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species1571

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About species1571

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  1. For anyone else having this problem, the solution was to make sure that antialiasing is disabled, including any forced settings in the Carrier Command: Gaea Mission profile on the Nvidia control panel.
  2. species1571

    Walrus AI / Patch 1.04 - 1.05?

    Deadly Islands mod (full disclosure, it is my own mod) has several features that can help with walruses: Position holding / Dynamic stance (units will not move out of position when they are not on a program and will be more aggressive from their held position), automatic bridge assistance (automatically moves them onto a bridge when they approach, as this is a time when they often get stuck), front and rear axle steering so they can get out of tighter positions, and if all else fails there is a visual and audio alert if a walrus gets stuck, so at least you know when it needs help. Compatible with both Steam and retail disc, but you must have the latest version 1.07.0025.
  3. First section of the game (before Fulcrum), conquer every island, hack every building complex and every research center (not every island has a RC) to build up your inventory and unlock blueprints. There is no enemy carrier during this section, so there is no time pressure. Use the time to build as many items as you can and send them to the carrier. Keep most of your islands as mining and gradually add a couple of production islands. There is no need for defense islands during this stage. The enemy carrier will become active after Fulcrum, so before heading there, make sure you have as much supplies as you need. Start the conversion of a few key islands to defense (or all of them if you like). This will boost the defense of any island connected to it, so the enemy will take longer to conquer them. Once you are ready, head to Fulcrum. After Fulcrum, your focus changes to locating a particular item. My advice is continue conquering each island only once, and hacking the buildings on each one as you go. The enemy carrier will be going around attacking the islands you already conquered. If you go and try to defend your islands, you cannot destroy the enemy carrier at this point, all you can do is chase it away, so you end up wasting a lot of time and fuel chasing it around the map. You also don't make any progress for taking back any islands you lost, so my preferred tactic is to Ignore the enemy carrier and keep focusing on progressing through the remaining islands, one time each. If your stockpile island comes under attack, send as much to the carrier as you can and start moving the stockpile to another island. Once you find the item, you will be ready for the final section of the game.
  4. species1571

    Carrier Command 2 announced.

