species1571
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Posts posted by species1571
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I don't think we had low standards in those days, the game was revolutionary at the time. You couldn't go back and play it today though, after playing the new version.
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Quitters.
And no, it's not a dud unless you decide for yourself it's a dud. Like you say, it's taken years to develop, and the last update was only a few weeks ago.
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Yes, just download it again. There's one other thing I just started working on yesterday, I won't say what in case it turns out not to be possible.
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Thanks for letting me know.
I have updated the file with a fix for the repeating "destroyed" message, you will no longer get the message if the drone camera is selected.
The message about leaving the drone behind will only appear once the drone goes a distance from the carrier around the same as the normal telemetry range. The mod stops tracking the drone after this, so if it gets destroyed or goes out of range again without being selected again, no message will appear.
Disabling the carrier respawns, set di_enemy_carrier_respawn to 1 and int di_respawn_min_friendly_isl to 35.
The optionsmenu file was included by mistake. It won't do any harm, but I have removed it anyway.
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Updated to v1.09:
-Scout drone can now be docked back to the carrier. To dock the drone, simply send it back to a spot next to the carrier. The drone camera must have been selected at least once since the drone was launched, and it will not dock until the drone camera has NOT been viewed for 10 seconds. This is to allow the drone to get clear of the docking area after launch, and also prevents the drone from docking while it is selected. A warning will now also appear when the drone is being left behind (as long as the drone camera has been viewed since launch).
-Included a fix for a bug in CCGM where loading a saved game while in timewarp would cause the game to crash.
Download page HERE
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Still working on it. I have a solution to make the drone dockable that seems to be working, but need to test some more, but should have something by tomorrow.
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I know, but there's nothing I can see about the drone in the scripts, so I have no way of knowing if a drone has been destroyed or abandoned. I know you don't want an endless supply of free drones. I could do it so that you only get a free replacement drone when you capture an enemy island using a hack capsule. That way, if you use a drone and it gets destroyed, you have to either build a new one or wait until you capture an island. The carrier only carries one drone at a time, so capturing several islands without using the drone would still mean you only had one. I know it's not quite what you are looking for, I'm just thinking of possible ways to make the drone more useful, since I know that having to build and transport a new one every time you use it puts you off using it at all.
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The problem is that there's still a lot of the game code that isn't exposed for modifying. Anything to do with weapons and units is not moddable at the moment, otherwise I would have liked to do something with walrus slot 2, like having missiles and laser at the same time, or maybe a shield module, anything to stop walruses from being so useless in assaults.
As for the scout drone, I don't think it uses fuel, the display you see is just because it uses a common GUI with the other units. I never use the drone myself and I can't really find anything relating to it in the scripts, so making it dockable at the moment also seems to be impossible. The best I could do would be to make it so there is always a drone available. If you don't want the idea of an endless supply of drones, maybe one free replacement every x number of minutes or maybe just one when you arrive at each island.
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Hi Rob, welcome to the forum. Thank you for your comments, much appreciated and I'm glad you are enjoying playing the game with the mod.
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My favourite setup for the mantas is Armor mk II, laser, rockets, shield.
First priority is clearing each area of turrets. If you prefer, use missiles instead of rockets and use the island terrain (mountains and hillsides) to stop them getting a lock on you. Stay low and just get close enough that your missile gets a target lock, then point the nose up and fire the missile. This way you can get rid of a lot of the turrets without flying into heavy fire.
Once the turrets in each area are clear, my next priority is the "P" and "H" production buildings. Taking all these out prevents more mantas and walruses being produced.
Next priority is walruses. You can take these out pretty easily using rockets, but you really need to make sure the island is clear of them before sending any walruses in because they are a bigger threat to your walruses than to your mantas.
Final priority is mantas and cleaning out any leftover ground units before sending and walruses in.
The shield really helps with the assault using mantas. Once the shield is lost, hide behind a hill for a few seconds until it charges, and you are ready to do some more damage. You can also switch armor mk II to mk I for lightning raids on individual areas. As soon as your shield is lost, afterburn your way out of fire.
Destroying the radar, sometimes I do that just for fun if I happen to be beside it, but I've never noticed any real difference.
Destroying the dock, I never deliberately do that. The island turrets are set up when you arrive at the island, so destroying the dock won't affect them while you are still there. I never tried this, but if you find that destroying the dock lowers the island rating, then you might find that warping to another island and back makes the turrets weaker. In this case, destroy the dock first, because when you come back the island will have re-built.
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- when starting the campaign, the intro cut scene (where your pod ship is entering the atmosphere and crash lands) has no sound
I forgot to mention, the other day I went back and played the endings of the campaign and I found the same thing with both ending cutscenes, the sound fades out going into the cutscene and stays silent until the end credits music. I have just now tried starting a new campaign and get the same thing with the opening cutscene. There's about half a second of the sound of the water, then silence up until the computer voice says "personnel mark 2 combat shield activated" so this must be a problem with all cutscenes. I don't have the missing tech slider though.
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Game is frequently alternating between extremely bright and extremely dark.If it helps any with debugging, pressing the printscreen key is causing the brightness to quickly fade back to the correct level when this happens.
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The forum's not completely dead, I'm still watching for updates. It hasn't been that long since the last update and another one has been promised. Even in its current form, I think the (strategy) game is pretty awesome, especially if you play with my mod (shameless plug). The main thing I think that needs fixed is the manta AI needs to fly in a straight line between waypoints instead of trying to do something too fancy and getting them killed.
