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jureidinim

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Everything posted by jureidinim

  1. jureidinim

    Tech slider in 1.05 patch

    Sounds good - but that could lead to being underpowered for a very long time in taking on the tougher islands - if the only way to advance your tech is taking over islands.. also - does the enemy carrier play by these rules too? He seems to be able to take my islands as easy as ever.
  2. Any word on the the progress of finalizing of patch1.04 (making SDK available to all) - and would there be any other fixes/enhancements in that patch?
  3. Thanks for the update :-) I can hit him pretty well enough - its just that he destroys my mantas pretty easily (even with heavier armor) then takes out my main gun and pounds me to death. Guess i have to coordinate better with my units..
  4. Since the latest updates i have not been able to make him retreat - he kicks my tail all over the ocean. Is there some strategy i am missing here? How long do you guys ignore him before committing to an attack?
  5. jureidinim

    Finalizing 1.04 patch?

    Tech level slider? nice... hoping for a tech tree of sorts :-)
  6. Good to see the mod active again. They snuck in the patch :-)
  7. Wow.. you are right.. no more SDK option under the beta setup in steam.. and yeah the nemesis mod won't load now. I hope its just them finalizing the patch to be fully public and once its done we can get to use the mod again.
  8. Yes it works with the Steam version. Just make sure you are pointing to the beta patch and add the: -mod nemisismod line to your startup
  9. Yeah - nevermind ... in all my games so far I have been the one to initiate contact with him. Right after i posted my request here, I loaded up a save game and went back in. He came straight for me at the next island i tried to take from him.. lol. Completely caught me off guard as my mantas were on the other side of the island and he launched all four of his. Good stuff :-)
  10. Looking forward to trying out the new update.. looks good :-). Is it possible to have the enemy carrier (based on some random check or proximity to your carrier if you are trying to take over his islands) come looking for you to attack? That would make it interesting as you would be dealing with managing your units on an island fighting his forces and he shows up with his full loadout behind you to attack. I figure that would only happen if you are at an island real close to him as he cannot trigger a timewarp to fast forward to you. Just a thought :-) I like that he can be caught with his some units destroyed (makes me feel like i have a chance.. lol). I guess you could make his minimum number of mantas/walruses be 1 so he always has at least one in reserve. So even if you destroy all in a fight he keeps spamming one more at you. I realize i am definately in the "casual" player group for this game as I can get beaten by him as he is now... lol....
  11. I agree here. Its just more realistic that you can catch him with less than full compliment either in between resupplies or his units are deployed. Also adds some options as in my last game, if i was better equipped, i could have defeated his forces on the island and then go after him.
  12. Just had a game where the carrier did have a very tough loadout. I chased it off on the first encounter.. barely.. Second time it was on an island right next to my stockpile. Admittedly i went in with an understrength set of mantas. But the enemy carrier had heavy mantas with lasers raking my carrier. - his carrier wiped my plasma gun with impunity. My engines went and he just pommelled me (by now my mantas were all destroyed..). And then i saw his four walruses returning from the island and joined the fight to completely wipe me out. The pop up menu came saying i was defeated.. i took the option to retry (? or restart .. something like that).. It loaded me back at the point i came out of timewarp at the island. Instead of charging the carrier this time, I moved closer to the island itself and saw his (all heavy) mantas and walruses on the island. The mantas were attacking friendly walruses and his walruses were all bunched at a crossroads. I launched my mantas to try and destroy his walruses on the island thinking i can weaken his forces here before engaging the carrier itself..... my mantas were swatted from the sky by his walruses with ease. So i gave up ..lol. clearly i was not in any position to face him. I'm an average player - so this "new armor" feels *almost* OP in favor of the carrier .. lol.. but it is way more fun than the vanilla game. Good work :-)
  13. Ahh. Ok thanks. I'll manually deploy torpedoes then.
  14. Don't need him any tougher .. not for me anyways.. he sunk me in my first engagement with him.. lol Does the AI manta's use torpedos effectively? I launched one with the torpedo but all he did was fly over the enemy carrier and hovered there for a good while and eventually got shot down without releasing the weapon. (also : what is the key to activate secondary weapons wen you are flying/driving? sorry - i usually only first-person fly/drive to get them out of some pathfinding trouble). Thanks for continued work on this mod. :-)
  15. Would updating this mod require a restart of the game or can I continue my saved game (strategy)? **Edit ** - meaning .. if i continued a saved game, would i see these new changes ?
  16. Starteda new game. Made some bad choices early on for which islands to take so the enemy carrier has a lead on me (started with just under half islands owned by both sides). Eventually encountered the carrier and it stayed and fought for awhile damaging me - then i hurt it enough to trigger its escape It uses the "warp speed" escape? Caught me off guard there when i saw the animation kick in. Liking it so far - it really makes a difference to the strategy game as he gets away to repair and come back again.
  17. @Gnrl_grad - sounds great! As I have never had multiple battles before with the carrier (in strategy game) - does it also restock its lost Mantas/walruses/drones (if it lost any in the first fight)?
  18. Wishful thinking? :-) I could see them being useful in swarming a base turret or AA turret. Would have to up their firepower a bit though.
  19. Thanks for this - definately will try it out later when i get home. Just wondering though - by "tougher" do you mean it will retreat faster so we cant kill it easily until its cornered at its stockpile island, or can it take much more damage in a fight? Guess i will see for myself later - just curious :-)
  20. This would be cool - which makes use of the "first person shooter "portion of the game (yes - it wasnt received too well , but it is there and can add an extra dimension to the game). The question though would be - what would be the use for these infantry? Walruses and Mantas can take on all targets, and Walruses do the hacking and building of command centres - so what would the infantry be needed for? I could see using infantry to maybe capture buildings along the way to the command centre - maybe making them needed to capture the ammo dumps and fuel stations for use by your walruses (instead of it being automatically available as they are now). Capturing Helipads and Walrus garages could give you an option to launch those vehicles (still keep maximum 4) from those locations instead of the carrier - but that would be some heavy script changes.
  21. jureidinim