    Hi. Remember that this is not the same MicroProse that went defunct many years ago, just a re-launching of the brand through transfer of IP rights. Also, MicroProse is the publisher, not the developer. I did see the developer name somewhere and couldn't find any information to suggest they had released anything before. Still, I am hopeful this game will be decent.
  5. Updated to v1.35: ---For neutral islands, the Islands Overview will now indicate if a command center is under construction on the island. This will be indicated with a command center icon. ---Improved the Manta Alternative Control option. Aiming with the reticle is now more accurate, the manta is less likely to drift horizontally after turning on the spot, and the previous forcing of interior camera has been removed, although interior camera will still appear the most stable. ---Fixed a bug in the previous update that would cause existing backup saved games to be deleted instead of being archived when starting a new game on the same profile. ---Fixed a bug when using the alternative radar, if the enemy carrier left and travelled to another island, its icon would continue to be shown in the middle of the current island. ---Fixed a bug in CCGM where the game could crash if the enemy carrier left the current island while its units were still undocked (thanks to Doc Sys for reporting). Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE, or go directly to the file HERE. Optional camouflages HERE.
  6. Ok I see you got it while I was replying. The other common thing is the file paths. Depending what method you use to extract the deadlyislands folder into the game folder, you can end up with one deadlyislands folder inside another. There must only be one.
  7. Working now. This morning I got notifications of messages from last week, something must have been shut down during the holiday.
  8. Have the email notifications of new private messages and replies been removed?
  9. Carrier Command 2 has been announced by Microprose. Steam shows a release date of 1st April 2021. Graphics look a bit basic compared to CCGM, but will be interesting to see how it plays.
  10. Yes, not sure what to make of it. It could be just a new design for the CCGM website, but with this game being dormant for so many years, why would they spend time and money on a new site for this game? Could be a new remake, but since this game wasn't a big success and left in an unfinished beta state for years, why would they do another remake? Then again, CCGM wasn't originally their game, so maybe they are coming back for another go at a new remake. There is definite potential for a modern remake without changing the core mechanics too much, so will be curious to see if anything develops.
  11. Updated to v1.34: ---When horizontal screen resolution is 1920 or higher, the Repair, Supplies and Equip windows will be expanded to make better use of the available screen space. When this is active, some irrelevant information will also be removed (i.e production time and material requirement from the supplies and equip windows and item weight from the equip window). There is an option on page 4 of the customization option if you prefer not to have this. ---On the repair screen, if there are any damaged systems, the carrier fuel bar in the top right corner will now include a needle. If you are pointing to the button of a damaged system, the needle will indicate the fuel impact of fully repairing that system. If you are not pointing to a damaged system, the needle will indicate the fuel impact of fully repairing all currently damaged systems. ---EM flares can no longer be launched if the control tower is too badly damaged. ---Fixed a bug causing the Carrier Low Fuel Level and Pier Refuelling Range Boost options on page 7 of the customization menu not to be loaded correctly at startup. You will need to adjust these options if you previously used them. CAMPAIGN-SPECIFIC: ---A feature was added in v1.30 allowing the scout drone to be launched and docked during island missions where the scout drone is normally not accessible. In these situations, you can now also access the scout drone remote camera, normally used from the carrier shell gun, by holding the camera key (C by default). If the scout drone has been launched, a caption will appear when this is available. ---The Islands Overview window will now indicate islands requiring a unit upgrade that you do not yet have. This will be indicated by the icon of the relevant upgrade on the right side of the island listing. Additionally, a warning message will appear if you attempt to use the Instant Sail button to travel to one of these islands. ---When the enemy carrier retreats from an encounter, it will no longer be able to continue destroying your units while the cutscene plays. ---The option for relocating the carrier to the initial anchor point of an island can no longer be used during island missions where you would not normally be able to control the carrier. ---During some island missions, ownership of the island changes during the mission. Island ownership messages will no longer appear in these cases. ---Fixed a situation during specific unit missions where it was possible to purchase the unit you were given to carry out the mission. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE.
  12. In the location C:\Program Files (x86)\Steam\userdata\Your Steam ID number\65740\local there is a file crash.log you can send me at species1571@blueyonder.co.uk It might not be a mod related crash, but I will take a look.
  13. Only the direct download from my site will work. Those other versions posted elsewhere will not work as they have not been updated for years now. You can easily tell if the mod is running from the main menu as the buttons will be aligned to the left instead of the middle of the screen, and also the mod version will display in the bottom right corner. Anyway, glad you got it working and hope you enjoy.
  14. Posted a second hotfix for a few minor issues in the v1.33 update: -Improved accuracy of the position of icons on the outer edges of the alternative radar. -Zoom and tint adjustments on the alternative radar not saved correctly between sessions. -Possible message saying an item could not be added to the carrier when arriving at an island. -Crash which would occur if auto-hook is enabled and a Walrus happens to be on top of the Manta's lift while the Manta is docked. If you already downloaded v1.33, please download again.