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Updated to v1.08
- Added option for enemy carrier to respawn after being destroyed. There are 3 customization options for this. The first option controls how likely it is that the enemy carrier will respawn at each opportunity. Default is 30%. Setting this lower does not guarantee that the enemy carrier will not respawn at the first opportunity, it just makes it less likely. The second option controls the maximum lead the enemy may have before respawn is possible. This gives you some incentive to destroy the enemy carrier, as you can gain some time before respawn. Default is 8 islands. If you want respawns only after you have fully caught up, set this to 0. The third option is the minimum number of islands you must own before respawn is possible. Default is 4. Note that this may be applied to a save game in which the enemy carrier has already been destroyed without the mod, but in this case the respawned carrier will not appear on the map, so it is best to start a new game or resume from a save game with the enemy carrier still alive.
-When controlling the carrier deck guns, the gun selection display is now in a more helpful location next to the target reticle instead of the top left corner. This lets you keep your eyes focused on what you are shooting at without having to look too far away to see which gun is selected. If you prefer not to have this change, just delete the file hud_turret_carrier.layout from the deadlyislands/gui folder.
Download page HERE
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Yes, it was added a couple of betas ago, I only discovered it by accident.
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Not ideal, but the WASD keys can be used to scroll the map.
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Just to make sure the problem isn't something to do with the startup splash screen or video playback, try making a shortcut to the executable, and putting -nosplash at the end ot the target line in its properties, something like this "E:\Program Files (x86)\Bohemia Interactive\Carrier Command Gaea Mission\carrier.exe" -nosplash
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Loading a saved game while you are in timewarp causes the game to crash, unless the game you are loading into was in timewarp when it was saved.
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Thanks. I think it is a bit misleading having those items unavailable even in a full tech game, it's not what I would expect. In the previous beta, I played a full game on minimum tech and the Walrus laser mk II never got unlocked even after capturing all islands, I will keep a lookout and see if that has been fixed)
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I posted an additional update with an option to force production of 12 items which I found were unavailable in the latest beta ( Carrier flares, Carrier Shell cannon, Carrier flak guns x4, Manta shield, manta torpedo, walrus laser mk2, walrus missiles, walrus howitzer). (EDIT: I have been informed this is not a bug, so I have updated this option to instead be a % of islands needed to unlock all items, default is 50%)
If you already downloaded v1.07 since yesterday's post, just download it again.
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Game is frequently alternating between extremely bright and extremely dark.
Starting a strategy game with full tech, some items are still not available for production (carrier flak guns, carrier shell cannon, hammerhead, manta shield, walrus laser mk II).
Supply barque is sometimes not reaching the carrier when at an island. You have to leave the island for the barque to arrive, this would be a problem if you already were out of fuel. When returning to stockpile, the barque is sometimes not getting all the way back, instead it gets part of the way back then magics itself to the stockpile, leaving the rest of its course still visible on the map.
Enemy carrier coming into range is sometimes not visible on the map, even when it is actually there and fighting.
Adding weapons to a manta which already has an ammo box fitted is sometimes not giving the extra ammo.
Manta missiles continue to fire at the previously locked target, even when the lock has been broken or switched to another weapon.
Flares are not being replenished when docked at the carrier.
Flare launcher modules are being lost, possibly when the manta lands at the carrier with empty flares.
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Updated to v1.07
-Added a two-stage upgrade to friendly radar stations. The first stage upgrades all friendly islands with an early warning system which will alert you whenever the enemy carrier enters their territorial waters. By default, this upgrade requires you to control 15% of the islands (5 islands). The second stage upgrades your radar network with long-range surveillance which will report the enemy carrier's movements among his own islands. Radar stations need to form a chain for this upgrade. By default, 60% (20 islands) must have a connection to your stockpile island. If your island chain becomes broken or you lose your stockpile, the upgrade will be lost until you restore it. If the enemy carrier remains at the same location, reminders will be given at set intervals, default is 10 minutes.
-Changed the customization option for upgrading enemy island defense ratings. Instead of an on/off option, this is now a percentage of islands you can own before the upgrades are applied. This way, if you prefer an easier start to the game, you can adjust this to your preference. Default is 10% (4 islands).
-Added option to have neutral islands contain defensive turrets to give you some challenge instead of getting easy islands. This will only happen once the enemy island defense upgrade has been reached.
-Added option so that if you arrive at a friendly island and the enemy carrier is already present, the island will not have any turrets. This prevents enemy units from immediately being destroyed and allows you to attack them yourself, as well as giveing the effect that the enemy has already destroyed the island's turrets.
-Added option which enables the radial menu dock and undock commands to be applied only to units of the same type unless selected. For example, you may be using mantas to fight while walruses are standing by and wish to quickly dock all mantas without docking the walruses. Using the radial menu while the deck guns or the carrier are selected will apply to all units as normal.
-Added option to display a reminder that the enemy carrier has already been destroyed. This will only be displayed when you arrive at an island or load a game where the carrier has been destroyed, and is mainly to save you from sailing around, hunting for the enemy carrier.
-Added option to enable production of items not available due to a bug in the latest beta.
-Customization options added for items which did not previously have options: Skipping of advice about island missions when arriving at an island, advice about fighting in bad weather or setting course to a strong island, and whether units will automatically resume program when switching between units.
-Compatibility update for CCGM beta version 1.05.0026
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I saw that too, after running the unpack_ccgm.bat file after the 1.05.0026 beta update
Deadly Islands mod with Manual Timewarp and enemy respawn
in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Posted · Edited by Species1571
Thanks for your comments, much appreciated.
I will look into reproduce the repeating message bug and fix it for the next update. EDIT: The current version has been updated to fix this.
My fix for the timewarp crash is a bit brute-force, but seems to be effective. It would be better if they fixed it properly.
I might be able to change the setting for the island upgrades, I will have a look at this too.