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solrac42

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Posts posted by solrac42


  1. The readme is ambiguous about which ccsettings to edit; do i edit the one in C:\Program Files (x86)\Steam\steamapps\common\Carrier Command Gaea Mission or the one in C:\Users\[name]\Documents\CarrierCommand? also besides adding the modname folder to that xml file, running the unpackccgm and workbench as admin, is there anything else you need to do? I tried doing all of that and it says "config file failed to load. using defaults" which would be fine, but then an error message pops up saying "engine init error cannot load scripts." then crashed to desktop. Help please?

    Hi Jit93,

    To get the workbench working you need to unpack the 1.06.0011 version of the game, it won't work with 1.07.0023 or 0025, I found this out the hard way, but I eventually got it working nicely, you also need to edit the ccsettings.xml file in the CarrierCommand folder in My Documents folder and place a new path directory line pointing to your unpacked directory, this MUST be placed just below the line where it says <filesystem> ... wordpad in windows will edit it just fine.

    e.g

    <filesystem>

    <path directory="E:\your folder here" /> ..... note the space before the forward slash.

    Edit the files and scripts you want to change and copy them into your active mod folder.

    Also remove this new path directory line before playing the game, and then put it back again for editing with workbench, I keep two ccsettings.xml files elsewhere and just copy each one in as needed.

    To edit the latest island maps I unpacked version 1.07.0025 and copied the latest .ent files of the islands into the unpacked worlds folder in version 1.06.0011

    I know it's over two years late ... but hey ... better late than never.


  2. I was thinking pretty much an amalgamation of the above posts :) Only problem is i cant get the workbench to open, and no one has replied to my troubleshooting thread to help me out...

    Hi Jit93,

    To get the workbench working you need to unpack the 1.06.0011 version of the game, it won't work with 1.07.0023 or 0025, I found this out the hard way, but I eventually got it working nicely, you also need to edit the ccsettings.xml file in the CarrierCommand folder in My Documents folder and place a new path directory line pointing to your unpacked directory, this MUST be placed just below the line where it says <filesystem> ... wordpad in windows will edit it just fine.

    e.g

    <filesystem>

    <path directory="E:\your folder here" /> ..... note the space before the forward slash.

    Edit the files and scripts you want to change and copy them into your active mod folder.

    Also remove this new path directory line before playing the game, and then put it back again for editing with workbench, I keep two ccsettings.xml files elsewhere and just copy each one in as needed.

    To edit the latest island maps I unpacked version 1.07.0025 and copied the latest .ent files of the islands into the unpacked worlds folder in version 1.06.0011

    I know it's over two years late ... but hey ... better late than never.


  3. Hi Species1571,

    I have found a bug in deadlyislands version 1.26, I was using manual time warp while a walrus was enroute to dock with the carrier and then I pressed the k key to exit timewarp and then the game crashed with the following error ...

    Unhandled exception

    Program: ...ctive\Carrier Command Gaea Mission\carrier.exe

    Reason: Access violation. Illegal read by 1005fba3 at 35f8

    Script callstack:

    Class: 'MyGame'

    Function: 'diwalrusmon'

    Stack trace:

    C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h:1628

    C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\CCGame.c:11576

    [enf::BaseWorld::GetNextEntity]: ??? addr:0x1005fba3

    [enf::BaseWorld::GetNextEntity]: ??? addr:0x1005fba3

    (Press Retry to debug the application - JIT must be enabled)

    Runtime mode

    CLI params: mod deadlyislands nosplash


  4. You need to have the latest CCGM beta 1.07.0025 installed. If you are not using the Steam version, you can find the beta here:

    http://www.carriercommandaholic.com/index.php?e=page&c=files_patches&al=carrier-command-gaea-mission-beta-patch

    If you are using the Steam version, go to the Library tab in Steam, right click Carrier Command, properties, betas.

    I am currently using the 1.07.0025 CCGM but I still get this error.

    I have just discovered I cannot run 1.22 and 1.23 anymore ???, I have re-installed CC from scratch and updated to 1.07.0025 again but I cannot run deadlyislands mod above 1.18 ???

    I now get these errors when I try deadlyislands mod version 1.21 ...

    Log C:\Users\User\Documents\CarrierCommand\error.log started at 26.04. 11:57:24

    Loading config '$profile:ccsettings.xml'

    !!! Bad record in ccsettings.xml. Unknown action "jump"

    C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\scripts\Advisors\Assault.h(44) Not enough parameters

    C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\scripts\Advisors\Assault.h(326) Not enough parameters

    C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\scripts\Advisors\CarrierAssault.h(95) Not enough parameters

    ==== Resource leaks ====

    Log C:\Users\User\Documents\CarrierCommand\error.log started at 26.04. 13:20:32

    Loading config '$profile:ccsettings.xml'

