on the map, and in this case the overview can be temporarily hidden by holding the right mouse button.
---An additional entry in the display option on the overview window allows all islands to be listed, regardless of ownership.
---Island ownership is now indicated by the colour of its listing in the overview.
---If an island is under attack, this will be indicated at the top of the overview. The island's listing on the overview will also show that it is under attack.
---The overview can now be scrolled using the mouse wheel or by dragging the list.

-Scout drone:
---The scout drone now has a limit to its range. Unlike carrier units, the drone will not lose telemetry and when the range is exceeded, it will set a course for a location within range. The range is slightly longer than the carrier's unit telemetry range, so it can still be used effectively on islands with scramblers in most situations.
---With the scout drone deployed and carrier shell cannon selected, the remote view can now be toggled by tapping the camera key (C by default). Holding the camera key instead of tapping will still function as before. A tagged target is no longer required.
---When the remote view is active and a target is tagged, you can now set the drone to automatically track the target. This can be toggled using the execute key (E by default). With tracking enabled, the drone will follow the target and try to keep itself slightly on the carrier side of the target. This makes it easier to line up shots, as the shells will be coming from the bottom of the screen, and also allows you to switch between multiple targets without setting the drone's position every time. NOTES: The drone will only track a target when the remote view is active. Take care when using this option as it may move your drone into hostile areas.
---When the remote view is active and there is no tagged target, you can now adjust the view from the drone by holding the right mouse button.
---When the drone is docked, its button within the carrier tactical button will remain displayed. This allows you to see its refuelling and repair state. You can also click on this to launch the drone.
---When the drone is launched using the shortcut key or the button within the carrier tactical button, clicking again will automatically switch to the drone once it has launched.
---The option for controlling drone altitude during autopilot has moved to page 6 of the customization menu.

-Defense drones:
---If drone formation is set to "Island" on page 1 of the customization menu, the drones will now automatically rotate their position around the carrier to track the nearest enemy walrus if one is nearby. When no enemy walrus is nearby, they will behave the same as before.
---Added option on page 6 of the customization menu which allows drones to automatically launch when arriving at an enemy island and automatically dock when the island is captured.
---When the carrier is close to a pier, the pier will show as friendly. This prevents a situation where defense drones detonate on contact with the pier.

---Fuel management system options on page 7 of the customization menu now include an option for manual refuelling of docked units. When this option is enabled, a target fuel level slider will appear above the command bar for the currently selected unit. When the unit docks, the unit will be refuelled (or de-fuelled) to the target level. NOTES: The target fuel level will be cleared when the target is reached or if the unit undocks before reaching the target fuel level, so you will need to set the target level each time, but you can do this at any time whether the unit is docked or undocked. Having multiple units selected when you click the slider will apply the target fuel level to all selected units. Enabling this option will disable the "Unit fuel balancing" and "Carrier can use unit fuel" options.
---When a docked unit is selected, you can now quickly select an equipment preset using the relevant number key on the numeric keypad. You can do this without opening the Equip screen.
---Added option on page 6 of the customization menu for Manta alternative control. With this option enabled, the orientation of mantas is directly controlled with the mouse. This is mainly intended for players with a Steam controller, but it should also be possible with other controllers as long as they are using mouse emulation. You can also try it with the mouse if you find mantas difficult to control. NOTES: Only works with interior camera mode. If set to "Enabled", interior camera will be forced. If set to "Interior camera only", the function will toggle on and off depending your camera selection. Weapons such as lasers will appear with slight judder and will not always point exactly at the reticle (you will need to visually account for this). There is slight drifting to the left or right when rotating the manta on the spot. Collisions with objects such as trees or terrain will no longer affect the orientation of the manta.
---Barque arrival animation can now be interrupted by pressing the camera key.
---Giving a unit a waypoint by clicking on the map will now automatically execute if the unit was previously suspended.
---If the game crashes and you don't see the crash message, it will appear on the menu screen the next time you launch the game. This will also show the location of the crash log.
---The option for inverting vertical mouse axis has been removed from the customization menu. This will now be read from the main game options.
---The option for selecting HUD removal has been removed from the customization menu. This will now use the combined method - tap the HUD key to toggle or press for a longer period to hold. When toggled off, the HUD can now be shown by holding the key.
---Unit quick command buttons added in v1.30 no longer require the right mouse button to be held. If you prefer, you can restore the right mouse button requirement, or disable the function entirely. An option has been added on page 4 of the customization menu.
---Enhanced context buttons added in v1.30 will now always be used when a carrier unit is selected. This means that DOCK/UNDOCK/EXECUTE/SUSPEND will always be shown uniformly, with a fifth button appearing for EQUIP if the unit is docked.

---Fixed a long-running issue where clicking on mod-specific buttons in fullscreen without holding the right mouse button would cause the selected unit to either undock or switch to manual control. As a result of this fix, some buttons which would previously only appear when the right mouse button was held, will now always appear.
---Fixed a bug in the previous update when playing the story campaign, the hammerhead mission would not trigger after capturing Vattland, meaning the mission on Fulcrum could not start until you returned to Vattland.
---Fixed a problem in CCGM where Walruses would sometimes not accept waypoints to certain locations on an island.
---Fixed a problem in CCGM where Walruses would not accept waypoints to stations on an island if they weren't needed, for example clicking on a refuelling station if the walrus had full fuel.
---Fixed a problem in CCGM when using missiles to lock onto a target, the name of the target would be obscured by the white targeting box.
---Fixed a problem in CCGM when using Set Sail or Instant Sail if the carrier was in shallow water, it would remain stuck until manually steered out. The carrier will now automatically move to the anchor point when this happens.

Thanks to all who provided feedback since the last update, and to Rob04 for playtesting.

 

Download page HERE, or go directly to the file HERE. Optional camouflages HERE.

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