Johny 25 Posted June 28, 2013 It has been a while so we have decided to roll out new version of beta patch for CCGM: Carrier_Command_Patch_1.06_0004_Beta_SDK.zip CRC-32: 9c9d5d7f MD4: 3118af22585f4a7c09e79261df707846 MD5: 6d7a4d75a6894693d012e25d44699020 SHA-1: af99c358dde314af05de53bff22cd3b0ddc26ff0 Patch 1.06.0004 Changelog --------------------------------------------------------------------- - Fixed Enemy carrier units were sometimes missing equipped weapons. - Fixed When the enemy finished building a Command Center on player's current island, player was unable to shut down firewalls. - Fixed Assert when enemy starts Command Center creation on player's current island. - Fixed Enemy carrier deployed units too far from player's carrier in a fight (and they don't take part in a fight). - Added Turbo and forsage and manta shield visualization into 3rd person view. - Fixed Units are destroyed directly after "yes" selection in "Abandon Units" dialog (not in tutorial mission till Outpost in GM Campaign). - Fixed Bug when player's carrier units dock instantly. - Fixed Current task setting in both campaigns. - Fixed "No Generic Mission" no longer visible in island info, shiplog screen etc. - Fixed New manta added to command bar (from carrier stock ) always has full fuel. - Fixed After capturing island which is changing its alignment the process is stopped. - Fixed After capturing island the autoaim no longer sticks on friendly target. - Fixed Objective "Build Command Center" will not be marked as complete when enemy builds a Command Center on the player's current island. - Fixed Island alignment icon will be hidden when the player leaves the island without a connection to his island. - Fixed Waypoints displaying in firewall mission when recapturing an island. - Fixed The strategy game will not end in an untimely manner - the player has to recapture all islands again (if the enemy takes some over after the player conquers all islands and doesn't sink the enemy carrier). - Added new tech level step on strategy campaign starting screen (4) - all items available. - Fixed Removed some turrets on fulcrum island (Command Center Base). - Added "+" and "-" signs for production and mining in IslandInfo Screen in Gaea Campaign. - Improved Walruses from garages can be fitted with a weapon in the second slot (plasma, AA Gun etc.). - Fixed One turret on Bacchus is no longer under enemy control when the island is under the player's control. - Fixed Removed walrus from neutral Avernus. - Improved AI walrus pathfinding. - Fixed Missions with Firewalls and shield boosters can sometimes reduce telemetry range of carrier Download from CarrierCommand.com Share this post Link to post Share on other sites
Johny 25 Posted July 12, 2013 (edited) Thanks to your comments and feedback we have been able to work on more improvements. Here comes 1.06.0011 BETA: File: Carrier_Command_Patch_1.06_0011_Beta_SDK.zip CRC-32: 8cce050c MD4: 004aee4670a0830f9c58891b986fb351 MD5: b03ef42afe905e8dc5c73b8e45a789d9 SHA-1: 90af1842daad4864da9cbb47f9cc5ae60f60d439 Patch 1.06.0011 Changelog --------------------------------------------------------------------- - Improved Walrus assisting Download from CarrierCommand.com Edited July 13, 2013 by Dwarden Share this post Link to post Share on other sites