    The Released SDK

    Happy to hear and am looking forward to the extra information as it gets posted to the wiki :-) Ok.. so for now a slider may be too much (for my limited capabilities.. lol) to implement. I'll take a look at your other suggestion. I'll have to wait and see what those other scripts are when you unveil them. ---------- Post added at 11:49 AM ---------- Previous post was at 11:45 AM ---------- Hmm - Edit Post not working.. oh well... Just to clarify - I was thinking of a slider to set how long it would take for the carrier to respawn. I suppose if i can get it done using your suggested workaround (or other means) then the slider isnt really needed - i would just "hard code" what happens to the carrier upon death.
  22. jureidinim

    The future of CCGM

    I guess this is a WIP - as a lot of those links (espescially the Workbench) are empty page stubs. Where exactly is this editor? How do we start it? (sorry if i missed a message on this - was it in the latest patch?)
  23. jureidinim

    Continue Playing?

    Getting the AI to be perfect will take time and a lot of testing/tweaking. So I hope they continue to even incrementally improve upon it with each patch. Putting in a tech tree option, where your carrier starts out "underpowered", will make you NOT want to face the enemy carrier right away until you tech up, and even the "easier" islands will be a challenge. Also islands with research labs would become very important. This I think would be an ideal setup - but that too would take time and testing to balance. The respawning carrier is also needed I think just to keep it interesting. Right now, I would think this would be the easiest thing to implement which would give a huge (good) impact to gameplay. Put a slider in the game setup screen with options: NO RESPAWN, 10mins, 20 mins, 30 mins, RANDOM (game randomly chooses from 10 - 30 mins each respawn). Each respawn is at its stockpile island. If all islands captured before enemy respawns, you win. Could even have the respawn counter work on the player too (game would accelerate time though for player until player respawns). As it is now - in answer to the OP - it is hard for me to enjoy it know as it stands for exactly the scenario you described. That pretty much sums up how all games play out now. Grab a few (2-4) islands, get alarm of carrier attacking, go kill him.. game over. And that is with the other bugs you described. They have confirmed they will continue to patch and the mods tools are still coming - so there is hope :-)
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