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Gnrl_Grad

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Everything posted by Gnrl_Grad

  1. Introducing Nemisis mod! The intention of this mod is to increase the survivability of the enemy carrier in the strategy game and make for a longer more challenging game. If you've ever been disappointed when killing the enemy carrier early on in the game then this mod is for you. What does this mod do? 1) It makes it almost impossible to kill the enemy carrier early on. 2) If you encounter and battle the enemy carrier during the game and you beat it badly it will retreat back to it's stockpile island, this creates the possibility for multiple carrier battles during the one game, building up to the final kill! 3) You will need to conquer all enemy islands and push the enemy carrier back to it's stockpile island to finally defeat it! ----- FEATURES IN DETAIL ----- Here is a summary of the main features and changes this mod will make to gameplay... * Enemy carrier will do a full retreat with cutscene to stockpile if damaged too badly * To kill enemy carrier you need to take all islands or destroy him at his stockpile island * Enemy carrier has additional armour making him tougher to beat * Torpedo damage changed making it harder but not impossible to kill enemy carrier outright with torpedos * Note: It should still be possible but very very hard to kill him outright at any time * When there are no more enemy islands you will receive sighting report messages to help locate the enemy carrier * Enemy carrier receives manta reinforcements when defending an island he owns * Enemy carrier receives additional repair/fuel/unit assists when he retreats to a friendly island * If enemy carrier runs out of fuel when in battle with player there is chance he will receive a small amount of fuel to keep him going * Initial warm up timer reduced so enemy carrier will come into play a little bit quicker at start of game * Enemy strength slider in strategy game menu effects modded armour and some assists * Enemy island capture time is increased by approx 5% * Changes to enemy carrier attack pattern * Chance of critical damage to fuel cells - 50% fuel capacity - requires return to stockpile to repair * Deckviews mod integrated - additional camera views for carrier press C and X keys to cycle through views, Z to zoom * Player carrier is now equipped with a scrambler for stealth and evasive maneuvers https://www.dropbox.com/s/imn4k6tzjern2ox/nemisismod.zip Known Issues If you save a game with the mod enabled you can only load and play it with the mod enabled. If you disable the mod and load a game that was saved with the mod enabled it will crash to desktop. Thanks to Species1571 for reporting this. Note this is not an issue if you want to play a game start to finish with the mod enabled and you can save and load your game as normal with the mod enabled.
  2. This mod adds 10 new on-deck camera views for the carrier. Press C to cycle between the different camera views and look around with the mouse. Press X to cycle backwards through views. To return to normal 3rd person view of carrier just left click the mouse. https://www.dropbox.com/s/5l1vg4inm4z1q78/deckviews.zip Note this is an early release and I haven't play tested too much yet. If it proves stable over the course of a few games I'll also add this to Nemisis Mod. Special credit to Species1571 whose camera work in DeadlyIslands mod helped me in creating this mod.
  3. New version 5.0 uploaded.. This version adds a scrambler to the player carrier and when activated it will help you evade detection by the enemy carrier at medium to long ranges. It is ineffective when close to enemy islands or if the enemy carrier is within close range already and it consumes fuel when activated. Speices and myself have been working over the last couple of weeks on making both our mods compatible so when he releases his next update to Deadly Islands it should then be possible to combine both mods together using the modmixer tool. https://www.dropbox.com/s/imn4k6tzjern2ox/nemisismod.zip
  4. Can you move the carrier closer to that part of the island?
  5. He can still ram you, it's not that he tries to but it can happen the odd time if your courses intersect.The attack distances are increased in the mod so it might happen less but when it does happen he tends to steamroll his way through, I debated changing it but which is better? It's not realistic as such but it kinda makes him a bit more interesting and badass if he does ram through the odd time - it's rare but kinda cool scrambling to move your carrier out of a collision course. I've uploaded the mod again and there is a readme file now included with the database changes.
  6. Do you know what changes cause problems? I took a different approach with the refueling so both could hopefully co-exist or if not I can make it check for a common variable or something and toggle it off. Let me know if I can change anything to help.
  7. Glad to hear it worked Crotaro. I've put in some more crash safe guards and some other small changes. v4.9 main new changes are.. * Added 2 levels of Zoom to deckviews - press Z key to cycle through zoom levels * More changes to enemy carrier island/carrier attack decisions * Player carrier can now refuel for free at stockpile island - just stop at island coast to initiate
  8. I've uploaded a new version with some bug fixes.. v4.8 * Fixed mod not referencing correct stockpile islands if changed mid-game * Fixed issue where map would center on carrier instead of selected unit * Fixed deckviews mouseclick issue that restricted carrier guns to fire in single shots only * Fixed enemy carrier no longer receives repair assist when fleeing to same island with player present (made him pretty much invincible if fighting him at his last island) * Fixed some other issues which could cause crashes A quick thanks to Species who has been helping with bug reports and fixes. The enemy carrier destroyed crash I'm not sure about. I reproduced it once and then on subsequent tests I killed the enemy carrier without any crash so it could still be in there. If it happens with this version of the mod let me know.
  9. Do you have a save game that I can use to test? Also are you playing with just nemisis mod or has it been merged any other mods? Edit: nevermind I can reproduce this crash when enemy carrier is destroyed. Now to find what is causing it.
