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Everything posted by jedra
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I think it was for just two days. Maybe they didn't have too many keys left!
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My issue with this is that no-one should be allowed to sell a game in the middle of a royalties dispute. As Mr Burns said, when you buy a game you expect a certain level of support. At the moment all support is suspended. Now, we as Arma veterans can get used to this because we know the base game and its limitations and in most cases can build missions around this. But your average Joe Punter is not going to be able to do this and ultimately it looks bad on BIS and by association the Arma series. Whatever the dispute is they need to get it resolved and stop selling it (unless it has a disclaimer) until it is.
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Unlock Code???
jedra replied to Gilliland88's topic in IRON FRONT: LIBERATION 1944 - TROUBLESHOOTING
It's your activation key. -
Units not repairing/rearming/refueling!
jedra replied to Piraneous's topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
Strange - is the carrier out of fuel or damaged? -
Nice - well done! I will give it a try later - my only worry is that I happen to like the fact that the vehicle re-assume their instructions when I jump to another one!
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The mod team stated on the IF forums that it was out of their hands. I am pretty sure that they have absolutely no say in what happens next. Selling the game at half price does look a bit like 'sell as many as we can before it dies', but as I said before I am giving them the benefit of the doubt! It is still on sale at Steam, on the Deep Silver site and at BIS Store - I can only assume that they see a resolution otherwise it is not fair on those that buy it during this dispute (people like you Gunter!). The other problem is that is if this is being resolved in court then both parties will not be at liberty to say anything - which is why we are seeing no official comments.
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I am giving them the benefit of the doubt at the moment and assuming that they see a resolution to the difficulties soon. I really hope this is true as the alternative saddens me for many reasons.
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No, it's pounds sterling. That's about US$16 at the moment.
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The weird thing is that BIS are currently offering this on sale at 50% off (£9.99). Now I would have thought that if they were not confident about the future support of this game then they would not still be selling it. It is especially strange that they are doing this in the middle of a royalties dispute with the publishers.
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Boring enemy Carrier AI
jedra replied to chuckles's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
I don't think it works like that - I suspect it is just a dice roll - a weak island takes 'n' minutes, a medium island takes 'n*2' minutes, a deadly island takes 'n*5' minutes etc, etc. I would love to see them eventually make it so you really can defend an island as it would add a whole new layer to the game. -
They did say during the P&C that adding timewarp to the game overall wasn't possible due to limitations with the physics engine. Out of interest, why do people want timewarp? If it is to get the supply ship there more quickly why not mod in a speed change the barque itself. You could turn it into a gameplay mechanic by limiting it to one or two uses during the game? I have found that I rarely miss not having timewarp as I have my barque constantly moving between the supply island and the carrier - so it's never that far away. On those occasions where I run out of fuel, I just head for a distant island and then timewarp kicks in.
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Global IA need a real boost
jedra replied to SPidyy's topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
They can actually use the repair. refuel and re-arm stations, but you need to send them one at a time. If there is another walrus next to the station, I think their collision detection AI is preventing them from moving closer. I think that they should implement it so that once a Walrus has finished repairing/refueling/re-arming it moves back a few metres so that other walrus' can use the station. Alternatively they could increase the range at which the station can be used. -
The supply barque stop before reaching the carrier
jedra replied to genesis2010's topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
I have had this once in the patched version of the retail version (1.2.0034). It stopped slightly before the carrier and I had to move the carrier to the barque. I waited a couple of minutes first, just in case it was just path finding, but it did not move any further. It was Just the once in about 30 hours of play though. -
Is there any way to unlock the map cameria (when zoomed in)?
jedra replied to Tontow's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
With regard to zooming, I would like to see a fluid zoom implemented rather than the staged zoom which we currently have. For the larger islands I would like to get the whole island on screen with all the detail icons rather than either a portion of it or the whole of it without the detail. -
Let's end the anti-console rhetoric now please. Some people like them, some people don't and never the twain shall meet. The Xbox and PS3 receive patches and updates just like the PC. Speaking as a PC, Xbox 360 and PS3 owner.