    !!! Bad record in ccsettings.xml. Unknown action "jump"

    scripts/Advisors/UEC_EmpireAdvisor.h(451) Undefined function 'GetBestStockpileScript'

    scripts/Advisors/Assault.h(44) Expected ')' ,got ','

    scripts/Advisors/Assault.h(44) Too much parameters

    scripts/Advisors/Assault.h(366) Expected ')' ,got 'MyPlayer'

    scripts/Advisors/Assault.h(366) Too much parameters

    scripts/Advisors/CarrierAssault.h(95) Expected ')' ,got 'MyPlayer'

    scripts/Advisors/CarrierAssault.h(95) Too much parameters

    scripts/Advisors/CarrierAssault.h(156) Undefined function 'GetPlayersIslandsCount'

    scripts/Advisors/UEC_MilitaryAdvisor.h(622) Undefined function 'GetPlayersIslandsCount'

    ==== Resource leaks ====


  5. Hi Species1571,

    I have been using deadlyislands mod 1.23 for some time and I thought I would take a look at the new 1.26 version because of all the new interesting features you have added, great work BTW, I have found though that when I run the new mod I get slammed straight back to the desktop with this error ...

    ---------------------------------------------

    Log C:\Users\User\Documents\CarrierCommand\error.log started at 25.04. 09:50:54

    Loading config '$profile:ccsettings.xml'

    !!! Bad record in ccsettings.xml. Unknown action "jump"

    C:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\deadlyislands\scripts\deadlyislandsext.h(3589) Undefined function 'IsAllUnitsDocked'

    Failed to load game scripts!

    ==== Resource leaks ====

    Any ideas as to why this happens ?


  6. I ran out of fuel with a Walrus, and discovered I couldn't really push it around while it was in water. Kinda unintuitive.

    I also run out of fuel on land, and while it was not easy, it kinda worked pushing it around, except not directly, more like getting stuck under it and also pushing it in a sideways way.

    But at least I think it should be possible in water, and not have it stall like as on solid ground.

    Strange, I have no problem pushing a walrus in the water, what I do first is to very carefully move the carrier as close as possible to the stranded walrus until its docking bay door opens, then I use another walrus to gently nudge it by pushing against each end from the side of it until it is almost on the bay door, then I switch to it and then press the USE key, then the carrier will take it in and refuel it, no problem as long as the water is deep enough.


  7. Make the enemy carrier real solid, I have seen it in the middle of Milestone on the strategy map, it passed right through to the centre of the island.

    Expected behaviour is that it should navigate around the islands just as the player carrier does.

    It can also pass right through the players carrier without any collision detection.

    I am using 1.3.0006 Beta version.


  8. You could use a script utilizing the nearest objects command to find all land vehicles, and then test to see if there is anyone in the vehicle using the crew command.

    _vehicles = nearestObjects [_location, ["landvehicle"], _radius];

    {

    if (count crew vehicle _x == 0) then {deleteVehicle _x};

    } forEach _vehicles;

    _location could be the player position and _radius could cover the entire map, say 99999.

    "landVehicle" will look for any land vehicles, but you can add others into the search eg... ["landvehicle", "air"] like this.

    • Thanks 1

  9. Sort of...

    http://i.imgur.com/mzu8j.jpg

    http://i.imgur.com/pxwha.jpg

    http://i.imgur.com/PrFDi.jpg

    Just loaded my last savegame and the carrier was initially pointing its nose to the sky (http://i.imgur.com/Ft7Ja.jpg), then decided it wanted to do a dance and ended up like that.

    Just out of interest... how were you able to do this ? did it occur randomly when you loaded a savegame, or always when you loaded that particular savegame ?


  10. If the devs increase the mantas ceiling height they should be able to navigate better at the mountains islands, because most of the time they have difficulty in navigating these islands, this is crucial for attacking enemy units, It would also be nice to be able to fly over the tallest volcano and look into it, the mantas top speed should also be increased so that it can catch the enemy carrier.


  11. I would like to see an improvement to the way buildings and installations are destroyed, the current system of showing the building or installation slowly sinking into the ground and then the debris model slowly rising to the surface is totally naff.

    I am sure that other players would also agree that this way of doing it is very false looking and should be improved.

    What do the DEVS think ?


  12. Another feature I would like to see implemented is the wire guided harbinger missile that was fired from a walrus, this would add a nice tactic to the game by enabling the walrus to attack installations and units without putting itself in direct line of fire from enemy units, this was also in the original carrier command so it would be nice to see it implemented in CC Gaea Mission.

    ---------- Post added at 11:11 ---------- Previous post was at 11:08 ----------

    solrac42, that depends on the weapon. All the turreted weapons (i.e. the ones that require Armor Mk.1) are 360° already.

    Harbinger Guided Missiles

    I want guided ordnance for my Walruses. For old time's sake!

    I think you will find that the front turret is not 360 degrees but the rear turret is, regardless which weapon is mounted there, so I repeat, lets have a full 360 degrees rotation for the front turret please.


  13. No shortage of suggestions, not sure if this one is mentioned...

    Hybrid AI/Player control on Walruses - ability for player to control just the turret while ai drives via waypoints and allow player to drive while ai controls turret on walrus. Good for making a getaway and for driving towards an objective while shooting back at passing by/chasing targets.

