jureidinim
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Everything posted by jureidinim
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I'm at work - but i see the SDK has been released for the game. Looking at the associated wiki for the SDK, there are some pages not yet done. Just wondering if a dev can answer for me quickly: 1) With the GUI editor (page not done on wiki) would it be relatively easy to add say a slider to the front end to.... 2) .... allow for respawning of enemy carrier? Can i use the editor to have the game respawn the enemy carrier some time after it is defeated? Until future patches fix other issues in game, if i can do these two things mentioned above i would be happy for now. :-)
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Mouse acceleration getting WORSE?!
jureidinim replied to atroublestarter's topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
I've never had this issue in this game (or ARMA). But hope they look into it for those being affected. -
Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Is the Nemesis mod compatible with the latest (1.6) patch? -
Walrus AI / Patch 1.04 - 1.05
jureidinim replied to norritt's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
I think thats all everyone is really complaining about - that the AI just does stupid things during its pathfinding. I agree that for this game, the combat is ok as is - if you want it to be better then thats what the manual control is for - although it can take some tweaks in that area too (follow command, etc.) ARMA 3 goes BETA this week i believe. I'm hoping after that there may be some dev-time given to improving this game. Its a real rough gem that deserves more. -
Glad to see work still continuing on the game. Other than bug fixes, would there be any changes/additions to the new tech mechanic? Also would there be any AI improvements to look forward to?
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Hoping the devs can update us on what the plans are for 1.05 Beta. Will changes be made soon to the Beta itself based on the feedback given so far/new improvements? Will 1.05 Beta go Live as is and we wait on a 1.06? I figure Arma 3 is getting a lot of (devs) attention now - just wondering :-)
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Future of 1.05 Beta?
jureidinim replied to jureidinim's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
Glad to see work continuing on the patches. Was hoping for more to do with the new tech system. But happy nonetheless :-) -
Future of 1.05 Beta?
jureidinim replied to jureidinim's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
I am happy to hear a patch is still being looked at for CCGM. I fully understand that ARMA 3 is the big fish here - but still hope we get some update to CCGM soon. -
Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
I had reported the barque stopping issue on their feedback page back in the earlier patches (1.03 i think) - i saw it in the vanilla game when i reported it. -
Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
No problem in playing this mod - it makes the game so much more fun :-) To your point - I did have one rear AA gun and one front AA gun. But they were eventually destroyed - and then there is that bug where the rear AA gun doesn't really engage (possibly unless you get both), so i was effectively fighting with only one. And his reinforcements didnt stop even when i was pretty much dead.. so not sure about that 50% cutoff working.. lol.. I don't know if this could be done - but if you capped his reinforcements from the carrier itself (make him get a few but then stop), could further reinforcements be spawned over the island and fly out to him? Maybe only one or two at a time - would make more sense coming in from his friendly island at the rate of a natural spawn time for those units from an island factory. -
Modifying resupply sub and Island distances
jureidinim replied to CaptainHaplo's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: DISCUSSION
I guess its how my games go - but i lose enough mantas and walruses that it is already challenging balancing a barque with fuel and resupply equipment. If it moves much slower I think it may just drag the game as your carrier would be dead in the water waiting for fuel to move or equipment to launch an attack. To balance it, they would also have to slow down the enemy carrier resupply rate - but then all you are doing is dragging the game out longer. Probably adding islands - or increasing their spacing a bit - might give you more of the strategic improvement you are looking for. As for making it destroyable - I never played the original - but how many times did that happen in a game? If that was implemented, I would then ask for the ability to set waypoints for the barque myself, so if i suspect the enemy carrier is close enough to intercept it (which would be rare i think), I can move my barque around it. If its slowed down, and you are unlucky enough to have it destroyed enroute for resupply, I think you would be so far behind now that the game is lost. As it is now, you can stay in the fight ,and the enemy carrier does too with his resupplying timer - and the new nemesis mod :-) . ** EDIT ** Of course choice is good.. If a slider for adjusting barque speed or a checkbox to make it destructible is added that's cool. -
Modifying resupply sub and Island distances
jureidinim replied to CaptainHaplo's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: DISCUSSION
I always thought the "barque" was a submarine - and so it can't be targetted as nothing in the game uses sonar. -
The topics for that bug tracker needs an update - the eselection only goes up to 1.03 and the SDK. No mention of 1.05. I have noticed that if the enemy takes your island and you recapture it, there is no blueprint recovered from that island. Was this how it was intended? I hope not as that further restricts your upgrades.
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Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Finished a game ... very nice :-) ... One thing though - the auto-resupply when he is at a friendly island needs a cap maybe. He was taking one of my islands, i timewarped to the island and reached a few seconds after he captured it - so now its a friendly island to him. I engaged his returning mantas and destroyed them... then he respawned more manatas.. i destroyed those.. then more came... I think i shot down over 15 mantas... He was continously resupplying mantas. As fast as I killed them, he would launch four more. So eventually he won out as my forces were wiped out and he just kept spamming mantas. Is there a way to set a limit on that? Other than that - it was the longest game i ever had - that was my fourth engagement with him. Fun :-) -
Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Thanks for the updated mod!! :-) -
Good to hear! :-)
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I agree the random nature is great - but i also think there should be a way to make it faster. They don't have to allow us to choose a tech path - as you said that would have us always building the same tech every game - but maybe just allow us to affect the speed that we get the next tech random drop They could: 1) As you suggest - capturing an island/hacking a building could give us intel on tech at other islands (maybe just the adjoining/linked ones - and of course its' randomised every game) 2) Capture an island with a research centre - Allow us to choose from a short list of two to three random techs. 3) Generate "tech points" over time to simulate our stockpile island doing research. This doesnt have to be quick - it could take awhile - but at least we would have another avenue to get a random tech drop. The rate of getting these tech points would be standard but can be varied maybe based on the amount of islands we have that has research centres on it. When we get a certain amount, we unlock a random tech and the counter starts over. This would give another level of importance to islands - those with research labs on them would be valuable in our teching up. Just some ideas :-)
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It does add a challenge :-) I only mentioned it because it is really the first time i ever encountered that. Maybe i've just been lucky or it only happens on a few select islands. Either way - it is a minor issue.
