species1571
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Posts posted by species1571
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Are you sure? I don't see anything in the files to believe they have added this. I just started a new game and the units weren't controllable, although I do notice they now say what weapon they have, I haven't noticed that before. As it's the same game you resumed from, it may just be a leftover from when you had the mod running, and starting a new game or maybe just going to another island would reset it.
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Thanks. Yes, I saw they added those displays, but I'll leave them in as I think they look neater. There is always the option to disable them anyway.
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Hi Amadeus.
I had a new update which was getting near completion, then they sprung yesterday's beta on us which made it incompatible. I am still working on getting things back working again, and I have it working now, but since there were big changes in this beta, it is going to need some more checking.
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I can see again! Good work, thanks for fixing the lighting problem and the other things.
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For this particular game, I think he made the right choice going retail. Look how long it took for the last beta to go live on Steam. Plus, it can be more expensive than the retail version. With any luck, maybe the next beta will be out before his copy arrives.If you ordered the PC version, why not order a digital version? -
PC all the way. The 360 version is no longer supported by patches, and the PC version has beta updates that you won't get on the 360, plus it is moddable.
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Although I'm very happy with the general state of the game in patch version 1.5.xxxx, the lighting bug does make the game almost unplayable. I've played through all patched versions, and this is the first time this has ocurred. I find myself constantly switching to the options menu to correct the gamma. This helps a bit, but not very much, and I've had to stop playing the game for the time being until it gets fixed. Drove my walruses off a cliff twice. This is not a complaint but more a request for the developers to get it fixed as soon as possible, especially now that the cause is apparently known. Still one of my favourite games ever.For now, just press printscreen when this happens. No need to adjust gamma.
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I've seen this many times. The arrow is actually meant to be there, it's the disappearing that's the bug. If you look at the firewall on those pics, you can see that the arrow is meant to be there.
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Updated to v1.11:
-Mantas can now successfully dock on autopilot when the carrier is moving.
-Island units on friendly islands can now be controlled by clicking on them on the map. Island units have infinite fuel but not infinite health or ammo. If you find that units cannot be selected, enter manual timewarp for a couple of seconds and this should make them available. Units should always be controllable when the enemy carrier is present. This means that when you arrive at an island under attack, you can jump straight into defending your island before your carrier units arrive.
-When using unit-to-unit refuelling or repairing, or walrus self-repair, customization settings will now be ignored if the walrus has had a near-full fuel tank in the last 30 seconds. This means you can now fully repair and refuel mantas on an island by using a walrus at a refuelling station. Also, mantas and walruses will no longer refuel or repair if the walrus is being carried on a hook.
-Early Warning System and Long Range Surveillance now require the control tower to be repaired to at least 95% in order to receive messages. A warning will be displayed if a message has been missed.
-The two carriers will no longer be able to run through each other during battle.
-Added a warning when the carrier is detected drifting sideways. You should rarely see this other than when you sail too close to an island and get propelled away.
-Slightly increased the minimum time before an enemy carrier respawn is possible.
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I believe he starts one level ahead of you.
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There can only be one type of carrier gun on each position at any time. If you want to change it, you have to make a new one.
Missiles - The advangate is you can lock onto a target so they are better than rockets against mantas, also you can shoot turrets while hiding behind a hill if you are close enough.
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You are welcome, thanks for your comments.
I haven't played the campaign since working on the mod, so it is mainly for the strategy game. Remember you can use the options to unlock production of items whenever you want.
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They are supposed to be complete, but I think there are things that may have been skipped. Currently there are some people who have a missing tech slider bar when starting a new strategy game and I suspect this is something that got missed with the last beta update.
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I have no idea how they did it, I only know that by going straight from the release cd to the latest update (at the time), the game would fail to launch. I found that by going through the updates one at a time, I managed to get it working. The devs didn't understand why this was working for me, the files being updated were supposed to be the same. Then they told me that they had found the problem and it was added to the next update.
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Not sure about CC on steam, but with Tomb Raider, thay made it so you could roll back to the previous version by making it a beta you had to opt into from your library.
I used to get stuttering any time the enemy carrier or the barque were approaching, but I haven't noticed that lately. I do still get little hiccups when a piece of dialogue loads, like "we found another firewall" or things like that.
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The enemy carrier units will just get spawned at a pre-determined spot on the island (usually quite far from the enemy carrier) and will just fight the targets local to them. They will then just sit there - they will never actually take your island!What will almost always happen when arriving to defend a friendly island is that your island's defences will destroy the carrier's units in under 30 seconds. Once the carrier's units are destroyed it will flee to re-supply.
Leaving the di_enemy_present_no_turrets option enabled will help against this. I have actually had islands be captured from me while trying to take his units out with this option enabled.
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Yes, there is a chance that he will fail to capture the island. It also involves your island's strength, so if you connect the island to a defence island, he will take longer or maybe fail altogether.Question: In the vanilla game you say that the enemy capturing your islands is time based, I didn't know this, that's a bit of a cheat on the games part, and a bit of a disappointment. The thing is, I have seen the enemy fail at taking my islands and move on. Is there some random factor involved here?Bah!! I can't do this. By the time I have captured all of the firewalls on a island, and I'm not all that slow, the enemy has captured 2 or 3 of my islands. It's not much fun or point playing against a cheating AI, to many games these days do this, and it sucks.This is the reason I added the adaptive enemy option and the enemy carrier respawn limits, it gives you some motivation to take him out early in the game, so you can make up lost ground.
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Hi. Do you have the latest update?
http://www.carriercommand.com/2013/05/new-update-1-05-unloads-for-pc/
I believe this capsule bug has been fixed.
