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CaptainHaplo

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Posts posted by CaptainHaplo


  1. In the early missions yes you get more fuel as a scripted event. However, on production - in case you didn't know (and you probably did) - you can click the carrier tab and only get carrier specific production choices. I don't remember when the campaign starts allowing you to produce fuel. I think you get fuel first - then fuel packs a mission or 2 farther on.


  2. Gazzareth,

    I can only speak from my own experience. No doubt yours has been different. I simply have not seen any real pathfinding problems. Maybe its my style of play. Heck maybe its a difference in horsepower (I have a rather... unique rig). All I know is I have seen a grand total of 3 times - since starting out early in P&C - that a single Walrus has had a problem that required some type of intervention by me. 3 times in what is 150 hrs plus of gameplay? That isn't bad at all. I have never lost a unit due to pathfinding. I have never seen one stuck to the point it can't get out. I don't see this as endemic to a problem. Obviously others have seen different behavior. But I can't support complaints based upon behavior I haven't seen. I can only relate my own, personal experience and that is that this isn't a problem.

    Good for the Devs to see an issue. Maybe they can replicate it. I can't.

    As much as I used to hate a certain programmer for saying this....

    "I don't know what your complaining about - it works on my computer."


  3. These are drones - not humans. The game even specifies "limited" capability for AI. These things don't have "vision" like a human to start with. They all have sensors - fed, maintained and controlled - which is why knocking down Radar shortens their engagement range.

    I guess I am confused - because on one hand you want the enemy to "be more aggressive", and on the other you ask to be invisible and able/or to dodge their fire. That is like asking them to basically have them shoot at you more - but always miss. If that is what makes a game more exciting for you, maybe someone will just mod in invulnerable player units or something.

    As for waypoints and pathfinding - I keep hearing about this problem, but haven't seen it except under specific conditions. To be detailed, a single walrus traversing an island works fine. Now yes, if you send it in front of guns or enemy units - its likely to die. Scout and clear a route! "Pathfinding" really only becomes an issue when I have walrus teams over 2 - the "following" AI is where the problem is. 3 Walrus's trying to follow one - and all 3 trying to be "first".

    If your having serious pathfinding problems - make sure your patched up.

    If your units get destroyed because of the route they take, scout the route and take out threats.

    Provide cover or support for your units.

    Approach the situation tactically, be patient.

    I have played this game - in beta and in release - for months. If its not a "Deadly" ranked island or a battle with the enemy carrier - I don't lose a single unit. That isn't because of great piloting skills (the Manta flies like a truck) - its because I am patient. Take out radar stations and ground/air factories so that enemies you destroy are not replaced. Either take the controls yourself, or use overwhelming force - but never get cocky. You have to manage your units if your just ordering them around from the map. One gets damaged, get it out of there. Manta's work best for either "command" attacks or for single assaults as they are not limited by impassible terrain during a retreat.

    You attack an island without much regard for its static and mobile defenses, or try a raid without scouting and opening a safe corridor - there isn't much room to complain when your units go "boom".


  4. It definitely can be killed. Basically you just get to take your time at that point and mop up the remaining islands at will. Then when you get to the final island after taking down the power plants, its "OMG the enemy carrier is going to be here soon!" I admit - I was thinking how is that even possible? But it is easy to recognize that the "carrier" is the way they create the time crunch on the sink the carrier mission. I wonder - I may have to go back and just drive past all the other "checkpoints" and just go for the lab and get the torp. I wonder if that would let me not have to sweat the time constraints - ie will the mission script handle that?


  5. so you want units that are invisible and can evade enemy fire while sneaking up on the enemy base using AI.

    Uhm.... ok...

    Stealth has its place - knock out the enemy radar array and the enemy will engage you at much shorter distances.

    As for the walrus taking the shortest path first - you can set individual waypoints - so define its route if you want it to go different ways.


  6. During the campaign, after fulcrum, one of my islands was attacked. I figured it was just one of those drive by kind of things, so I continued on my tasks. Still, after a while I ended up going by the island in question. Suprisingly, the enemy carrier was still there. Using a manta with heavy armor, lasers and missiles +ammo box - I was able to afterburn in close and take out the 3 of 4 flak guns. Once this was done, I launced a few missiles into the engines, at which point the Carrier pivoted and started to speed away. I had done some damage, and fired the last of my missiles into the carrier - getting a couple of more hits on the engines. I fled in a direction free of AA fire while ordering my carrier to try and intercept the enemy. Due to the damage I had caused earlier, I was faster than the enemy. With shells for offense, a few more well placed hits did the trick and the enemy stopped dead.

    Needless to say, it was sunk shortly thereafter - though there was no cutscene. I felt rather satisified at the accomplishment.

    As the campaign continued, no further attacks on my islands occured. Made sense, the enemy carrier was sunk.