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Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
@Gnrl_Grad - for points 1) and 2) - looking forward to any tweaks you make 3) Thanks - i did the change - and i put it on a random number so it doesn't come up all the time. But i didnt realize it reports for every island - even enemy islands.... i thought it only reported for friendly islands. As it reports for all - i see what you mean about losing the surprise attack elements (although being on a random number alleviated that a little). -
Question on the new tech slider in the strategy game. If i set it to 1 or 2, do I eventually get to build the higher tech equipment (other than the random "drops" you find on islands) or am i locked at that level? If it can be improved during a game, how does the progression work? Do they unlock by themselves over time? Does having research centres on islands help? I tried a low tech game (tech 1) and of course ran into islands with heavier weapons that i just could not take on... that's fine... but i was wondering then how do i get my tech improved - do i just wait? I did see a message when i was approaching the enemy island that i received blueprints for my carrier flak guns - not sure what i did to trigger that though.
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Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Got my first victory in a long time.. lol.. i'm sure its the loss of the super armor that allowed me to win :-) I was playing at tech 2. Enemy carrier took two of my islands by the time i caught him (caught him as he was attempting island #3). I manually took charge of my mantas.. but still lost two as i got too close to his flak guns. My other two and my flak gun walrus destroyed his mantas. Eventually i was able to force his retreat. I went after one of the islands he took from me and had to face scramblers. Trying to take the first, i lost my last two remaining mantas. I led my four walruses (driving manually) on the great adventure and disabled three scramblers. I lost one walrus. I was heading to scrambler #4 when the alert came in that the enemy carrier had returned. His mantas i destroyed with my one flak-walrus - by keeping the walrus right beside the carrier which gave it some cover from the air.. when a manta flew over hunting him, it would destroy it. The other two walruses died. Seems i got lucky and got his engines. His four walruses were in the water. I moved my carrier and crushed two of them. Then i parked my carrier between his last two walruses and my flak-walrus (which couldn't dock because my dock lifts were damaged). Repaired the one dock lift to take in my walrus - refitted him with shells and sent it out to help pound on the enemy carrier. Took awhile between those shells and my plasma gun.. but he was sunk. It was fun - but i will note: 1) I know the enemy carrier "cheats" in taking islands. But does the presence of scramblers/etc slow him down further? He seems to just inhale my islands at a pretty fast pace. I think he should be hindered a little longer espescially on my strong islands or those with scramblers/shields/etc. 2) Not sure about other players - i know i'm just average - but i think he returns to fight a little too fast. Yes i lost my mantas and was using only walruses, but i was still taking ONE island after beating him and he returned from his stockpile fully armed while i was still on the ONE island. Not much time benefit received for beating him off. 3) Could you allow those messages sighting the carrier to happen throughout the game(rather than only at the end)? I think thats a neat feature that can help the player strategize a little more. Thanks for the great work on the mod :-) -
Had the same issue with the flak gun - got one blueprint, built it, nothing added... Maybe it only gets added if u have both left and right? Actually - it would make more sense if u get the blueprints for one flak gun - u get all at the same time.. it really is the same gun in each spot. I also saw neutral units on a neutral island (Fulcrum was one) that attacked my units. The anti air shot down one manta and my walruses were targeting other walruses on the island. And I'll ask here too for the devs ... please add another mechanic for unlocking tech. The free drops are cool, but it needs something else to add to it - unlock over time, amass research points based on islands and research centres u have, put fuel towards research (since fuel seems to be the "currency" in game)... something. Looking forward to future tweaks :-)
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Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
LOL.. i was just about to report that. Also - I had started a new game and the enemy carrier spawned right at my location - instant fight.. lol.. I'll re-download the newer version but if all u did was remove the debug messages, maybe you can check on that (spawn at same location). -
Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Thanks! :-) -
Nemisis Mod - improved enemy carrier survivability
jureidinim replied to Gnrl_Grad's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Yeah - that armor u had would be very bad in this now (with early tech). I had one encounter with him - caught him while he was attacking an island so hi units were deployed. Hurt him a bit before his mantas came back. Had to manuever away from him to draw his mantas away and then pick them off with my mantas. I like the fact that you can catch him without his units.. He does however start more advanced than you - has his full compliment of antiair for example. I like the intent with the slider, but i think you need another way to "tech up". Right now it seems you only get tech from what you find on islands. That's very restrictive as - for example - i would like to research anti-air for my carrier, but cant. Or get better armor for my walrus - but cant... unless you get lucky in the loot drop on an island. Also after awhile, you become sorely outclassed even for trying to take stronger islands - and now that you can't scout an island defense unless you are connected (which is another sool concept) - you have no idea which island is stronger than which until you almost commit to it. So you start to lose units, and then cant upgrade them because you cant find the equipment on the few island you can take. The random drops are fun - i just wish there was another mechanic in place to eventually unlock higher equipment.