For timewarp, zoom out on the map, click on the island you want to travel to, and click "Set Sail". Timewarp will start automatically.
At the start of the campaign, you cannot manually drive the carrier, this gets unlocked within the first few islands.
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No worries. Yes, the di_island_rating_upgrades is the main one. di_force_production_items only unlocks production for YOU, not the enemy. di_adaptive_enemy actually helps you a little bit if he has more islands than you, but swings the other way when you have more than him.
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Thanks Species. This is not really what I was looking for. I didn't really want deadly islands, advantages for the enemy carrier or adjustments to the tech. It was all the other stuff that I was interested in. I was hoping that I could switch off the things I didn't want, and keep the things I did want.---------- Post added at 02:35 PM ---------- Previous post was at 12:44 PM ----------
What I would like to see is for you to split this mod up. Have one mod (deadly Islands) giving the advantages and extra fire power to the enemy, and the other mod (Enhanced play) having all of the other juicy bits and fixes.
I would very much like to have the enhanced play, but I want to be able to walk all over the enemy, because I hate the enemy. ;)
All of the functions in the mod are optional and can be disabled by changing the customization settings. For example, if you don't want any enemy island upgrades, set di_island_rating_upgrades to 100. Any of the "bool" options that are set to 1 by default, can be disabled by setting them to 0.
My point about the enemy carrier never having to fight against your turrets is nothing to do with the mod, that's just the way the game is designed, his capture rate is time-based.
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Love the this mod, it adds a hell of a lot more to the game than I at first thought.One thing that I am finding more than a problem with the mod is the speed at which the enemy carrier can take my islands, is crazy. It took 2 of my islands before I could travel a small space between my islands. There is no way it can be coming up against any defenses.
Skip that. I think it was my fault. I had 'int di_island_turret_upgrades' set to 6, which I think disables my turrets. I will try again.
Can I disable 'int di_force_production_items =50' by reming it out?
No, it can't be remmed out, it needs to be set to something. You could set it to 200, that way it will never activate.
The enemy carrier never has to fight your turrets (unless you go to the island he is attacking), his capture rate against your islands is time-based, so the turret options have nothing to do with it. He does capture islands at least 4x faster than you can, that's why I set the option to buy yourself some time by taking him out early on.
Thanks for the feedback.
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Updated to v1.10:
-Added the ability for unit-to-unit refuelling and repair. Mantas can refuel/repair walruses and walruses can refuel/repair mantas. To refuel and/or repair a unit, hover the manta over the walrus until you hear the activation sound. There may be times when you wish to either only refuel or only repair a unit, so there is a mode selection which can be changed by double-tapping the K key. There are customization options to allow you to configure what fuel levels are required for refuelling and repairing to be possible. Note that when refuelling a unit, there is a 10% spillage factor for any fuel transferred. Repairing a unit has double the fuel cost compared to refuelling, so repairing a unit by 10% will cost 20% of the other unit's fuel, and you cannot repair a unit while it is completely out of fuel. To allow mantas to be refuelled, they will no longer automatically self-destruct when out of fuel. Instead, they will receive 95% damage and remain invincible until they get their first drop of fuel.
-Added ability for walruses to self-repair up to a configurable level at the expense of fuel. Again, the fuel cost will be double the amount of the repair amount. This is intended to avoid walruses getting into a critical repair level where one stray bullet will destroy them, so walruses will not care how much fuel they have to use to get to their target repair level. Walrus self-repair will be 4 times slower than getting the repair from a manta, and a beeping sound will indicate when a walrus is self-repairing.
-Added two customization options to allow finer control of how the mod increases island defence ratings (feature requested by forum member atroublestarter). The first option is the number of levels of defence rating an island receives when the increase is applied. For example, a setting of 1 will increase weak islands to normal, strong to very strong and very strong to deadly. A setting of 5 makes all islands deadly. The other option allows the mod's turret setup only to be used on islands over a certain defence rating, otherwise un-modded turrets will be used. The defaults of these options will cause the same behaviour as previous versions of the mod.
-Fixes:
-Fixed an issue that would cause enemy carrier respawning not to properly disable when the correct customization option was set (thanks to Rob04 for reporting this).
-Fixed an issue that would cause the game to crash when loading a saved game in which the enemy carrier had already been destroyed without the mod running.
-Fixed an error that would cause the long range surveillance upgrade to repeatedly enable and disable under certain circumstances (thanks to atroublestarter for reporting this).
-Fixed a situation where enemy carrier units would appear (sometimes invisibly) at an island even when the enemy carrier was not there, and fire effects being left behind on some islands (not centain that this was mod related).
-Fixed a random (about 1 in 60) chance that a crash would occur when loading from one game to another if a unit which existed in the first game did not exist in the loaded game.
Compatibility remains for the 1.05.0026 beta as well as the recent 1.05 update.
Download page HERE
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I don't believe it's hardware or driver related, I'm on Geforce 8800GTS in sli. Vista x64.
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The acceleration has been a major problem for me as well, so much that I probably won't play the campaign again. It was almost a relief to get to the end of it, I couldn't stand it. You'll be pleased to hear that it isn't quite so bad in the strategy game, and that's where the real game is, not the campaign. The menu mouse pointer is very laggy as well, due to the animated background, but how often are you on the menu?
Patch 1.6.0004 Impressions
in CARRIER COMMAND: GAEA MISSION - GENERAL
Posted
I noticed today that one of each of the manta and walrus production facilities have also been removed from the "pit" area on Fulcrum.