  10. New version uploaded... v1.3 Hud elements are now hidden on deck views for more scenic views Mouse sensitivity in deck views changed to match rest of game Can now cycle backwards through views by pressing X key Other general improvements to the deckview implementation Same download link as first post Known Issues... Some minor flicker when switching in and out of map while in a deckview When you switch to a carrier turret from deck view (using key bind) you need to left click to fire and switch to turret view - if there's a way to detect when carrier turret is being controlled this can be improved
  11. This mod slows down the player and enemy carriers and also the barque speed is reduced. I only just got this working after finally figuring out a way to slow manual drive so I'm not sure how it plays out over a full game yet and the speeds might need some more adjusting. Carrier battles are interesting though because the mantas and walruses acceleration is now much faster in relation to the now slower and less maneuverable carriers. https://www.dropbox.com/s/i1b8pzflsbrt4k0/slowships.zip Special thanks to newtie for the database editor which I also used to edit speed values.
  12. New version uploaded. This includes the same carrier rotation bug fix from the slowships mod and also fixes a bug with the new critical damage mechanic. v4.6 * Fixed a crash when player with critical damage is destroyed * Implemented fix for carrier rotation bug Edit: Deckviews mod is now integrated into nemisis mod - press C,X to cycle carrier views v4.7 * Fixed critical damage not repairing at stockpile island * Deckviews mod integrated https://www.dropbox.com/s/imn4k6tzjern2ox/nemisismod.zip
  13. The new version works well with the uac request, nice work :ok:
  14. That was it, running as admin and the folder is now created. Sometimes it gives an error saying modmixer directory not empty, but it does then clear the directory and it worked when I clicked combine again. Maybe it needs to give more time to clear the directory before moving on, not sure, but it seems to work pretty good overall. If escalating privileges is complicated to do just include a readme that recommends running as administrator. :)
  15. Small issue but if you resize the window the advanced button hovers in it's original position. Also when you click combine and it tells me there are collisions is it supposed to create the combined mod folder or is it aborted? I didn't see any folder created so I'm not sure if it's not working or saving it in a different location or it was just aborted.
  16. No worries guys. I've just uploaded another new version of this mod which fixes some issues that were introduced by the carrier rotation bug fix. Same download link as before.
  17. New version uploaded, same link as before. There was a major bug that prevented the map from scrolling properly but this should be fixed now.
  18. I've uploaded a new version of this mod which should fix the annoying carrier rotation bug. Let me know if this works ok or not. https://www.dropbox.com/s/i1b8pzflsbrt4k0/slowships.zip
  19. When I was playing that section I missed a turret on the entrance and once I destroyed it it seemed to be a trigger to carry on. Maybe you need to destroy all enemies and turrets in the area?
  20. New version uploaded... v4.5 * Added chance of critical damage to fuel cells (when badly damaged) - 50% fuel capacity - requires return to stockpile to repair * Some more minor adjustments to enemy carrier attack pattern * Enemy carrier now stops for safe undocking of walruses and is much less likely to squash his own units * Fixed an issue with enemy walruses not being equipped properly * Removed enemy carrier grenade walrus in favour of other weapons because they are less effective wasting ammo lobbing grenades into open seas far from player carrier * All enemy carrier walruses now receive ammo boxes for pro-longed fighting vs player carrier * Fixed an issue with enemy carrier and units getting stuck after capturing a neutral island when player is also at same island * Carrier Plasma projectile speed and range increased (player and enemy) * Enemy carrier now fires it's plasma cannon from longer range * Fire rate and damage reduced slightly on carrier quad guns * Carrier autopilot speeds and acceleration reduced (player and enemy) * Barque speed and storage space reduced https://www.dropbox.com/s/imn4k6tzjern2ox/nemisismod.zip With the existing modded armour and new changes to attack pattern, walrus launch, carrier speeds and weapons the carrier battles should be quite a bit different now. The changes to the barque should hopefully make for more decision making with what to send and when. If you receive critical damage your carriers fuel capacity will be reduced to 50% and you will need to return to your stockpile for repairs, a warning message will notify you if this is the case. Still playing and balancing and I've got a few more ideas but this version should be fun to play. Also fixed a bug in 1.06 with enemy carrier walruses always being equipped as capsule walruses and never heavies and I think the neutral island bug mentioned above can happen in 1.06 vanilla as well although it's probably a rare scenario.
  21. I'm not sure if it would be worth doing, the fps sections aren't that bad imo and they tie the different parts of the story together. It might end up a bit disjointed if you skip them. Also people who install and play the game for the first time are going to play through the campaign vanilla, they probably won't look for mods initially until they have beaten it or at least played through for a good while, at that point they have made their mind up and will either like and appreciate the game for what it is and then perhaps seek out mods to further their enjoyment or they will just move onto another game. But you know having said that it might still be a good mod to have for people who want to replay the campaign, personally though I don't think I will replay the campaign because the strategy has the random island setups etc. for replayabilty.
  22. Nice work on the new menu. You've got a ton of cool stuff going on in this mod.
  23. New version uploaded... v4.4 * Some changes to enemy carrier attack behaviour * Enemy carrier no longer twitches left/right in quick succession when approaching player * Enemy carrier attacks from a bit further away * Enemy carrier launches mantas from longer range, walruses at same closer range * Enemy carrier less likely to get stuck in same position mid battle while waiting for rogue units to dock https://www.dropbox.com/s/imn4k6tzjern2ox/nemisismod.zip
  24. I couldn't find any settings or commands to affect the manual speed but there is command to disable and enable the carriers manual drive. I have it so this enabled only 1 out of every 3 updates or so, it's crude but it seems to work. Sounds good reducing the scout drone because I think it is under used. I haven't looked at firing arcs yet.
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