  15. Updated to v1.33: -UNITS: ---Units can now be purchased directly from friendly islands. To do this, take control of an island unit by clicking on it on the map. A button will appear with the amount of material the unit will cost. If you already have 4 active units of that type, but room for a spare one in storage then you can do this by fully repairing and stripping all items from a docked unit. When you click purchase, the docked unit will be moved to storage and the purchased unit will take its place. NOTES: There is a price premium for purchasing items in this way, but you also save production and delivery time by getting the unit immediately. Remember that you are also purchasing all the items the unit has fitted, so choose wisely. The best time to purchase an island unit is after capturing an enemy island, so it is worth leaving some units alive if you wish to do this. You must have blueprints for all items fitted to the unit, or you will not be able to purchase it. ---Walrus bridge assistance - When a Walrus on autopilot approaches a bridge, it will automatically be placed onto the start of the bridge. This will help with Walruses getting stuck when trying to cross bridges. ---Walrus steering has been modified. The rear wheels will now steer in the opposite direction. This gives Walruses a much tighter turning circle and may also help with some situations where a Walrus would get stuck in a confined space or against an obstacle. Manual control may take some time to get used to as you will need less steering input for a particular turn. If you do not like this change, delete the deadlyislands\scripts\base\main\groundvehicle file. ---Some improvements to the auto hook - The command bar auto hook button states will now be saved between sessions, so you do not need to activate them every time. If a Walrus is in auto refuelling range of a fuel station, it will not be hooked until it is fully refuelled / repaired (as well as the Manta, depending on unit-to-unit refuelling mode). ---When the carrier is parked at a pier and a Manta is docking with a hooked Walrus, it should no longer drop the Walrus on top of the pier. ---Improved situation where island Walruses become piled up outside garages, preventing newly built Walruses from exiting their garage. ---Long range attack Mantas have been upgraded in terms of both their strength and numbers. Recommend setting the "Attack waves from nearby islands" option on page 2 of the customization menu to "Enabled with safety". ---Improved broken glass effect when the currently selected unit is destroyed. -UI: ---Islands overview - Island listing is now fully icon-based instead of using words. This will be clearer, especially for non-English languages, and also allowed a moderate reduction in the vertical size of the overview. For islands that do not have a connection to your current stockpile island, or cannot be reached with your current fuel level, this will now be indicated by a red stockpile or fuel icon respectively. For enemy islands, the island mission will now be indicated by the relevant icon in the area on the right. Any island under attack will now always be shown in the list, even if the listing mode is set to APA or Neutral. ---Some improvements to the alternative radar - Island units will now be shown with their correct orientation. Carrier outlines will now also be shown. Improved accuracy of the position of icons on the outer edges of the radar. Mission objective marker will now be shown on the radar. Zoom can be quickly adjusted by holding the right mouse button and using the wheel. ---Added an extra listing mode in the advanced production screen that will show missing blueprints. This will allow you to adjust the auto-queue settings for these items before they are unlocked, as well as just seeing which blueprints you are still waiting for. ---In the advanced production screen, for auto-queued items which are on hold due to their minimum material setting, their icon will now show the pause and material icons, rather than the "Pending material" wording previously shown. ---In the advanced production screen, pointing to the item currently in production will now show the remaining time and material required to complete the item, rather than the overall time and material for the item. ---Some improvements to the main menu - The main menu now has a screen saver feature which will activate after being idle for some time. When loading the game, if a strategy game was previously played, the "Strategy Game" button will be selected. When exiting from a game, the "Exit Game" button will be selected. The "Quit Carrier Command" dialog box has been moved so that you do not need to move the mouse to confirm. ---If the currently selected unit is causing damage, this will now be indicated by a red ring around the target reticle. LIMITATIONS: Only damaging hits will be shown. Shield hits or hits which destroy the target will not be shown. When controlling carrier guns, damage from any of the other guns will also be shown. ---In the tactical scan target list, damage to the targets is now displayed in real time regardless of the "Scan update rate" setting on page 3 of the customization menu, which reduces the need to have this set to "maximum". ---When "Unit quick command buttons" is enabled on page 4 of the customization menu, an additional command has been added for fitting docked units with their default fitting if they have had one set in the equip screen. ---Removed the film grain effect. If you prefer having the grain effect, delete the deadlyislands\textures\noise file. ---Improvements throughout the mod for display of information in non-English languages. -SAVES: ---Starting a new campaign will no longer delete the backup saves from the previous game on that profile (only for saves made while the backups feature was enabled). Instead, they will be moved to a separate backup folder for that type of campaign within the folder of that profile. ---If there are any previous campaigns backed up or any saved games which are not backed up in the current profile, this will be shown below the profile name on the main menu. ---A new option on page 7 of the customization menu allows unlimited "user" saves (manual saves made from the menu) instead of the game's normal limit of 8. With this option enabled, if you have 8 or more user saves, use the save menu to overwrite an existing save. The overwritten save will be restored when you exit to the desktop and will be available when you start the game again. If you disable this option, the number of user save slots will not be reduced, but will not be extended any further. -FIXES: Fixed a bug causing a display glitch when the "Alternative dock cameras" option is set to walrus only or manta only. Fixed a bug causing the "Scout drone autopilot altitude control" option not to be applied correctly. Fixed a bug causing some islands not to have their defense level boosted correctly when using the "Enemy island upgrade levels" option. Fixed a bug in CCGM where a Manta's weapon could not be used if a second weapon was removed in certain situations. Fixed a bug in CCGM where a dock being destroyed while a unit is in the middle of docking or undocking would cause the unit to be stuck, or floating in mid-air until the dock is repaired. They will now automatically be docked or undocked after a few seconds if this happens. Several smaller fixes and improvements throughout the mod. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE, or go directly to the file HERE. Optional camouflages HERE.
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