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Well, it sure looks good - you might want to have a look at this thread if you already have not. People have figured out a way of getting the ToH flight model to work with Arma helicopters. Might be something you can look at when you have the bird flying in Arma.
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Steam Version Unpatchable?
jedra replied to JuggernautOfWar's topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
The steam versions and the retail versions are both 1.02 - they just did not increment the version number in the steam exe. They are unifying both versions to 1.3 with the next patch. -
I doesn't take the manta's long to go back to the carrier - you just need to be careful about how you send them back. If you just press 'Dock' then they will fly the most direct route which may cause them to disturb enemy units. The best way is to plot them some waypoints ending with a dock waypoint. Flying direct might be OK if you have cleared the area in their path already.
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I have just seen Franze's post in the Take On Helicopters photography thread. Is this an unfair tease or what ;-) Can't comment in that thread so I will say here and now - it looks lovely!
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[QUESTION] Bug Reporting Procedure?
jedra posted a topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
Hi, During the P&C beta program we were asked to report bugs to the bugtracker; http://www.carriercommand.com/feedback/ Now that the P&C programme has been closed, is this still the correct place to report bugs? I have been posting my crash dumps here for the last couple of days and want to make sure that they are in the correct place. -
Wood logging, taxi, fire fighting and crop spraying missions
jedra replied to T.S.C.Plage's topic in TAKE ON HELICOPTERS - SUGGESTIONS
I made a Taxi mission a while back complete with yellow-cab skins. Check it out here... Jedra's Take on Taxis -
I would love to see this side of the game expanded so that it is less of a 'dice roll' as to how long the enemy takes to conquer the island; 1. If I arrive at an Island being attacked I would like to see his units on the island. I would like to be able to either use the resources from my carrier to actually defend the Island, or use friendly units and structures to defend it. 2. When I take an Island I would like to be able to build my own defences, such as scramblers and anti-hacking devices. 3. I would like the option to produce units/structures for the island too. 4. To support the above I would like to see a production queue for every island that I own that has a factory. So, if I have four islands with factories, I would like to have four production queues - this would give me more of a challenge when choosing whether to have a defence/factory or resource island. If I lose an island that has a factory, I will lose everything currently being built in that production queue - this makes me think more about where I build resources. Each Island with a factory will have the ability to build it's own supply sub - otherwise I will need to move a sub there first to collect the finished goods. I know this starts to turn CC:GM into a more classic RTS, but I think that the game provides an excellent base onto which these kinds of ideas can be built. At the moment although true to the original (so I am told), the game is a little simplistic for this day and age. Whether these things come from mods or from the developers I think the game will be well served by expanding the strategy element.
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Marshes Upgrade in campaign, where is it?
jedra replied to Vyvian's topic in CARRIER COMMAND: GAEA MISSION - OFFICIAL MISSIONS
I think you may be right as a couple of times I have got the 'unfortunately we already have that blueprint' message!! -
Marshes Upgrade in campaign, where is it?
jedra replied to Vyvian's topic in CARRIER COMMAND: GAEA MISSION - OFFICIAL MISSIONS
I got it after capturing the top-right island (name escapes me!). It was the same island where there was a cut scene/fps sequence to rescue the missing pilot. -
The way the enemy re-takes islands does seem unfair. It took me a good couple of hours to take Sanctuary in the campaign as it has scramblers and a cliff all the way around it making it difficult to get to the scramblers. Anyway after a couple of hours of slowly taking each scrambler and moving my ship around the island, I eventually conquered it and moved on to the next island. Then WHAM in 15 minutes the enemy had re-taken Sanctuary. After playing the game all evening I am no further on than when I started - it kind of knocks the fun out of it. As a player it is hard to take out islands with scramblers quickly, yet it seems that it's just a dice roll for the enemy when he takes an island depending on whether it is weak, medium, strong, very strong or deadly. Seems a bit of a cop-out to me. I was hoping to be able to win the islands one by one resulting in a face off with the enemy, but he is taking two or three islands every time I take one, so it seems the best way to win is to just find him and kill him as soon as possible. That doesn't seem right to me. There's a good game in here somewhere, but at the moment it seems like it's more effort than fun to play.