    Brilliant suggestion Gnrl_Grad, and make the front turret rotate through a full 360 degrees, the front turret mounting on a walrus does not rotate 360 degrees so any weapon mounted there is more limited.

    So DEVS please make the front turret on the walrus rotate a full 360 degrees, this makes better sense in my opinion.


  14. Make the enemy mantas and walruses take an island in the same fashion as the player does, ie attacking island units to overrun the island or hacking the command centre just as the player does, or using a hammerhead missile and then setting up its own command centre, which should take a lot longer before it becomes an enemy island.

    This will make for a more balanced game, and fair.


  15. I'm running the 1.2 version, and noticed the same thing.

    The barque would stop a distance from the carrier, all items were transferred to the carrier, but the distance was unnaturally long.

    I was looking on the map and saw the barque at what I estimate to be up to 1 km from the carrier.

    It was about half way between the carrier and the max telemetry range indicated on the map.

    To solve this, make the supply barque actually dock with the carrier and let us see it in the 3D view rise to the surface and dock, then take a certain amount of time calculated on the number of cargo that has to be transferred, and then submerge again, this is how is was done in the original carrier command.


  16. I hated the fps parts, and got through them as fast as possible. It would have been much better if they had made these parts into a movie or use artwork and a narrator. I feel that the fps parts do more harm than good for the well-being of the game.

    I would like to see the FPS mode to be an option in the strategy game, I want to be able to take a squad, board a walrus and hack an enemy command centre on foot, take droids with me as well and make the units selectable for direct control, I want to be able to steal blueprints from enemy research labs, steal enemy materials and vehicles, I think the FPS mode in a strategy game would be fairly easy for the devs to implement as this ability is already in the campaign.


  17. Adding -nosplash did the trick. Thanks Harbinger! After skipping the intro sequence I can at least enter the menu and play the strategy part but not the campaign (like Species1571 pointed out) because the campaign starts with a video sequence as well. This definitely narrows it down to a video playback problem. Unfortunately installing the K-Lite codec pack (I already had an older version installed but uninstalled it and installed the newest version + the 64 bit version) + ticking virtually every box in the configuration menu of the codec pack did not help.

    Does anyone know which codec is being used for the ingame video playback?

    But thanks anyway to you all because i can at least play a part of the game :).

    Try skipping the video at the start of the campaign by using the skip cutscene key. default NUMPAD MINUS


  18. It would be great to have the option to board a walrus in strategy mode and take a squad onto friendly and enemy islands, to use the FPS mode more in the game.

    The squad could consist of both droids and NPCs or just droids, or just NPCs and the player could control any of the units deployed by switching to them directly, if any (or all) of them gets killed, the player of course can switch out of the squad take control of another walrus or manta or the carrier.


  19. I'm sure it's been mentioned, but the enemy carrier doesn't deploy air or sea units when confronted in the strategy game and I discovered why just now :)

    I was moving to take an island (vattland) and I saw numbered mantas sort of zooming around in circles in the centre of the island over water. I took my carrier in closer and saw walruses there too, and all this while the enemy carrier was attacking a separate island two islands away - I think it leaves them behind for some reason (it had taken the island from me a short time earlier). This is near the start of a new game, and I think it was the 2nd of my islands it had attacked. Hope this helps chaps, keep up the good work :D

    This looks like the enemy carrier is cheating, it should not be allowed to go and attack another island and leave its units behind, they should all self destruct when they are out of telemetry range, as does the players units, so DEVS lets even things up by correcting this please.

    Make the enemy mantas and walruses take an island in the same fashion as the player does, ie attacking island units to overrun the island or hacking the command centre just as the player does, or using a hammerhead missile and then setting up its own command centre, which should take a lot longer before it becomes an enemy island.


  20. Blueprints or upgrades for supply barque - It would be nice to see the supply barque get upgrades for more storage and twin water jet turbines for more speed which equals to less time to resupply the carrier on long trips. I have no clue what times of engines the supply barque uses but i guess props and then upgrade to the water jet. Small change but still cool to have.

    http://www.wisconsincentral.net/Products/Products/MarinetteMarine_files/waterjet.jpg

    I like this idea of upgrading the supply barque, but I would also like to SEE the supply barque in the 3D view rise to the surface and dock with the carrier and then take some time to offload the cargo, then to submerge again (just like it did in the original carrier command).

    Another feature request is to be able to cancel the delivery of the supply barque, so can we have a cancel supply barque button please, this would be very useful especially if you have forgotten to put something on it and need it to return to the stockpile island urgently, (just like it did in the original carrier command).

    Also make it possible for the enemy to track and destroy (capture) the supply barque, so a new one has to be produced in the production queue, make it possible for the enemy supply barque to be tracked on radar and disabled and hacked to steal its cargo or destroyed and slow down the enemy carriers supplies, (just like it didn't in the original carrier command).

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