    Yet I am still on the hunt for this torpedo. Ok whatever, I mean I know I already sank the guy but there has to be some reason to finish this out with a sense of "urgency".

    Final mission, I get the torpedo, and then I get to see the cutscene of the torpedo hitting the enemy and it sinking. WHAT?

    So technically there had to have been two of them.

    For the campaign, it might be best to script certain subsystems of the enemy cannot be damaged beyond a certain %. Otherwise some may experience what I did.

    Also - after the fulcrum expansion, the enemy had 2 or 3 factory islands. I destroyed/captured those immediately. No other islands were changed to manufacturing, leaving the Enemy with what appeared to be no ability to restock/refuel. I suspect this is what led it to sit off my island and not react until attacked. The AI needs to recognize its lack of production ability and adjust.

    With that said - I have not seen this issue in strategy mode, only during the campaign.


  7. OK I can confirm that on the same machine with both the Steam and Sprocket versions installed - scripts folder copied into both. The sprocket version does not work - the steam version does. I will be moving a few files around to see if I can make it work on the retail version without unpacking and such.


  8. OK we are getting somewhere. Apparently this works for Steam users, but not for others. I own both so I am installing the Steam version and confirm.

    If it works for the Steam version, but not the Sprocket/retail version - then there will be something else going on. I checked my ccsettings.xml file (in both locations: install and savegame locations) and they both start the same way as listed above, including the:

    <path directory="./"/>

    line. My directory does not have the steam files, obviously.

    Stean version is should be in shortly - so will post my findings with that version and then start comparing.

    Nevermind ya'll were already ahead of me.

    As for mod portability - if file replacement is a possibility, I strongly suggest using JSGME.


  9. deanolium - I can confirm this.

    My suspicion is that making the changes for this mod you enabled access to the /scripts directory. Without changes elsewhere - just dropping the scripts folder in will not make the application use it. It must become a resources somewhere. Here:

    http://forums.bistudio.com/showthread.php?140967-TOOL-CarrierTools-(modding-tool-inside)&p=2233979&viewfull=1#post2233979

    you stated some additional modifications to other files so so that /scripts gets added. I suspect that is what is missing.


  10. 1) you "fire" it the same way you do any other weapon - normally the Left Mouse Button. Remember - bombs are "dumb" - meaning they use your forward velocity and drop with no guidance.

    2) when you have a capsule as you list - it is only usable on a DESTROYED Command Center - you get close and you will get a little saw and hammer icon - hit the F key (default unless you mapped differently) and that will FIRE the capsule out. You will see the icon on the manta go dark showing it launched. A few seconds later it will land on the spot and being reconstruction.

    Hack pods work the same way with the same keystroke, but the CC must be intact, firewalls if any disabled.


  11. Tricked out means it had been modified for use aboard ship as a remote. If you pay close attention at the beginning of the campaign, they talk about how craft are being modified to work with the carrier as remote units. This is the "tricked out" reference.

    Those early missions are against easier opponents - if your flying wisely you shouldn't lose the manta. It takes a while before you can produce them.


  12. I am very much a "snapping turtle". Strong defense, a mobile "strike" group that can reinforce and counterattack to wipe up, and then a massive force built "behind the line" while my enemy batters themselves to pieces.

    Sure, rush MIGHT win - but once I get a rudimentary defense up, its a foregone conclusion

    *On COH - destructable bridges!!!! WOOT!*

    Ok - Back to CC. Turtling IS possible - remember that islands get a defensive bonus if they are attached to a defensive island. Multiple defensive islands "interconnected" really make a wall the enemy is unlikely to go through. This is one of the reasons that the barque needs to be slowed and surfaced (so it becomes destructable) and why islands need to be farther apart. As it is, you or the enemy can attack an island at the limit of your fuel range without real fear.


  13. You know, that is really odd. I haven't found many bugs... One actually (crash) which was reported. The Walrus pathfinding isn't a big deal for me as I only trust a computer to drive something when I know nothing will shoot at it - and the AI seems capable to go from point a to b. Sure it wastes a little time, but its a computer - I don't expect it to be as smart as I am when driving.

    I am not fond of the FPS section(s), but overall the game is great fun. I do have some strategic choices that I take issue with (submerged supplies can't be sunk and the bargue is way too fast) - yet the game still draws me in and I have had a blast.

    Every design has to make compromises. Overall - they were very effective in keeping the spirit and then adding to it.


  14. That machine can run anything from a P4 to a Core 2 Duo or Quad. Minimum for CC:GM is a Core2 Duo at 2.2Ghz. Are you using onboard video? If so, that is a built in Intel chip which does NOT meet the minimum for CC - you have to have something equal to a 8800GT. No built in video will meet that.

    Your best option - post your machine specs (CPU/Memory/Video) or simply compare them to the minimums for CC. Sounds like your issue is likely video unless you have an add in card.

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